mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
1463 lines
45 KiB
C++
1463 lines
45 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/gl/gfxGLShader.h"
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#include "gfx/gl/gfxGLVertexAttribLocation.h"
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#include "gfx/gl/gfxGLDevice.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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#include "core/strings/stringFunctions.h"
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#include "math/mPoint2.h"
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#include "gfx/gfxStructs.h"
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#include "console/console.h"
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#define CHECK_AARG(pos, name) static StringTableEntry attr_##name = StringTable->insert(#name); if (argName == attr_##name) { glBindAttribLocation(mProgram, pos, attr_##name); continue; }
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GFXGLShaderConstHandle::GFXGLShaderConstHandle(GFXGLShader* shader)
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: mShader(shader),
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mUBOUniform(false),
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mInstancingConstant(false)
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{
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dMemset(&mDesc, 0, sizeof(mDesc));
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mValid = false;
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}
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GFXGLShaderConstHandle::GFXGLShaderConstHandle(GFXGLShader* shader,
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const GFXShaderConstDesc& desc)
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: mShader(shader),
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mDesc(desc),
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mUBOUniform(false),
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mInstancingConstant(false)
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{
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if (desc.constType == GFXSCT_ConstBuffer)
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mValid = false;
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else
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mValid = true;
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}
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void GFXGLShaderConstHandle::reinit(const GFXShaderConstDesc& desc)
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{
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mDesc = desc;
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mValid = true;
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}
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GFXGLShaderConstHandle::~GFXGLShaderConstHandle()
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{
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}
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const GFXShaderConstDesc GFXGLShaderConstHandle::getDesc()
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{
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return mDesc;
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}
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static U32 shaderConstTypeSize(GFXShaderConstType type)
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{
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switch (type)
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{
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case GFXSCT_Float:
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case GFXSCT_Int:
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case GFXSCT_UInt:
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case GFXSCT_Bool:
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case GFXSCT_Sampler:
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case GFXSCT_SamplerCube:
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case GFXSCT_SamplerCubeArray:
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case GFXSCT_SamplerTextureArray:
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return 4;
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case GFXSCT_Float2:
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case GFXSCT_Int2:
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case GFXSCT_UInt2:
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case GFXSCT_Bool2:
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return 8;
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case GFXSCT_Float3:
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case GFXSCT_Int3:
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case GFXSCT_UInt3:
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case GFXSCT_Bool3:
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return 12;
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case GFXSCT_Float4:
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case GFXSCT_Int4:
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case GFXSCT_UInt4:
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case GFXSCT_Bool4:
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return 16;
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case GFXSCT_Float2x2:
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return 16;
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case GFXSCT_Float3x3:
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return 36;
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case GFXSCT_Float4x3:
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return 48;
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case GFXSCT_Float4x4:
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return 64;
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default:
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AssertFatal(false, "shaderConstTypeSize - Unrecognized constant type");
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return 0;
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}
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}
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GFXGLShaderConstBuffer::GFXGLShaderConstBuffer(GFXGLShader* shader)
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{
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mShader = shader;
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mWasLost = true;
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}
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GFXGLShaderConstBuffer::~GFXGLShaderConstBuffer()
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{
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if (mShader)
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mShader->_unlinkBuffer(this);
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}
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template<typename ConstType>
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void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const ConstType& param)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!");
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AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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U8* basePointer;
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if (!_glHandle->mUBOUniform)
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{
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basePointer = mBufferMap[-1].data;
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}
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else
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{
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basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
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}
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U8* buf = basePointer + _glHandle->mDesc.offset;
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if (_glHandle->mInstancingConstant)
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buf = mInstPtr + _glHandle->mDesc.offset;
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dMemcpy(buf, ¶m, sizeof(ConstType));
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}
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GFXShader* GFXGLShaderConstBuffer::getShader()
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{
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return mShader;
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
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{
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internalSet(handle, fv);
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}
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template<typename ConstType>
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void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!");
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AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for array");
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U8* basePointer;
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if (!_glHandle->mUBOUniform)
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{
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basePointer = mBufferMap[-1].data;
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}
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else
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{
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basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
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}
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const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
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for (U32 i = 0; i < fv.size(); ++i)
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{
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dMemcpy(basePointer + _glHandle->mDesc.offset + i * sizeof(ConstType), fvBuffer, sizeof(ConstType));
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fvBuffer += fv.getElementSize();
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}
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!");
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AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
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U8* basePointer;
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if (!_glHandle->mUBOUniform)
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{
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basePointer = mBufferMap[-1].data;
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}
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else
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{
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basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
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}
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switch (matType)
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{
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case GFXSCT_Float2x2:
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[0] = mat[0];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[1] = mat[1];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[2] = mat[4];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[3] = mat[5];
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break;
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case GFXSCT_Float3x3:
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[0] = mat[0];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[1] = mat[1];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[2] = mat[2];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[3] = mat[4];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[4] = mat[5];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[5] = mat[6];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[6] = mat[8];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[7] = mat[9];
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reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[8] = mat[10];
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break;
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case GFXSCT_Float4x3:
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dMemcpy(basePointer + _glHandle->mDesc.offset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
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break;
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case GFXSCT_Float4x4:
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{
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if (_glHandle->mInstancingConstant)
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{
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MatrixF transposed;
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mat.transposeTo(transposed);
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dMemcpy(mInstPtr + _glHandle->mDesc.offset, (const F32*)transposed, sizeof(MatrixF));
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return;
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}
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dMemcpy(basePointer + _glHandle->mDesc.offset, (const F32*)mat, sizeof(MatrixF));
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break;
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}
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default:
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AssertFatal(false, "GFXGLShaderConstBuffer::set - Invalid matrix type");
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break;
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}
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!");
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!");
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GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
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U8* basePointer;
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if (!_glHandle->mUBOUniform)
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{
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basePointer = mBufferMap[-1].data;
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}
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else
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{
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basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
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}
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switch (matrixType) {
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case GFXSCT_Float4x3:
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// Copy each item with the last row chopped off
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for (int i = 0; i < arraySize; i++)
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{
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dMemcpy(basePointer + _glHandle->mDesc.offset + (i * (sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
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}
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break;
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case GFXSCT_Float4x4:
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dMemcpy(basePointer + _glHandle->mDesc.offset, (F32*)mat, _glHandle->getSize());
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break;
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default:
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AssertFatal(false, "GFXGLShaderConstBuffer::set - setting array of non 4x4 matrices!");
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break;
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}
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}
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void GFXGLShaderConstBuffer::activate(GFXGLShaderConstBuffer* prevShaderBuffer)
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{
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PROFILE_SCOPE(GFXGLShaderConstBuffer_activate);
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for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
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{
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const S32 thisBufferDesc = i->key;
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// set the global buffer differently
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if (thisBufferDesc == -1)
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{
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mShader->setConstantsFromBuffer(mBufferMap[-1].data);
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continue;
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}
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ConstantBuffer thisBuff = i->value;
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if (prevShaderBuffer && prevShaderBuffer != this)
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{
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const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
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if (prevBuffer.data && !prevBuffer.isDirty)
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{
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if (prevBuffer.size != thisBuff.size)
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{
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thisBuff.isDirty = true;
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}
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else
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{
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if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
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{
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thisBuff.isDirty = true;
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}
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else
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{
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thisBuff.isDirty = false;
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}
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}
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}
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else
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{
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thisBuff.isDirty = true;
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}
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}
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else
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{
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thisBuff.isDirty = true;
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}
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if (thisBuff.data && thisBuff.isDirty)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, thisBuff.bufHandle);
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glBufferData(GL_UNIFORM_BUFFER, thisBuff.size, thisBuff.data, GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, thisBufferDesc, thisBuff.bufHandle);
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}
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}
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mWasLost = false;
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}
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void GFXGLShaderConstBuffer::addBuffer(const GFXShaderConstDesc desc)
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{
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// if this is the global buffer set it to the highest.
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if (desc.bindPoint == -1)
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{
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// we dont create a bufferhandle for this one.
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U8* buf = new U8[desc.size];
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dMemset(buf, 0, desc.size);
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mBufferMap[-1].data = buf;
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mBufferMap[-1].size = desc.size;
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mBufferMap[-1].isDirty = true;
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}
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else
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{
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U8* buf = new U8[desc.size];
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dMemset(buf, 0, desc.size);
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mBufferMap[desc.bindPoint].data = buf;
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mBufferMap[desc.bindPoint].size = desc.size;
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mBufferMap[desc.bindPoint].isDirty = true;
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mBufferMap[desc.bindPoint].bufHandle = GFXGL->getDeviceBuffer(desc);
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}
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}
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const String GFXGLShaderConstBuffer::describeSelf() const
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{
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return String();
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}
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void GFXGLShaderConstBuffer::onShaderReload(GFXGLShader* shader)
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{
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AssertFatal(shader == mShader, "GFXGLShaderConstBuffer::onShaderReload, mismatched shaders!");
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for (auto& pair : mBufferMap) {
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delete[] pair.value.data;
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}
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mBufferMap.clear(); // Clear the map
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for (GFXGLShader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
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{
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// add our buffer descriptions to the full const buffer.
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this->addBuffer(i->value);
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}
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mWasLost = true;
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}
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GFXGLShader::GFXGLShader(GFXGLDevice* device) :
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mVertexShader(0),
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mPixelShader(0),
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mGeometryShader(0),
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mProgram(0),
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mDevice(device),
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mGlobalConstBuffer(NULL)
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{
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}
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|
|
GFXGLShader::~GFXGLShader()
|
|
{
|
|
clearShaders();
|
|
for (auto& pair : mHandles) {
|
|
if (pair.value != nullptr) {
|
|
delete pair.value;
|
|
pair.value = nullptr;
|
|
}
|
|
}
|
|
mHandles.clear();
|
|
|
|
if (mGlobalConstBuffer)
|
|
delete[] mGlobalConstBuffer;
|
|
}
|
|
|
|
void GFXGLShader::clearShaders()
|
|
{
|
|
glDeleteProgram(mProgram);
|
|
glDeleteShader(mVertexShader);
|
|
glDeleteShader(mPixelShader);
|
|
glDeleteShader(mGeometryShader);
|
|
|
|
mProgram = 0;
|
|
mVertexShader = 0;
|
|
mPixelShader = 0;
|
|
mGeometryShader = 0;
|
|
}
|
|
|
|
bool GFXGLShader::_init()
|
|
{
|
|
PROFILE_SCOPE(GFXGLShader_Init);
|
|
// Don't initialize empty shaders.
|
|
if (mVertexFile.isEmpty() && mPixelFile.isEmpty())
|
|
return false;
|
|
|
|
clearShaders();
|
|
|
|
mProgram = glCreateProgram();
|
|
|
|
// Set the macros and add the global ones.
|
|
Vector<GFXShaderMacro> macros;
|
|
macros.merge(mMacros);
|
|
macros.merge(smGlobalMacros);
|
|
|
|
macros.increment();
|
|
macros.last().name = "TORQUE_SM";
|
|
macros.last().value = 40;
|
|
macros.increment();
|
|
macros.last().name = "TORQUE_VERTEX_SHADER";
|
|
macros.last().value = "";
|
|
|
|
// Default to true so we're "successful" if a vertex/pixel shader wasn't specified.
|
|
bool compiledVertexShader = true;
|
|
bool compiledPixelShader = true;
|
|
bool compiledGeometryShader = true;
|
|
|
|
// Compile the vertex and pixel shaders if specified.
|
|
if (!mVertexFile.isEmpty())
|
|
{
|
|
compiledVertexShader = initShader(mVertexFile, GFXShaderStage::VERTEX_SHADER, macros);
|
|
if (!compiledVertexShader)
|
|
return false;
|
|
}
|
|
|
|
if (!mPixelFile.isEmpty())
|
|
{
|
|
macros.last().name = "TORQUE_PIXEL_SHADER";
|
|
compiledPixelShader = initShader(mPixelFile, GFXShaderStage::PIXEL_SHADER, macros);
|
|
if (!compiledPixelShader)
|
|
return false;
|
|
}
|
|
|
|
if (!mGeometryFile.isEmpty())
|
|
{
|
|
macros.last().name = "TORQUE_GEOMETRY_SHADER";
|
|
compiledGeometryShader = initShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, macros);
|
|
if (!compiledGeometryShader)
|
|
return false;
|
|
}
|
|
|
|
// Link it!
|
|
glLinkProgram(mProgram);
|
|
|
|
GLint activeAttribs = 0;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTES, &activeAttribs);
|
|
|
|
GLint maxLength;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength);
|
|
|
|
FrameTemp<GLchar> tempData(maxLength + 1);
|
|
*tempData.address() = '\0';
|
|
// Check atributes
|
|
for (U32 i = 0; i < activeAttribs; i++)
|
|
{
|
|
GLint size;
|
|
GLenum type;
|
|
|
|
glGetActiveAttrib(mProgram, i, maxLength + 1, NULL, &size, &type, tempData.address());
|
|
|
|
StringTableEntry argName = StringTable->insert(tempData.address());
|
|
|
|
CHECK_AARG(Torque::GL_VertexAttrib_Position, vPosition);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_Normal, vNormal);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_Color, vColor);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_Tangent, vTangent);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TangentW, vTangentW);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_Binormal, vBinormal);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord0, vTexCoord0);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord1, vTexCoord1);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord2, vTexCoord2);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord3, vTexCoord3);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord4, vTexCoord4);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord5, vTexCoord5);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord6, vTexCoord6);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord7, vTexCoord7);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord8, vTexCoord8);
|
|
CHECK_AARG(Torque::GL_VertexAttrib_TexCoord9, vTexCoord9);
|
|
}
|
|
|
|
//always have OUT_col
|
|
glBindFragDataLocation(mProgram, 0, "OUT_col");
|
|
// Check OUT_colN
|
|
for (U32 i = 1; i < 4; i++)
|
|
{
|
|
char buffer[10];
|
|
dSprintf(buffer, sizeof(buffer), "OUT_col%u", i);
|
|
GLint location = glGetFragDataLocation(mProgram, buffer);
|
|
if (location > 0)
|
|
glBindFragDataLocation(mProgram, i, buffer);
|
|
|
|
}
|
|
|
|
// Link it again!
|
|
glLinkProgram(mProgram);
|
|
|
|
GLint linkStatus;
|
|
glGetProgramiv(mProgram, GL_LINK_STATUS, &linkStatus);
|
|
|
|
// Dump the info log to the console
|
|
U32 logLength = 0;
|
|
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
|
if (logLength)
|
|
{
|
|
FrameAllocatorMarker fam;
|
|
char* log = (char*)fam.alloc(logLength);
|
|
glGetProgramInfoLog(mProgram, logLength, NULL, log);
|
|
|
|
if (linkStatus == GL_FALSE)
|
|
{
|
|
if (smLogErrors)
|
|
{
|
|
Con::errorf("GFXGLShader::init - Error linking shader!");
|
|
Con::errorf("Program %s / %s: %s",
|
|
mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), log);
|
|
}
|
|
}
|
|
else if (smLogWarnings)
|
|
{
|
|
Con::warnf("Program %s / %s: %s",
|
|
mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), log);
|
|
}
|
|
}
|
|
|
|
|
|
// If we failed to link, bail.
|
|
if (linkStatus == GL_FALSE)
|
|
return false;
|
|
|
|
initConstantDescs();
|
|
initHandles();
|
|
|
|
// Notify Buffers we might have changed in size.
|
|
// If this was our first init then we won't have any activeBuffers
|
|
// to worry about unnecessarily calling.
|
|
Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
|
|
for (; biter != mActiveBuffers.end(); biter++)
|
|
((GFXGLShaderConstBuffer*)(*biter))->onShaderReload(this);
|
|
|
|
return true;
|
|
}
|
|
|
|
void GFXGLShader::initConstantDescs()
|
|
{
|
|
// clear our vectors.
|
|
mShaderConsts.clear();
|
|
|
|
GLint maxNameLength;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
|
|
|
|
if (!maxNameLength)
|
|
return;
|
|
maxNameLength++;
|
|
|
|
FrameTemp<GLchar> uniformName(maxNameLength);
|
|
|
|
// parse ubos first and add them to our table, same as in dx
|
|
// this is required so that in the other uniform loop we dont add
|
|
// a uniform that exists in a ubo again.
|
|
GLint numUBOS;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_BLOCKS, &numUBOS);
|
|
for (U32 i = 0; i < numUBOS; i++) {
|
|
GFXShaderConstDesc desc;
|
|
GLint uboNameLen;
|
|
glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &uboNameLen);
|
|
if (!uboNameLen)
|
|
return;
|
|
uboNameLen++;
|
|
|
|
// get the name of the ubo for getting required data.
|
|
FrameTemp<GLchar> uboName(uboNameLen);
|
|
glGetActiveUniformBlockName(mProgram, i, uboNameLen, NULL, uboName);
|
|
GLint uboBinding;
|
|
glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_BINDING, &uboBinding);
|
|
GLint uboSize;
|
|
glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uboSize);
|
|
GLint numUboUniforms;
|
|
glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &numUboUniforms);
|
|
GLint* indices = new GLint[numUboUniforms];
|
|
glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices);
|
|
|
|
// fill out ubo desc.
|
|
desc.name = String((char*)uboName);
|
|
desc.bindPoint = uboBinding;
|
|
desc.size = uboSize;
|
|
desc.constType = GFXSCT_ConstBuffer;
|
|
desc.samplerReg = -1;
|
|
|
|
mBuffers[desc.name] = desc;
|
|
|
|
// loop uniforms in the ubo.
|
|
for (U32 j = 0; j < numUboUniforms; j++)
|
|
{
|
|
GFXShaderConstDesc varDesc;
|
|
|
|
GLint uniformIndex = indices[j];
|
|
GLint size;
|
|
GLenum type;
|
|
GLint offset;
|
|
glGetActiveUniformsiv(mProgram, 1, (const GLuint*)&uniformIndex, GL_UNIFORM_OFFSET, &offset);
|
|
glGetActiveUniform(mProgram, uniformIndex, maxNameLength, NULL, &size, &type, uniformName);
|
|
|
|
varDesc.name = String((char*)uniformName);
|
|
// remove array brackets.
|
|
varDesc.name = varDesc.name.substr(0, varDesc.name.find('['));
|
|
// Insert $ to match D3D behavior of having a $ prepended to parameters to main.
|
|
varDesc.name.insert(0, '$');
|
|
varDesc.bindPoint = desc.bindPoint; // just set to the buffer bindpoint for uniforms in a ubo.
|
|
varDesc.offset = offset;
|
|
varDesc.arraySize = size;
|
|
varDesc.constType = convertConstType(type);
|
|
varDesc.size = shaderConstTypeSize(varDesc.constType) * size;
|
|
varDesc.samplerReg = -1;
|
|
|
|
#ifdef OPENGL_DEBUG_SPEW
|
|
Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.offset, varDesc.size, varDesc.arraySize);
|
|
#endif
|
|
mShaderConsts.push_back(varDesc);
|
|
}
|
|
}
|
|
|
|
GLint numUniforms;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORMS, &numUniforms);
|
|
|
|
for (U32 i = 0; i < numUniforms; i++)
|
|
{
|
|
// skip if this uniform is inside a ubo.
|
|
GLint blk;
|
|
glGetActiveUniformsiv(mProgram, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &blk);
|
|
if (blk != -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
GLint size;
|
|
GLenum type;
|
|
glGetActiveUniform(mProgram, i, maxNameLength, NULL, &size, &type, uniformName);
|
|
|
|
GFXShaderConstDesc desc;
|
|
desc.name = String((char*)uniformName);
|
|
// Remove array brackets from the name
|
|
desc.name = desc.name.substr(0, desc.name.find('['));
|
|
// Insert $ to match D3D behavior of having a $ prepended to parameters to main.
|
|
desc.name.insert(0, '$');
|
|
|
|
desc.bindPoint = -1;
|
|
desc.arraySize = size;
|
|
desc.constType = convertConstType(type);
|
|
desc.size = shaderConstTypeSize(desc.constType) * size;
|
|
desc.samplerReg = -1;
|
|
mShaderConsts.push_back(desc);
|
|
}
|
|
}
|
|
|
|
GFXShaderConstType GFXGLShader::convertConstType(GLenum constType)
|
|
{
|
|
switch (constType)
|
|
{
|
|
case GL_FLOAT:
|
|
return GFXSCT_Float;
|
|
break;
|
|
case GL_FLOAT_VEC2:
|
|
return GFXSCT_Float2;
|
|
break;
|
|
case GL_FLOAT_VEC3:
|
|
return GFXSCT_Float3;
|
|
break;
|
|
case GL_FLOAT_VEC4:
|
|
return GFXSCT_Float4;
|
|
break;
|
|
case GL_INT:
|
|
return GFXSCT_Int;
|
|
break;
|
|
case GL_INT_VEC2:
|
|
return GFXSCT_Int2;
|
|
break;
|
|
case GL_INT_VEC3:
|
|
return GFXSCT_Int3;
|
|
break;
|
|
case GL_INT_VEC4:
|
|
return GFXSCT_Int4;
|
|
break;
|
|
case GL_UNSIGNED_INT:
|
|
return GFXSCT_UInt;
|
|
break;
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
return GFXSCT_UInt2;
|
|
break;
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
return GFXSCT_UInt3;
|
|
break;
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
return GFXSCT_UInt4;
|
|
break;
|
|
case GL_BOOL:
|
|
return GFXSCT_Bool;
|
|
break;
|
|
case GL_BOOL_VEC2:
|
|
return GFXSCT_Bool2;
|
|
break;
|
|
case GL_BOOL_VEC3:
|
|
return GFXSCT_Bool3;
|
|
break;
|
|
case GL_BOOL_VEC4:
|
|
return GFXSCT_Bool4;
|
|
break;
|
|
case GL_FLOAT_MAT2:
|
|
return GFXSCT_Float2x2;
|
|
break;
|
|
case GL_FLOAT_MAT3:
|
|
return GFXSCT_Float3x3;
|
|
break;
|
|
case GL_FLOAT_MAT4:
|
|
return GFXSCT_Float4x4;
|
|
break;
|
|
case GL_FLOAT_MAT4x3: // jamesu - columns, rows
|
|
return GFXSCT_Float4x3;
|
|
break;
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_3D:
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
return GFXSCT_Sampler;
|
|
break;
|
|
case GL_SAMPLER_CUBE:
|
|
return GFXSCT_SamplerCube;
|
|
break;
|
|
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
|
|
return GFXSCT_SamplerCubeArray;
|
|
break;
|
|
case GL_SAMPLER_2D_ARRAY:
|
|
return GFXSCT_SamplerTextureArray;
|
|
break;
|
|
default:
|
|
AssertFatal(false, "Unknown shader constant class enum, maybe you could add it?");
|
|
// If we don't recognize the constant don't add its description.
|
|
break;
|
|
}
|
|
|
|
return GFXSCT_Uknown;
|
|
}
|
|
|
|
void GFXGLShader::initHandles()
|
|
{
|
|
// Mark all existing handles as invalid.
|
|
// Those that are found when parsing the descriptions will then be marked valid again.
|
|
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
|
(iter->value)->setValid(false);
|
|
|
|
// Loop through constants that exist in ubos.
|
|
for (U32 i = 0; i < mShaderConsts.size(); i++)
|
|
{
|
|
GFXShaderConstDesc& desc = mShaderConsts[i];
|
|
|
|
// Index element 1 of the name to skip the '$' we inserted earier.
|
|
GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
|
|
|
|
AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
|
|
|
|
HandleMap::Iterator handle = mHandles.find(desc.name);
|
|
S32 sampler = -1;
|
|
if (desc.constType == GFXSCT_Sampler ||
|
|
desc.constType == GFXSCT_SamplerCube ||
|
|
desc.constType == GFXSCT_SamplerCubeArray ||
|
|
desc.constType == GFXSCT_SamplerTextureArray)
|
|
{
|
|
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
|
AssertFatal(idx != -1, "");
|
|
sampler = idx; //assignedSamplerNum++;
|
|
desc.samplerReg = idx;
|
|
}
|
|
|
|
if (handle != mHandles.end())
|
|
{
|
|
if (desc.bindPoint == -1)
|
|
{
|
|
desc.bindPoint = loc;
|
|
mHandles[desc.name]->mUBOUniform = false;
|
|
}
|
|
else
|
|
{
|
|
mHandles[desc.name]->mUBOUniform = true;
|
|
}
|
|
|
|
handle->value->reinit(desc);
|
|
}
|
|
else
|
|
{
|
|
if (desc.bindPoint == -1)
|
|
{
|
|
desc.bindPoint = loc;
|
|
mHandles[desc.name] = new GFXGLShaderConstHandle(this, desc);
|
|
mHandles[desc.name]->mUBOUniform = false;
|
|
}
|
|
else
|
|
{
|
|
mHandles[desc.name] = new GFXGLShaderConstHandle(this, desc);
|
|
mHandles[desc.name]->mUBOUniform = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// we have a global const buffer, set it up and add it.
|
|
U32 constBufferSize = 0;
|
|
|
|
if (mGlobalConstBuffer)
|
|
delete[] mGlobalConstBuffer;
|
|
|
|
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
|
{
|
|
GFXGLShaderConstHandle* handle = iter->value;
|
|
if (handle->isValid() && !handle->mUBOUniform)
|
|
{
|
|
handle->mDesc.offset = constBufferSize;
|
|
constBufferSize += handle->getSize();
|
|
}
|
|
}
|
|
|
|
if (constBufferSize > 0)
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
// fill out ubo desc.
|
|
desc.name = "Global";
|
|
desc.bindPoint = -1;
|
|
desc.size = constBufferSize;
|
|
desc.constType = GFXSCT_ConstBuffer;
|
|
desc.samplerReg = -1;
|
|
|
|
mBuffers[desc.name] = desc;
|
|
|
|
mGlobalConstBuffer = new U8[constBufferSize];
|
|
dMemset(mGlobalConstBuffer, 0, constBufferSize);
|
|
}
|
|
|
|
// Set our program so uniforms are assigned properly.
|
|
mDevice->setShader(this, false);
|
|
|
|
// Iterate through uniforms to set sampler numbers.
|
|
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
|
{
|
|
GFXGLShaderConstHandle* handle = iter->value;
|
|
if (handle->isValid() &&
|
|
(handle->getType() == GFXSCT_Sampler ||
|
|
handle->getType() == GFXSCT_SamplerCube ||
|
|
handle->getType() == GFXSCT_SamplerCubeArray ||
|
|
handle->getType() == GFXSCT_SamplerTextureArray))
|
|
{
|
|
// Set sampler number on our program.
|
|
glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg);
|
|
// Set sampler in constant buffer so it does not get unset later.
|
|
dMemcpy(mGlobalConstBuffer + handle->mDesc.offset, &handle->mDesc.samplerReg, handle->getSize());
|
|
}
|
|
}
|
|
|
|
//instancing
|
|
if (!mInstancingFormat)
|
|
return;
|
|
|
|
U32 offset = 0;
|
|
|
|
for (U32 i = 0; i < mInstancingFormat->getElementCount(); i++)
|
|
{
|
|
const GFXVertexElement& element = mInstancingFormat->getElement(i);
|
|
|
|
String constName = String::ToString("$%s", element.getSemantic().c_str());
|
|
|
|
HandleMap::Iterator handle = mHandles.find(constName);
|
|
if (handle != mHandles.end())
|
|
{
|
|
AssertFatal(0, "");
|
|
}
|
|
else
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
desc.name = constName;
|
|
desc.arraySize = 1;
|
|
switch (element.getType())
|
|
{
|
|
case GFXDeclType_Float4:
|
|
desc.constType = GFXSCT_Float4;
|
|
break;
|
|
|
|
default:
|
|
desc.constType = GFXSCT_Float;
|
|
break;
|
|
}
|
|
|
|
GFXGLShaderConstHandle* h = new GFXGLShaderConstHandle(this, desc);
|
|
h->mInstancingConstant = true;
|
|
h->mDesc.offset = offset;
|
|
h->mUBOUniform = false;
|
|
mHandles[constName] = h;
|
|
|
|
offset += element.getSizeInBytes();
|
|
++i;
|
|
|
|
// If this is a matrix we will have 2 or 3 more of these
|
|
// semantics with the same name after it.
|
|
for (; i < mInstancingFormat->getElementCount(); i++)
|
|
{
|
|
const GFXVertexElement& nextElement = mInstancingFormat->getElement(i);
|
|
if (nextElement.getSemantic() != element.getSemantic())
|
|
{
|
|
i--;
|
|
break;
|
|
}
|
|
++desc.arraySize;
|
|
if (desc.arraySize == 4 && desc.constType == GFXSCT_Float4)
|
|
{
|
|
desc.arraySize = 1;
|
|
desc.constType = GFXSCT_Float4x4;
|
|
}
|
|
offset += nextElement.getSizeInBytes();
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
GFXShaderConstHandle* GFXGLShader::getShaderConstHandle(const String& name)
|
|
{
|
|
HandleMap::Iterator i = mHandles.find(name);
|
|
if (i != mHandles.end())
|
|
return i->value;
|
|
else
|
|
{
|
|
GFXGLShaderConstHandle* handle = new GFXGLShaderConstHandle(this);
|
|
handle->setValid(false);
|
|
mHandles[name] = handle;
|
|
|
|
return handle;
|
|
}
|
|
}
|
|
|
|
GFXShaderConstHandle* GFXGLShader::findShaderConstHandle(const String& name)
|
|
{
|
|
HandleMap::Iterator i = mHandles.find(name);
|
|
if (i != mHandles.end())
|
|
return i->value;
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
void GFXGLShader::setConstantsFromBuffer(U8* buffer)
|
|
{
|
|
for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); ++i)
|
|
{
|
|
GFXGLShaderConstHandle* handle = i->value;
|
|
AssertFatal(handle, "GFXGLShader::setConstantsFromBuffer - Null handle");
|
|
// skip ubo uniforms.
|
|
if (handle->mUBOUniform || !handle->isValid())
|
|
continue;
|
|
|
|
if (handle->mInstancingConstant)
|
|
continue;
|
|
|
|
// Don't set if the value has not be changed.
|
|
if (dMemcmp(mGlobalConstBuffer + handle->mDesc.offset, buffer + handle->mDesc.offset, handle->getSize()) == 0)
|
|
continue;
|
|
|
|
// Copy new value into our const buffer and set in GL.
|
|
dMemcpy(mGlobalConstBuffer + handle->mDesc.offset, buffer + handle->mDesc.offset, handle->getSize());
|
|
|
|
switch (handle->mDesc.constType)
|
|
{
|
|
case GFXSCT_Float:
|
|
glUniform1fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float2:
|
|
glUniform2fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float3:
|
|
glUniform3fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float4:
|
|
glUniform4fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Sampler:
|
|
case GFXSCT_SamplerCube:
|
|
case GFXSCT_SamplerCubeArray:
|
|
case GFXSCT_SamplerTextureArray:
|
|
// Set sampler number on our program.
|
|
glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg);
|
|
break;
|
|
case GFXSCT_Int:
|
|
glUniform1iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Int2:
|
|
glUniform2iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Int3:
|
|
glUniform3iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Int4:
|
|
glUniform4iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float2x2:
|
|
glUniformMatrix2fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float3x3:
|
|
glUniformMatrix3fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float4x3:
|
|
// NOTE: To save a transpose here we could store the matrix transposed (i.e. column major) in the constant buffer.
|
|
// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
|
|
glUniformMatrix4x3fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
case GFXSCT_Float4x4:
|
|
glUniformMatrix4fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
|
|
break;
|
|
default:
|
|
AssertFatal(0, "");
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
GFXShaderConstBufferRef GFXGLShader::allocConstBuffer()
|
|
{
|
|
GFXGLShaderConstBuffer* buffer = new GFXGLShaderConstBuffer(this);
|
|
for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
|
|
{
|
|
// add our buffer descriptions to the full const buffer.
|
|
buffer->addBuffer(i->value);
|
|
}
|
|
|
|
buffer->registerResourceWithDevice(getOwningDevice());
|
|
mActiveBuffers.push_back(buffer);
|
|
return buffer;
|
|
}
|
|
|
|
void GFXGLShader::useProgram()
|
|
{
|
|
glUseProgram(mProgram);
|
|
}
|
|
|
|
void GFXGLShader::zombify()
|
|
{
|
|
clearShaders();
|
|
}
|
|
|
|
char* GFXGLShader::_handleIncludes(const Torque::Path& path, FileStream* s)
|
|
{
|
|
// TODO: The #line pragma on GLSL takes something called a
|
|
// "source-string-number" which it then never explains.
|
|
//
|
|
// Until i resolve this mystery i disabled this.
|
|
//
|
|
//String linePragma = String::ToString( "#line 1 \r\n");
|
|
//U32 linePragmaLen = linePragma.length();
|
|
|
|
U32 shaderLen = s->getStreamSize();
|
|
char* buffer = (char*)dMalloc(shaderLen + 1);
|
|
//dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
|
|
s->read(shaderLen, buffer);
|
|
buffer[shaderLen] = 0;
|
|
|
|
char* p = dStrstr(buffer, "#include");
|
|
while (p)
|
|
{
|
|
char* q = p;
|
|
p += 8;
|
|
if (dIsspace(*p))
|
|
{
|
|
U32 n = 0;
|
|
while (dIsspace(*p)) ++p;
|
|
AssertFatal(*p == '"', "Bad #include directive");
|
|
++p;
|
|
static char includeFile[256];
|
|
while (*p != '"')
|
|
{
|
|
AssertFatal(*p != 0, "Bad #include directive");
|
|
includeFile[n++] = *p++;
|
|
AssertFatal(n < sizeof(includeFile), "#include directive too long");
|
|
}
|
|
++p;
|
|
includeFile[n] = 0;
|
|
|
|
// First try it as a local file.
|
|
Torque::Path includePath = Torque::Path::Join(path.getPath(), '/', includeFile);
|
|
includePath = Torque::Path::CompressPath(includePath);
|
|
|
|
FileStream includeStream;
|
|
|
|
if (!includeStream.open(includePath, Torque::FS::File::Read))
|
|
{
|
|
// Try again assuming the path is absolute
|
|
// and/or relative.
|
|
includePath = String(includeFile);
|
|
includePath = Torque::Path::CompressPath(includePath);
|
|
if (!includeStream.open(includePath, Torque::FS::File::Read))
|
|
{
|
|
AssertISV(false, avar("failed to open include '%s'.", includePath.getFullPath().c_str()));
|
|
|
|
if (smLogErrors)
|
|
Con::errorf("GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
|
includePath.getFullPath().c_str());
|
|
|
|
// Fail... don't return the buffer.
|
|
dFree(buffer);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
char* includedText = _handleIncludes(includePath, &includeStream);
|
|
|
|
// If a sub-include fails... cleanup and return.
|
|
if (!includedText)
|
|
{
|
|
dFree(buffer);
|
|
return NULL;
|
|
}
|
|
|
|
// TODO: Disabled till this is fixed correctly.
|
|
//
|
|
// Count the number of lines in the file
|
|
// before the include.
|
|
/*
|
|
U32 includeLine = 0;
|
|
{
|
|
char* nl = dStrstr( buffer, "\n" );
|
|
while ( nl )
|
|
{
|
|
includeLine++;
|
|
nl = dStrstr( nl, "\n" );
|
|
if(nl) ++nl;
|
|
}
|
|
}
|
|
*/
|
|
|
|
String manip(buffer);
|
|
manip.erase(q - buffer, p - q);
|
|
String sItx(includedText);
|
|
|
|
// TODO: Disabled till this is fixed correctly.
|
|
//
|
|
// Add a new line pragma to restore the proper
|
|
// file and line number after the include.
|
|
//sItx += String::ToString( "\r\n#line %d \r\n", includeLine );
|
|
|
|
dFree(includedText);
|
|
manip.insert(q - buffer, sItx);
|
|
char* manipBuf = dStrdup(manip.c_str());
|
|
p = manipBuf + (q - buffer);
|
|
dFree(buffer);
|
|
buffer = manipBuf;
|
|
}
|
|
p = dStrstr(p, "#include");
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
bool GFXGLShader::_loadShaderFromStream(GLuint shader,
|
|
const Torque::Path& path,
|
|
FileStream* s,
|
|
const Vector<GFXShaderMacro>& macros)
|
|
{
|
|
Vector<char*> buffers;
|
|
Vector<U32> lengths;
|
|
|
|
// The GLSL version declaration must go first!
|
|
const char* versionDecl = "#version 330\n";
|
|
buffers.push_back(dStrdup(versionDecl));
|
|
lengths.push_back(dStrlen(versionDecl));
|
|
|
|
//Required extensions. These are already checked when creating the GFX adapter, if we make it this far it's supported
|
|
const char* cubeArrayExt = "#extension GL_ARB_texture_cube_map_array : enable\n";
|
|
buffers.push_back(dStrdup(cubeArrayExt));
|
|
lengths.push_back(dStrlen(cubeArrayExt));
|
|
|
|
const char* gpuShader5Ext = "#extension GL_ARB_gpu_shader5 : enable\n";
|
|
buffers.push_back(dStrdup(gpuShader5Ext));
|
|
lengths.push_back(dStrlen(gpuShader5Ext));
|
|
|
|
const char* newLine = "\r\n";
|
|
buffers.push_back(dStrdup(newLine));
|
|
lengths.push_back(dStrlen(newLine));
|
|
|
|
// Now add all the macros.
|
|
for (U32 i = 0; i < macros.size(); i++)
|
|
{
|
|
if (macros[i].name.isEmpty()) // TODO OPENGL
|
|
continue;
|
|
|
|
String define = String::ToString("#define %s %s\n", macros[i].name.c_str(), macros[i].value.c_str());
|
|
buffers.push_back(dStrdup(define.c_str()));
|
|
lengths.push_back(define.length());
|
|
}
|
|
|
|
// Now finally add the shader source.
|
|
U32 shaderLen = s->getStreamSize();
|
|
char* buffer = _handleIncludes(path, s);
|
|
if (!buffer)
|
|
return false;
|
|
|
|
buffers.push_back(buffer);
|
|
lengths.push_back(shaderLen);
|
|
|
|
glShaderSource(shader, buffers.size(), (const GLchar**)const_cast<const char**>(buffers.address()), NULL);
|
|
|
|
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
|
FileStream stream;
|
|
if (!stream.open(path.getFullPath() + "_DEBUG", Torque::FS::File::Write))
|
|
{
|
|
AssertISV(false, avar("GFXGLShader::initShader - failed to write debug shader '%s'.", path.getFullPath().c_str()));
|
|
}
|
|
|
|
for (int i = 0; i < buffers.size(); ++i)
|
|
stream.writeText(buffers[i]);
|
|
#endif
|
|
|
|
// Cleanup the shader source buffer.
|
|
for (U32 i = 0; i < buffers.size(); i++)
|
|
dFree(buffers[i]);
|
|
|
|
glCompileShader(shader);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GFXGLShader::initShader(const Torque::Path& file,
|
|
GFXShaderStage stage,
|
|
const Vector<GFXShaderMacro>& macros)
|
|
{
|
|
PROFILE_SCOPE(GFXGLShader_CompileShader);
|
|
|
|
GLuint activeShader = 0;
|
|
|
|
switch (stage)
|
|
{
|
|
case VERTEX_SHADER:
|
|
activeShader = glCreateShader(GL_VERTEX_SHADER);
|
|
mVertexShader = activeShader;
|
|
break;
|
|
case PIXEL_SHADER:
|
|
activeShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
mPixelShader = activeShader;
|
|
break;
|
|
case GEOMETRY_SHADER:
|
|
activeShader = glCreateShader(GL_GEOMETRY_SHADER);
|
|
mGeometryShader = activeShader;
|
|
break;
|
|
case DOMAIN_SHADER:
|
|
break;
|
|
case HULL_SHADER:
|
|
break;
|
|
case COMPUTE_SHADER:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
glAttachShader(mProgram, activeShader);
|
|
|
|
// Ok it's not in the shader gen manager, so ask Torque for it
|
|
FileStream stream;
|
|
if (!stream.open(file, Torque::FS::File::Read))
|
|
{
|
|
AssertISV(false, avar("GFXGLShader::initShader - failed to open shader '%s'.", file.getFullPath().c_str()));
|
|
|
|
if (smLogErrors)
|
|
Con::errorf("GFXGLShader::initShader - Failed to open shader file '%s'.",
|
|
file.getFullPath().c_str());
|
|
|
|
return false;
|
|
}
|
|
|
|
if (!_loadShaderFromStream(activeShader, file, &stream, macros))
|
|
{
|
|
if (smLogErrors)
|
|
Con::errorf("GFXGLShader::initShader - unable to load shader from stream: '%s'.", file.getFullPath().c_str());
|
|
return false;
|
|
}
|
|
GLint compile;
|
|
glGetShaderiv(activeShader, GL_COMPILE_STATUS, &compile);
|
|
|
|
// Dump the info log to the console
|
|
U32 logLength = 0;
|
|
glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
|
|
|
if (logLength)
|
|
{
|
|
FrameAllocatorMarker fam;
|
|
char* log = (char*)fam.alloc(logLength);
|
|
glGetShaderInfoLog(activeShader, logLength, NULL, log);
|
|
|
|
if (compile == GL_FALSE)
|
|
{
|
|
if (smLogErrors)
|
|
{
|
|
Con::errorf("GFXGLShader::initShader - Error compiling shader!");
|
|
Con::errorf("Program %s: %s", file.getFullPath().c_str(), log);
|
|
}
|
|
}
|
|
else if (smLogWarnings)
|
|
Con::warnf("Program %s: %s", file.getFullPath().c_str(), log);
|
|
}
|
|
|
|
return compile != GL_FALSE;
|
|
}
|
|
|
|
/// Returns our list of shader constants, the material can get this and just set the constants it knows about
|
|
const Vector<GFXShaderConstDesc>& GFXGLShader::getShaderConstDesc() const
|
|
{
|
|
PROFILE_SCOPE(GFXGLShader_GetShaderConstants);
|
|
return mShaderConsts;
|
|
}
|
|
|
|
/// Returns the alignment value for constType
|
|
U32 GFXGLShader::getAlignmentValue(const GFXShaderConstType constType) const
|
|
{
|
|
// Alignment is the same thing as size for us.
|
|
return shaderConstTypeSize(constType);
|
|
}
|
|
|
|
const String GFXGLShader::describeSelf() const
|
|
{
|
|
String ret;
|
|
ret = String::ToString(" Program: %i", mProgram);
|
|
ret += String::ToString(" Vertex Path: %s", mVertexFile.getFullPath().c_str());
|
|
ret += String::ToString(" Pixel Path: %s", mPixelFile.getFullPath().c_str());
|
|
|
|
return ret;
|
|
}
|