Torque3D/Engine/source/gfx/gl/gfxGLShader.cpp
AzaezelX cce40efd35 fix particle glow
multiple preloads were failing to return false or mesages on failure of mandatory entries.
clear out redundant isScriptFile definition
fix default order of /scripts/managedData script files
2025-11-13 14:29:25 -06:00

1471 lines
45 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/gl/gfxGLShader.h"
#include "gfx/gl/gfxGLVertexAttribLocation.h"
#include "gfx/gl/gfxGLDevice.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/strings/stringFunctions.h"
#include "math/mPoint2.h"
#include "gfx/gfxStructs.h"
#include "console/console.h"
#define CHECK_AARG(pos, name) static StringTableEntry attr_##name = StringTable->insert(#name); if (argName == attr_##name) { glBindAttribLocation(mProgram, pos, attr_##name); continue; }
GFXGLShaderConstHandle::GFXGLShaderConstHandle(GFXGLShader* shader)
: mShader(shader),
mUBOUniform(false),
mInstancingConstant(false)
{
dMemset(&mDesc, 0, sizeof(mDesc));
mValid = false;
}
GFXGLShaderConstHandle::GFXGLShaderConstHandle(GFXGLShader* shader,
const GFXShaderConstDesc& desc)
: mShader(shader),
mDesc(desc),
mUBOUniform(false),
mInstancingConstant(false)
{
if (desc.constType == GFXSCT_ConstBuffer)
mValid = false;
else
mValid = true;
}
void GFXGLShaderConstHandle::reinit(const GFXShaderConstDesc& desc)
{
mDesc = desc;
mValid = true;
}
GFXGLShaderConstHandle::~GFXGLShaderConstHandle()
{
}
const GFXShaderConstDesc GFXGLShaderConstHandle::getDesc()
{
return mDesc;
}
static U32 shaderConstTypeSize(GFXShaderConstType type)
{
switch (type)
{
case GFXSCT_Float:
case GFXSCT_Int:
case GFXSCT_UInt:
case GFXSCT_Bool:
case GFXSCT_Sampler:
case GFXSCT_SamplerCube:
case GFXSCT_SamplerCubeArray:
case GFXSCT_SamplerTextureArray:
return 4;
case GFXSCT_Float2:
case GFXSCT_Int2:
case GFXSCT_UInt2:
case GFXSCT_Bool2:
return 8;
case GFXSCT_Float3:
case GFXSCT_Int3:
case GFXSCT_UInt3:
case GFXSCT_Bool3:
return 12;
case GFXSCT_Float4:
case GFXSCT_Int4:
case GFXSCT_UInt4:
case GFXSCT_Bool4:
return 16;
case GFXSCT_Float2x2:
return 16;
case GFXSCT_Float3x3:
return 36;
case GFXSCT_Float4x3:
return 48;
case GFXSCT_Float4x4:
return 64;
default:
AssertFatal(false, "shaderConstTypeSize - Unrecognized constant type");
return 0;
}
}
GFXGLShaderConstBuffer::GFXGLShaderConstBuffer(GFXGLShader* shader)
{
mShader = shader;
mWasLost = true;
}
GFXGLShaderConstBuffer::~GFXGLShaderConstBuffer()
{
if (mShader)
mShader->_unlinkBuffer(this);
}
template<typename ConstType>
void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const ConstType& param)
{
AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!");
AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!");
AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
U8* basePointer;
if (!_glHandle->mUBOUniform)
{
basePointer = mBufferMap[-1].data;
}
else
{
basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
}
U8* buf = basePointer + _glHandle->mDesc.offset;
if (_glHandle->mInstancingConstant)
buf = mInstPtr + _glHandle->mDesc.offset;
dMemcpy(buf, &param, sizeof(ConstType));
}
GFXShader* GFXGLShaderConstBuffer::getShader()
{
return mShader;
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
{
internalSet(handle, fv);
}
template<typename ConstType>
void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
{
AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!");
AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!");
AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for array");
U8* basePointer;
if (!_glHandle->mUBOUniform)
{
basePointer = mBufferMap[-1].data;
}
else
{
basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
}
const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
for (U32 i = 0; i < fv.size(); ++i)
{
dMemcpy(basePointer + _glHandle->mDesc.offset + i * sizeof(ConstType), fvBuffer, sizeof(ConstType));
fvBuffer += fv.getElementSize();
}
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
{
internalSet(handle, fv);
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType)
{
AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!");
AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!");
AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
U8* basePointer;
if (!_glHandle->mUBOUniform)
{
basePointer = mBufferMap[-1].data;
}
else
{
basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
}
switch (matType)
{
case GFXSCT_Float2x2:
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[0] = mat[0];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[1] = mat[1];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[2] = mat[4];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[3] = mat[5];
break;
case GFXSCT_Float3x3:
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[0] = mat[0];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[1] = mat[1];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[2] = mat[2];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[3] = mat[4];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[4] = mat[5];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[5] = mat[6];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[6] = mat[8];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[7] = mat[9];
reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[8] = mat[10];
break;
case GFXSCT_Float4x3:
dMemcpy(basePointer + _glHandle->mDesc.offset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
break;
case GFXSCT_Float4x4:
{
if (_glHandle->mInstancingConstant)
{
MatrixF transposed;
mat.transposeTo(transposed);
dMemcpy(mInstPtr + _glHandle->mDesc.offset, (const F32*)transposed, sizeof(MatrixF));
return;
}
dMemcpy(basePointer + _glHandle->mDesc.offset, (const F32*)mat, sizeof(MatrixF));
break;
}
default:
AssertFatal(false, "GFXGLShaderConstBuffer::set - Invalid matrix type");
break;
}
}
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
{
AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!");
AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!");
GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
U8* basePointer;
if (!_glHandle->mUBOUniform)
{
basePointer = mBufferMap[-1].data;
}
else
{
basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
}
switch (matrixType) {
case GFXSCT_Float4x3:
// Copy each item with the last row chopped off
for (int i = 0; i < arraySize; i++)
{
dMemcpy(basePointer + _glHandle->mDesc.offset + (i * (sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
}
break;
case GFXSCT_Float4x4:
dMemcpy(basePointer + _glHandle->mDesc.offset, (F32*)mat, _glHandle->getSize());
break;
default:
AssertFatal(false, "GFXGLShaderConstBuffer::set - setting array of non 4x4 matrices!");
break;
}
}
void GFXGLShaderConstBuffer::activate(GFXGLShaderConstBuffer* prevShaderBuffer)
{
PROFILE_SCOPE(GFXGLShaderConstBuffer_activate);
for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
{
const S32 thisBufferDesc = i->key;
// set the global buffer differently
if (thisBufferDesc == -1)
{
mShader->setConstantsFromBuffer(mBufferMap[-1].data);
continue;
}
ConstantBuffer thisBuff = i->value;
if (prevShaderBuffer && prevShaderBuffer != this)
{
const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
if (prevBuffer.data && !prevBuffer.isDirty)
{
if (prevBuffer.size != thisBuff.size)
{
thisBuff.isDirty = true;
}
else
{
if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
{
thisBuff.isDirty = true;
}
else
{
thisBuff.isDirty = false;
}
}
}
else
{
thisBuff.isDirty = true;
}
}
else
{
thisBuff.isDirty = true;
}
if (thisBuff.data && thisBuff.isDirty)
{
glBindBuffer(GL_UNIFORM_BUFFER, thisBuff.bufHandle);
glBufferData(GL_UNIFORM_BUFFER, thisBuff.size, thisBuff.data, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, thisBufferDesc, thisBuff.bufHandle);
}
}
mWasLost = false;
}
void GFXGLShaderConstBuffer::addBuffer(const GFXShaderConstDesc desc)
{
// if this is the global buffer set it to the highest.
if (desc.bindPoint == -1)
{
// we dont create a bufferhandle for this one.
U8* buf = new U8[desc.size];
dMemset(buf, 0, desc.size);
mBufferMap[-1].data = buf;
mBufferMap[-1].size = desc.size;
mBufferMap[-1].isDirty = true;
}
else
{
U8* buf = new U8[desc.size];
dMemset(buf, 0, desc.size);
mBufferMap[desc.bindPoint].data = buf;
mBufferMap[desc.bindPoint].size = desc.size;
mBufferMap[desc.bindPoint].isDirty = true;
mBufferMap[desc.bindPoint].bufHandle = GFXGL->getDeviceBuffer(desc);
}
}
const String GFXGLShaderConstBuffer::describeSelf() const
{
return String();
}
void GFXGLShaderConstBuffer::onShaderReload(GFXGLShader* shader)
{
AssertFatal(shader == mShader, "GFXGLShaderConstBuffer::onShaderReload, mismatched shaders!");
for (auto& pair : mBufferMap) {
delete[] pair.value.data;
}
mBufferMap.clear(); // Clear the map
for (GFXGLShader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
{
// add our buffer descriptions to the full const buffer.
this->addBuffer(i->value);
}
mWasLost = true;
}
GFXGLShader::GFXGLShader(GFXGLDevice* device) :
mVertexShader(0),
mPixelShader(0),
mGeometryShader(0),
mProgram(0),
mDevice(device),
mGlobalConstBuffer(NULL)
{
}
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 == 0 ? glGetUniformBlockIndex(mProgram, uboName) : uboBinding;
glUniformBlockBinding(mProgram, glGetUniformBlockIndex(mProgram, uboName), desc.bindPoint);
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]);
// The location for uniforms inside a UBO come back as -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)
{
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()));
desc.bindPoint = loc;
mHandles[desc.name]->mUBOUniform = false;
}
else
{
mHandles[desc.name]->mUBOUniform = true;
}
handle->value->reinit(desc);
}
else
{
if (desc.bindPoint == -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()));
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_Bool:
case GFXSCT_Int:
glUniform1iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;
case GFXSCT_Bool2:
case GFXSCT_Int2:
glUniform2iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;
case GFXSCT_Bool3:
case GFXSCT_Int3:
glUniform3iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
break;
case GFXSCT_Bool4:
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;
}