Torque3D/Engine/source/gfx/gl/gfxGLShader.cpp

1170 lines
38 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; }
class GFXGLShaderConstHandle : public GFXShaderConstHandle
{
friend class GFXGLShader;
public:
GFXGLShaderConstHandle( GFXGLShader *shader );
GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
virtual ~GFXGLShaderConstHandle();
void reinit( const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
const String& getName() const { return mDesc.name; }
GFXShaderConstType getType() const { return mDesc.constType; }
U32 getArraySize() const { return mDesc.arraySize; }
U32 getSize() const;
void setValid( bool valid ) { mValid = valid; }
/// @warning This will always return the value assigned when the shader was
/// initialized. If the value is later changed this method won't reflect that.
S32 getSamplerRegister() const { return mSamplerNum; }
GFXShaderConstDesc mDesc;
GFXGLShader* mShader;
GLuint mLocation;
U32 mOffset;
U32 mSize;
S32 mSamplerNum;
bool mInstancingConstant;
};
GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader )
: mShader( shader ), mLocation(0), mOffset(0), mSize(0), mSamplerNum(-1), mInstancingConstant(false)
{
dMemset(&mDesc, 0, sizeof(mDesc));
mValid = false;
}
static U32 shaderConstTypeSize(GFXShaderConstType type)
{
switch(type)
{
case GFXSCT_Float:
case GFXSCT_Int:
case GFXSCT_Sampler:
case GFXSCT_SamplerCube:
case GFXSCT_SamplerCubeArray:
case GFXSCT_SamplerTextureArray:
return 4;
case GFXSCT_Float2:
case GFXSCT_Int2:
return 8;
case GFXSCT_Float3:
case GFXSCT_Int3:
return 12;
case GFXSCT_Float4:
case GFXSCT_Int4:
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;
}
}
GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum )
: mShader(shader), mInstancingConstant(false)
{
reinit(desc, loc, samplerNum);
}
void GFXGLShaderConstHandle::reinit( const GFXShaderConstDesc& desc, GLuint loc, S32 samplerNum )
{
mDesc = desc;
mLocation = loc;
mSamplerNum = samplerNum;
mOffset = 0;
mInstancingConstant = false;
U32 elemSize = shaderConstTypeSize(mDesc.constType);
AssertFatal(elemSize, "GFXGLShaderConst::GFXGLShaderConst - elemSize is 0");
mSize = mDesc.arraySize * elemSize;
mValid = true;
}
U32 GFXGLShaderConstHandle::getSize() const
{
return mSize;
}
GFXGLShaderConstHandle::~GFXGLShaderConstHandle()
{
}
GFXGLShaderConstBuffer::GFXGLShaderConstBuffer(GFXGLShader* shader, U32 bufSize, U8* existingConstants)
{
mShader = shader;
mBuffer = new U8[bufSize];
mWasLost = true;
// Copy the existing constant buffer to preserve sampler numbers
/// @warning This preserves a lot more than sampler numbers, obviously. If there
/// is any code that assumes a new constant buffer will have everything set to
/// 0, it will break.
dMemcpy(mBuffer, existingConstants, bufSize);
}
GFXGLShaderConstBuffer::~GFXGLShaderConstBuffer()
{
delete[] mBuffer;
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 *buf = mBuffer + _glHandle->mOffset;
if(_glHandle->mInstancingConstant)
buf = mInstPtr + _glHandle->mOffset;
dMemcpy(buf, &param, sizeof(ConstType));
}
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");
const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
for(U32 i = 0; i < fv.size(); ++i)
{
dMemcpy(mBuffer + _glHandle->mOffset + 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");
switch(matType)
{
case GFXSCT_Float2x2:
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[4];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[5];
break;
case GFXSCT_Float3x3:
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[2];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[4];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[4] = mat[5];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[5] = mat[6];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[6] = mat[8];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10];
break;
case GFXSCT_Float4x3:
dMemcpy(mBuffer + _glHandle->mOffset, (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->mOffset, (const F32*)transposed, sizeof(MatrixF) );
return;
}
dMemcpy(mBuffer + _glHandle->mOffset, (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");
switch (matrixType) {
case GFXSCT_Float4x3:
// Copy each item with the last row chopped off
for (int i = 0; i<arraySize; i++)
{
dMemcpy(mBuffer + _glHandle->mOffset + (i*(sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
}
break;
case GFXSCT_Float4x4:
dMemcpy(mBuffer + _glHandle->mOffset, (F32*)mat, _glHandle->getSize());
break;
default:
AssertFatal(false, "GFXGLShaderConstBuffer::set - setting array of non 4x4 matrices!");
break;
}
}
void GFXGLShaderConstBuffer::activate()
{
PROFILE_SCOPE(GFXGLShaderConstBuffer_activate);
mShader->setConstantsFromBuffer(this);
mWasLost = false;
}
const String GFXGLShaderConstBuffer::describeSelf() const
{
return String();
}
void GFXGLShaderConstBuffer::onShaderReload( GFXGLShader *shader )
{
AssertFatal( shader == mShader, "GFXGLShaderConstBuffer::onShaderReload, mismatched shaders!" );
delete[] mBuffer;
mBuffer = new U8[mShader->mConstBufferSize];
dMemset(mBuffer, 0, mShader->mConstBufferSize);
mWasLost = true;
}
GFXGLShader::GFXGLShader(GFXGLDevice* device) :
mVertexShader(0),
mPixelShader(0),
mProgram(0),
mDevice(device),
mConstBufferSize(0),
mConstBuffer(NULL)
{
}
GFXGLShader::~GFXGLShader()
{
clearShaders();
for(HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
delete i->value;
delete[] mConstBuffer;
}
void GFXGLShader::clearShaders()
{
glDeleteProgram(mProgram);
glDeleteShader(mVertexShader);
glDeleteShader(mPixelShader);
mProgram = 0;
mVertexShader = 0;
mPixelShader = 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;
// Compile the vertex and pixel shaders if specified.
if(!mVertexFile.isEmpty())
compiledVertexShader = initShader(mVertexFile, true, macros);
macros.last().name = "TORQUE_PIXEL_SHADER";
if(!mPixelFile.isEmpty())
compiledPixelShader = initShader(mPixelFile, false, macros);
// If either shader was present and failed to compile, bail.
if(!compiledVertexShader || !compiledPixelShader)
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()
{
mConstants.clear();
GLint numUniforms;
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORMS, &numUniforms);
GLint maxNameLength;
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
if(!maxNameLength)
return;
maxNameLength++;
FrameTemp<GLchar> uniformName(maxNameLength);
for(U32 i = 0; i < numUniforms; i++)
{
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, '$');
desc.arraySize = size;
switch(type)
{
case GL_FLOAT:
desc.constType = GFXSCT_Float;
break;
case GL_FLOAT_VEC2:
desc.constType = GFXSCT_Float2;
break;
case GL_FLOAT_VEC3:
desc.constType = GFXSCT_Float3;
break;
case GL_FLOAT_VEC4:
desc.constType = GFXSCT_Float4;
break;
case GL_INT:
desc.constType = GFXSCT_Int;
break;
case GL_INT_VEC2:
desc.constType = GFXSCT_Int2;
break;
case GL_INT_VEC3:
desc.constType = GFXSCT_Int3;
break;
case GL_INT_VEC4:
desc.constType = GFXSCT_Int4;
break;
case GL_FLOAT_MAT2:
desc.constType = GFXSCT_Float2x2;
break;
case GL_FLOAT_MAT3:
desc.constType = GFXSCT_Float3x3;
break;
case GL_FLOAT_MAT4:
desc.constType = GFXSCT_Float4x4;
break;
case GL_FLOAT_MAT4x3: // jamesu - columns, rows
desc.constType = GFXSCT_Float4x3;
break;
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
desc.constType = GFXSCT_Sampler;
break;
case GL_SAMPLER_CUBE:
desc.constType = GFXSCT_SamplerCube;
break;
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
desc.constType = GFXSCT_SamplerCubeArray;
break;
case GL_SAMPLER_2D_ARRAY:
desc.constType = GFXSCT_SamplerTextureArray;
break;
default:
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
// If we don't recognize the constant don't add its description.
continue;
}
mConstants.push_back(desc);
}
}
void GFXGLShader::initHandles()
{
// Mark all existing handles as invalid.
// Those that are found when parsing the descriptions will then be marked valid again.
for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
(iter->value)->setValid( false );
mValidHandles.clear();
// Loop through all ConstantDescriptions,
// if they aren't in the HandleMap add them, if they are reinitialize them.
for ( U32 i = 0; i < mConstants.size(); i++ )
{
GFXShaderConstDesc &desc = mConstants[i];
// Index element 1 of the name to skip the '$' 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++;
}
if ( handle != mHandles.end() )
{
handle->value->reinit( desc, loc, sampler );
}
else
{
mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
}
}
// Loop through handles once more to set their offset and calculate our
// constBuffer size.
if ( mConstBuffer )
delete[] mConstBuffer;
mConstBufferSize = 0;
for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
{
GFXGLShaderConstHandle* handle = iter->value;
if ( handle->isValid() )
{
mValidHandles.push_back(handle);
handle->mOffset = mConstBufferSize;
mConstBufferSize += handle->getSize();
}
}
mConstBuffer = new U8[mConstBufferSize];
dMemset(mConstBuffer, 0, mConstBufferSize);
// 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->mLocation, handle->mSamplerNum);
// Set sampler in constant buffer so it does not get unset later.
dMemcpy(mConstBuffer + handle->mOffset, &handle->mSamplerNum, 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, -1, -1 );
h->mInstancingConstant = true;
h->mOffset = offset;
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 );
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(GFXGLShaderConstBuffer* buffer)
{
for(Vector<GFXGLShaderConstHandle*>::iterator i = mValidHandles.begin(); i != mValidHandles.end(); ++i)
{
GFXGLShaderConstHandle* handle = *i;
AssertFatal(handle, "GFXGLShader::setConstantsFromBuffer - Null handle");
if(handle->mInstancingConstant)
continue;
// Don't set if the value has not be changed.
if(dMemcmp(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize()) == 0)
continue;
// Copy new value into our const buffer and set in GL.
dMemcpy(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize());
switch(handle->mDesc.constType)
{
case GFXSCT_Float:
glUniform1fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float2:
glUniform2fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float3:
glUniform3fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float4:
glUniform4fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Int:
case GFXSCT_Sampler:
case GFXSCT_SamplerCube:
case GFXSCT_SamplerCubeArray:
case GFXSCT_SamplerTextureArray:
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Int2:
glUniform2iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Int3:
glUniform3iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Int4:
glUniform4iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float2x2:
glUniformMatrix2fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float3x3:
glUniformMatrix3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
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->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float4x4:
glUniformMatrix4fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
default:
AssertFatal(0,"");
break;
}
}
}
GFXShaderConstBufferRef GFXGLShader::allocConstBuffer()
{
GFXGLShaderConstBuffer* buffer = new GFXGLShaderConstBuffer(this, mConstBufferSize, mConstBuffer);
buffer->registerResourceWithDevice(getOwningDevice());
mActiveBuffers.push_back( buffer );
return buffer;
}
void GFXGLShader::useProgram()
{
glUseProgram(mProgram);
}
void GFXGLShader::zombify()
{
clearShaders();
dMemset(mConstBuffer, 0, mConstBufferSize);
}
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,
bool isVertex,
const Vector<GFXShaderMacro> &macros )
{
PROFILE_SCOPE(GFXGLShader_CompileShader);
GLuint activeShader = glCreateShader(isVertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
if(isVertex)
mVertexShader = activeShader;
else
mPixelShader = activeShader;
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 ) )
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);
GLint compileStatus = GL_TRUE;
if ( logLength )
{
FrameAllocatorMarker fam;
char* log = (char*)fam.alloc(logLength);
glGetShaderInfoLog(activeShader, logLength, NULL, log);
// Always print errors
glGetShaderiv( activeShader, GL_COMPILE_STATUS, &compileStatus );
if ( compileStatus == 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 compileStatus != 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 mConstants;
}
/// 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;
}