mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
e2359ba333
The AMD drivers output a lot of useless warnings when compiling the shaders. Those are pretty annoying, especially as idRenderProgManager::LoadGLSLShader prints out the whole shader with them.. So I added this CVar to suppress them (when it's set to 0)
1502 lines
43 KiB
C++
1502 lines
43 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2012 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "tr_local.h"
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idCVar r_skipStripDeadCode( "r_skipStripDeadCode", "0", CVAR_BOOL, "Skip stripping dead code" );
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idCVar r_useUniformArrays( "r_useUniformArrays", "1", CVAR_BOOL, "" );
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// DG: the AMD drivers output a lot of useless warnings which are fscking annoying, added this CVar to suppress them
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idCVar r_displayGLSLCompilerMessages( "r_displayGLSLCompilerMessages", "1", CVAR_BOOL | CVAR_ARCHIVE, "Show info messages the GPU driver outputs when compiling the shaders" );
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// DG end
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#define VERTEX_UNIFORM_ARRAY_NAME "_va_"
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#define FRAGMENT_UNIFORM_ARRAY_NAME "_fa_"
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static const int AT_VS_IN = BIT( 1 );
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static const int AT_VS_OUT = BIT( 2 );
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static const int AT_PS_IN = BIT( 3 );
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static const int AT_PS_OUT = BIT( 4 );
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struct idCGBlock
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{
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idStr prefix; // tokens that comes before the name
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idStr name; // the name
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idStr postfix; // tokens that comes after the name
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bool used; // whether or not this block is referenced anywhere
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};
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/*
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================================================
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attribInfo_t
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================================================
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*/
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struct attribInfo_t
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{
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const char* type;
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const char* name;
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const char* semantic;
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const char* glsl;
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int bind;
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int flags;
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int vertexMask;
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};
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/*
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================================================
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vertexMask_t
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NOTE: There is a PS3 dependency between the bit flag specified here and the vertex
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attribute index and attribute semantic specified in DeclRenderProg.cpp because the
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stored render prog vertexMask is initialized with cellCgbGetVertexConfiguration().
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The ATTRIB_INDEX_ defines are used to make sure the vertexMask_t and attrib assignment
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in DeclRenderProg.cpp are in sync.
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Even though VERTEX_MASK_XYZ_SHORT and VERTEX_MASK_ST_SHORT are not real attributes,
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they come before the VERTEX_MASK_MORPH to reduce the range of vertex program
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permutations defined by the vertexMask_t bits on the Xbox 360 (see MAX_VERTEX_DECLARATIONS).
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================================================
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*/
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enum vertexMask_t
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{
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VERTEX_MASK_XYZ = BIT( PC_ATTRIB_INDEX_VERTEX ),
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VERTEX_MASK_ST = BIT( PC_ATTRIB_INDEX_ST ),
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VERTEX_MASK_NORMAL = BIT( PC_ATTRIB_INDEX_NORMAL ),
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VERTEX_MASK_COLOR = BIT( PC_ATTRIB_INDEX_COLOR ),
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VERTEX_MASK_TANGENT = BIT( PC_ATTRIB_INDEX_TANGENT ),
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VERTEX_MASK_COLOR2 = BIT( PC_ATTRIB_INDEX_COLOR2 ),
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};
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attribInfo_t attribsPC[] =
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{
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// vertex attributes
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{ "float4", "position", "POSITION", "in_Position", PC_ATTRIB_INDEX_VERTEX, AT_VS_IN, VERTEX_MASK_XYZ },
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{ "float2", "texcoord", "TEXCOORD0", "in_TexCoord", PC_ATTRIB_INDEX_ST, AT_VS_IN, VERTEX_MASK_ST },
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{ "float4", "normal", "NORMAL", "in_Normal", PC_ATTRIB_INDEX_NORMAL, AT_VS_IN, VERTEX_MASK_NORMAL },
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{ "float4", "tangent", "TANGENT", "in_Tangent", PC_ATTRIB_INDEX_TANGENT, AT_VS_IN, VERTEX_MASK_TANGENT },
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{ "float4", "color", "COLOR0", "in_Color", PC_ATTRIB_INDEX_COLOR, AT_VS_IN, VERTEX_MASK_COLOR },
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{ "float4", "color2", "COLOR1", "in_Color2", PC_ATTRIB_INDEX_COLOR2, AT_VS_IN, VERTEX_MASK_COLOR2 },
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// pre-defined vertex program output
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{ "float4", "position", "POSITION", "gl_Position", 0, AT_VS_OUT, 0 },
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{ "float", "clip0", "CLP0", "gl_ClipDistance[0]", 0, AT_VS_OUT, 0 },
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{ "float", "clip1", "CLP1", "gl_ClipDistance[1]", 0, AT_VS_OUT, 0 },
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{ "float", "clip2", "CLP2", "gl_ClipDistance[2]", 0, AT_VS_OUT, 0 },
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{ "float", "clip3", "CLP3", "gl_ClipDistance[3]", 0, AT_VS_OUT, 0 },
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{ "float", "clip4", "CLP4", "gl_ClipDistance[4]", 0, AT_VS_OUT, 0 },
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{ "float", "clip5", "CLP5", "gl_ClipDistance[5]", 0, AT_VS_OUT, 0 },
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// pre-defined fragment program input
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{ "float4", "position", "WPOS", "gl_FragCoord", 0, AT_PS_IN, 0 },
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{ "half4", "hposition", "WPOS", "gl_FragCoord", 0, AT_PS_IN, 0 },
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{ "float", "facing", "FACE", "gl_FrontFacing", 0, AT_PS_IN, 0 },
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// fragment program output
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{ "float4", "color", "COLOR", "gl_FragColor", 0, AT_PS_OUT, 0 }, // GLSL version 1.2 doesn't allow for custom color name mappings
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{ "half4", "hcolor", "COLOR", "gl_FragColor", 0, AT_PS_OUT, 0 },
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{ "float4", "color0", "COLOR0", "gl_FragColor", 0, AT_PS_OUT, 0 },
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{ "float4", "color1", "COLOR1", "gl_FragColor", 1, AT_PS_OUT, 0 },
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{ "float4", "color2", "COLOR2", "gl_FragColor", 2, AT_PS_OUT, 0 },
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{ "float4", "color3", "COLOR3", "gl_FragColor", 3, AT_PS_OUT, 0 },
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{ "float", "depth", "DEPTH", "gl_FragDepth", 4, AT_PS_OUT, 0 },
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// vertex to fragment program pass through
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{ "float4", "color", "COLOR", "gl_FrontColor", 0, AT_VS_OUT, 0 },
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{ "float4", "color0", "COLOR0", "gl_FrontColor", 0, AT_VS_OUT, 0 },
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{ "float4", "color1", "COLOR1", "gl_FrontSecondaryColor", 0, AT_VS_OUT, 0 },
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{ "float4", "color", "COLOR", "gl_Color", 0, AT_PS_IN, 0 },
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{ "float4", "color0", "COLOR0", "gl_Color", 0, AT_PS_IN, 0 },
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{ "float4", "color1", "COLOR1", "gl_SecondaryColor", 0, AT_PS_IN, 0 },
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{ "half4", "hcolor", "COLOR", "gl_Color", 0, AT_PS_IN, 0 },
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{ "half4", "hcolor0", "COLOR0", "gl_Color", 0, AT_PS_IN, 0 },
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{ "half4", "hcolor1", "COLOR1", "gl_SecondaryColor", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord0", "TEXCOORD0_centroid", "vofi_TexCoord0", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord1", "TEXCOORD1_centroid", "vofi_TexCoord1", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord2", "TEXCOORD2_centroid", "vofi_TexCoord2", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord3", "TEXCOORD3_centroid", "vofi_TexCoord3", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord4", "TEXCOORD4_centroid", "vofi_TexCoord4", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord5", "TEXCOORD5_centroid", "vofi_TexCoord5", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord6", "TEXCOORD6_centroid", "vofi_TexCoord6", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord7", "TEXCOORD7_centroid", "vofi_TexCoord7", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord8", "TEXCOORD8_centroid", "vofi_TexCoord8", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord9", "TEXCOORD9_centroid", "vofi_TexCoord9", 0, AT_PS_IN, 0 },
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{ "float4", "texcoord0", "TEXCOORD0", "vofi_TexCoord0", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord1", "TEXCOORD1", "vofi_TexCoord1", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord2", "TEXCOORD2", "vofi_TexCoord2", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord3", "TEXCOORD3", "vofi_TexCoord3", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord4", "TEXCOORD4", "vofi_TexCoord4", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord5", "TEXCOORD5", "vofi_TexCoord5", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord6", "TEXCOORD6", "vofi_TexCoord6", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord7", "TEXCOORD7", "vofi_TexCoord7", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord8", "TEXCOORD8", "vofi_TexCoord8", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "float4", "texcoord9", "TEXCOORD9", "vofi_TexCoord9", 0, AT_VS_OUT | AT_PS_IN, 0 },
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{ "half4", "htexcoord0", "TEXCOORD0", "vofi_TexCoord0", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord1", "TEXCOORD1", "vofi_TexCoord1", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord2", "TEXCOORD2", "vofi_TexCoord2", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord3", "TEXCOORD3", "vofi_TexCoord3", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord4", "TEXCOORD4", "vofi_TexCoord4", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord5", "TEXCOORD5", "vofi_TexCoord5", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord6", "TEXCOORD6", "vofi_TexCoord6", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord7", "TEXCOORD7", "vofi_TexCoord7", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord8", "TEXCOORD8", "vofi_TexCoord8", 0, AT_PS_IN, 0 },
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{ "half4", "htexcoord9", "TEXCOORD9", "vofi_TexCoord9", 0, AT_PS_IN, 0 },
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{ "float", "fog", "FOG", "gl_FogFragCoord", 0, AT_VS_OUT, 0 },
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{ "float4", "fog", "FOG", "gl_FogFragCoord", 0, AT_PS_IN, 0 },
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{ NULL, NULL, NULL, NULL, 0, 0, 0 }
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};
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const char* types[] =
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{
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"int",
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"float",
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"half",
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"fixed",
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"bool",
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"cint",
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"cfloat",
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"void"
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};
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static const int numTypes = sizeof( types ) / sizeof( types[0] );
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const char* typePosts[] =
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{
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"1", "2", "3", "4",
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"1x1", "1x2", "1x3", "1x4",
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"2x1", "2x2", "2x3", "2x4",
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"3x1", "3x2", "3x3", "3x4",
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"4x1", "4x2", "4x3", "4x4"
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};
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static const int numTypePosts = sizeof( typePosts ) / sizeof( typePosts[0] );
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const char* prefixes[] =
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{
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"static",
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"const",
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"uniform",
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"struct",
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"sampler",
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"sampler1D",
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"sampler2D",
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"sampler3D",
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"samplerCUBE",
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"sampler1DShadow", // GLSL
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"sampler2DShadow", // GLSL
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"sampler3DShadow", // GLSL
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"samplerCubeShadow", // GLSL
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"sampler2DMS", // GLSL
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};
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static const int numPrefixes = sizeof( prefixes ) / sizeof( prefixes[0] );
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// For GLSL we need to have the names for the renderparms so we can look up their run time indices within the renderprograms
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static const char* GLSLParmNames[] =
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{
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"rpScreenCorrectionFactor",
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"rpWindowCoord",
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"rpDiffuseModifier",
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"rpSpecularModifier",
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"rpLocalLightOrigin",
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"rpLocalViewOrigin",
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"rpLightProjectionS",
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"rpLightProjectionT",
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"rpLightProjectionQ",
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"rpLightFalloffS",
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"rpBumpMatrixS",
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"rpBumpMatrixT",
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"rpDiffuseMatrixS",
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"rpDiffuseMatrixT",
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"rpSpecularMatrixS",
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"rpSpecularMatrixT",
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"rpVertexColorModulate",
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"rpVertexColorAdd",
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"rpColor",
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"rpViewOrigin",
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"rpGlobalEyePos",
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"rpMVPmatrixX",
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"rpMVPmatrixY",
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"rpMVPmatrixZ",
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"rpMVPmatrixW",
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"rpModelMatrixX",
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"rpModelMatrixY",
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"rpModelMatrixZ",
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"rpModelMatrixW",
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"rpProjectionMatrixX",
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"rpProjectionMatrixY",
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"rpProjectionMatrixZ",
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"rpProjectionMatrixW",
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"rpModelViewMatrixX",
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"rpModelViewMatrixY",
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"rpModelViewMatrixZ",
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"rpModelViewMatrixW",
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"rpTextureMatrixS",
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"rpTextureMatrixT",
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"rpTexGen0S",
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"rpTexGen0T",
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"rpTexGen0Q",
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"rpTexGen0Enabled",
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"rpTexGen1S",
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"rpTexGen1T",
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"rpTexGen1Q",
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"rpTexGen1Enabled",
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"rpWobbleSkyX",
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"rpWobbleSkyY",
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"rpWobbleSkyZ",
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"rpOverbright",
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"rpEnableSkinning",
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"rpAlphaTest"
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};
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/*
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========================
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StripDeadCode
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========================
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*/
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idStr StripDeadCode( const idStr& in, const char* name )
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{
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if( r_skipStripDeadCode.GetBool() )
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{
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return in;
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}
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//idLexer src( LEXFL_NOFATALERRORS );
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idParser src( LEXFL_NOFATALERRORS );
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src.LoadMemory( in.c_str(), in.Length(), name );
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src.AddDefine( "PC" );
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idList< idCGBlock, TAG_RENDERPROG > blocks;
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blocks.SetNum( 100 );
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idToken token;
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while( !src.EndOfFile() )
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{
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idCGBlock& block = blocks.Alloc();
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// read prefix
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while( src.ReadToken( &token ) )
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{
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bool found = false;
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for( int i = 0; i < numPrefixes; i++ )
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{
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if( token == prefixes[i] )
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{
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found = true;
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break;
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}
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}
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if( !found )
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{
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for( int i = 0; i < numTypes; i++ )
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{
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if( token == types[i] )
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{
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found = true;
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break;
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}
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int typeLen = idStr::Length( types[i] );
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if( token.Cmpn( types[i], typeLen ) == 0 )
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{
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for( int j = 0; j < numTypePosts; j++ )
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{
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if( idStr::Cmp( token.c_str() + typeLen, typePosts[j] ) == 0 )
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{
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found = true;
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break;
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}
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}
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if( found )
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{
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break;
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}
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}
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}
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}
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if( found )
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{
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if( block.prefix.Length() > 0 && token.WhiteSpaceBeforeToken() )
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{
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block.prefix += ' ';
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}
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block.prefix += token;
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}
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else
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{
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src.UnreadToken( &token );
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break;
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}
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}
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if( !src.ReadToken( &token ) )
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{
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blocks.SetNum( blocks.Num() - 1 );
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break;
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}
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block.name = token;
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if( src.PeekTokenString( "=" ) || src.PeekTokenString( ":" ) || src.PeekTokenString( "[" ) )
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{
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src.ReadToken( &token );
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block.postfix = token;
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while( src.ReadToken( &token ) )
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{
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if( token == ";" )
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{
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block.postfix += ';';
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break;
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}
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else
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{
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if( token.WhiteSpaceBeforeToken() )
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{
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block.postfix += ' ';
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}
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block.postfix += token;
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}
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}
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}
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else if( src.PeekTokenString( "(" ) )
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{
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idStr parms, body;
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src.ParseBracedSection( parms, -1, true, '(', ')' );
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if( src.CheckTokenString( ";" ) )
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{
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block.postfix = parms + ";";
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}
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else
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{
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src.ParseBracedSection( body, -1, true, '{', '}' );
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block.postfix = parms + " " + body;
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}
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}
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else if( src.PeekTokenString( "{" ) )
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{
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src.ParseBracedSection( block.postfix, -1, true, '{', '}' );
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if( src.CheckTokenString( ";" ) )
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{
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block.postfix += ';';
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}
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}
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else if( src.CheckTokenString( ";" ) )
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{
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block.postfix = idStr( ';' );
|
|
}
|
|
else
|
|
{
|
|
src.Warning( "Could not strip dead code -- unknown token %s\n", token.c_str() );
|
|
return in;
|
|
}
|
|
}
|
|
|
|
idList<int, TAG_RENDERPROG> stack;
|
|
for( int i = 0; i < blocks.Num(); i++ )
|
|
{
|
|
blocks[i].used = ( ( blocks[i].name == "main" )
|
|
|| blocks[i].name.Right( 4 ) == "_ubo"
|
|
);
|
|
|
|
if( blocks[i].name == "include" )
|
|
{
|
|
blocks[i].used = true;
|
|
blocks[i].name = ""; // clear out the include tag
|
|
}
|
|
|
|
if( blocks[i].used )
|
|
{
|
|
stack.Append( i );
|
|
}
|
|
}
|
|
|
|
while( stack.Num() > 0 )
|
|
{
|
|
int i = stack[stack.Num() - 1];
|
|
stack.SetNum( stack.Num() - 1 );
|
|
|
|
idLexer src( LEXFL_NOFATALERRORS );
|
|
src.LoadMemory( blocks[i].postfix.c_str(), blocks[i].postfix.Length(), name );
|
|
while( src.ReadToken( &token ) )
|
|
{
|
|
for( int j = 0; j < blocks.Num(); j++ )
|
|
{
|
|
if( !blocks[j].used )
|
|
{
|
|
if( token == blocks[j].name )
|
|
{
|
|
blocks[j].used = true;
|
|
stack.Append( j );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
idStr out;
|
|
|
|
for( int i = 0; i < blocks.Num(); i++ )
|
|
{
|
|
if( blocks[i].used )
|
|
{
|
|
out += blocks[i].prefix;
|
|
out += ' ';
|
|
out += blocks[i].name;
|
|
out += ' ';
|
|
out += blocks[i].postfix;
|
|
out += '\n';
|
|
}
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
struct typeConversion_t
|
|
{
|
|
const char* typeCG;
|
|
const char* typeGLSL;
|
|
} typeConversion[] =
|
|
{
|
|
{ "void", "void" },
|
|
|
|
{ "fixed", "float" },
|
|
|
|
{ "float", "float" },
|
|
{ "float2", "vec2" },
|
|
{ "float3", "vec3" },
|
|
{ "float4", "vec4" },
|
|
|
|
{ "half", "float" },
|
|
{ "half2", "vec2" },
|
|
{ "half3", "vec3" },
|
|
{ "half4", "vec4" },
|
|
|
|
{ "int", "int" },
|
|
{ "int2", "ivec2" },
|
|
{ "int3", "ivec3" },
|
|
{ "int4", "ivec4" },
|
|
|
|
{ "bool", "bool" },
|
|
{ "bool2", "bvec2" },
|
|
{ "bool3", "bvec3" },
|
|
{ "bool4", "bvec4" },
|
|
|
|
{ "float2x2", "mat2x2" },
|
|
{ "float2x3", "mat2x3" },
|
|
{ "float2x4", "mat2x4" },
|
|
|
|
{ "float3x2", "mat3x2" },
|
|
{ "float3x3", "mat3x3" },
|
|
{ "float3x4", "mat3x4" },
|
|
|
|
{ "float4x2", "mat4x2" },
|
|
{ "float4x3", "mat4x3" },
|
|
{ "float4x4", "mat4x4" },
|
|
|
|
{ "sampler1D", "sampler1D" },
|
|
{ "sampler2D", "sampler2D" },
|
|
{ "sampler3D", "sampler3D" },
|
|
{ "samplerCUBE", "samplerCube" },
|
|
|
|
{ "sampler1DShadow", "sampler1DShadow" },
|
|
{ "sampler2DShadow", "sampler2DShadow" },
|
|
{ "sampler3DShadow", "sampler3DShadow" },
|
|
{ "samplerCubeShadow", "samplerCubeShadow" },
|
|
|
|
{ "sampler2DMS", "sampler2DMS" },
|
|
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
const char* vertexInsert =
|
|
{
|
|
"#version 150\n"
|
|
"#define PC\n"
|
|
"\n"
|
|
"float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }\n"
|
|
"\n"
|
|
};
|
|
|
|
const char* fragmentInsert =
|
|
{
|
|
"#version 150\n"
|
|
"#define PC\n"
|
|
"\n"
|
|
"void clip( float v ) { if ( v < 0.0 ) { discard; } }\n"
|
|
"void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }\n"
|
|
"void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }\n"
|
|
"void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }\n"
|
|
"\n"
|
|
"float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }\n"
|
|
"\n"
|
|
"vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }\n"
|
|
"vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }\n"
|
|
"\n"
|
|
"vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }\n"
|
|
"vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }\n"
|
|
"\n"
|
|
"vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }\n"
|
|
"vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }\n"
|
|
"\n"
|
|
"vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }\n"
|
|
"vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }\n"
|
|
"vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }\n"
|
|
"\n"
|
|
"vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }\n"
|
|
"vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }\n"
|
|
"vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }\n"
|
|
"vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }\n"
|
|
"\n"
|
|
"vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }\n"
|
|
"vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }\n"
|
|
"vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }\n"
|
|
"vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }\n"
|
|
"\n"
|
|
};
|
|
|
|
struct builtinConversion_t
|
|
{
|
|
const char* nameCG;
|
|
const char* nameGLSL;
|
|
} builtinConversion[] =
|
|
{
|
|
{ "frac", "fract" },
|
|
{ "lerp", "mix" },
|
|
{ "rsqrt", "inversesqrt" },
|
|
{ "ddx", "dFdx" },
|
|
{ "ddy", "dFdy" },
|
|
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
struct inOutVariable_t
|
|
{
|
|
idStr type;
|
|
idStr nameCg;
|
|
idStr nameGLSL;
|
|
bool declareInOut;
|
|
};
|
|
|
|
/*
|
|
========================
|
|
ParseInOutStruct
|
|
========================
|
|
*/
|
|
void ParseInOutStruct( idLexer& src, int attribType, idList< inOutVariable_t >& inOutVars )
|
|
{
|
|
src.ExpectTokenString( "{" );
|
|
|
|
while( !src.CheckTokenString( "}" ) )
|
|
{
|
|
inOutVariable_t var;
|
|
|
|
idToken token;
|
|
src.ReadToken( &token );
|
|
var.type = token;
|
|
src.ReadToken( &token );
|
|
var.nameCg = token;
|
|
|
|
if( !src.CheckTokenString( ":" ) )
|
|
{
|
|
src.SkipUntilString( ";" );
|
|
continue;
|
|
}
|
|
|
|
src.ReadToken( &token );
|
|
var.nameGLSL = token;
|
|
src.ExpectTokenString( ";" );
|
|
|
|
// convert the type
|
|
for( int i = 0; typeConversion[i].typeCG != NULL; i++ )
|
|
{
|
|
if( var.type.Cmp( typeConversion[i].typeCG ) == 0 )
|
|
{
|
|
var.type = typeConversion[i].typeGLSL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// convert the semantic to a GLSL name
|
|
for( int i = 0; attribsPC[i].semantic != NULL; i++ )
|
|
{
|
|
if( ( attribsPC[i].flags & attribType ) != 0 )
|
|
{
|
|
if( var.nameGLSL.Cmp( attribsPC[i].semantic ) == 0 )
|
|
{
|
|
var.nameGLSL = attribsPC[i].glsl;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check if it was defined previously
|
|
var.declareInOut = true;
|
|
for( int i = 0; i < inOutVars.Num(); i++ )
|
|
{
|
|
if( var.nameGLSL == inOutVars[i].nameGLSL )
|
|
{
|
|
var.declareInOut = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
inOutVars.Append( var );
|
|
}
|
|
|
|
src.ExpectTokenString( ";" );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
ConvertCG2GLSL
|
|
========================
|
|
*/
|
|
idStr ConvertCG2GLSL( const idStr& in, const char* name, bool isVertexProgram, idStr& uniforms )
|
|
{
|
|
idStr program;
|
|
program.ReAllocate( in.Length() * 2, false );
|
|
|
|
idList< inOutVariable_t, TAG_RENDERPROG > varsIn;
|
|
idList< inOutVariable_t, TAG_RENDERPROG > varsOut;
|
|
idList< idStr > uniformList;
|
|
|
|
idLexer src( LEXFL_NOFATALERRORS );
|
|
src.LoadMemory( in.c_str(), in.Length(), name );
|
|
|
|
bool inMain = false;
|
|
const char* uniformArrayName = isVertexProgram ? VERTEX_UNIFORM_ARRAY_NAME : FRAGMENT_UNIFORM_ARRAY_NAME;
|
|
char newline[128] = { "\n" };
|
|
|
|
idToken token;
|
|
while( src.ReadToken( &token ) )
|
|
{
|
|
|
|
// check for uniforms
|
|
while( token == "uniform" && src.CheckTokenString( "float4" ) )
|
|
{
|
|
src.ReadToken( &token );
|
|
uniformList.Append( token );
|
|
|
|
// strip ': register()' from uniforms
|
|
if( src.CheckTokenString( ":" ) )
|
|
{
|
|
if( src.CheckTokenString( "register" ) )
|
|
{
|
|
src.SkipUntilString( ";" );
|
|
}
|
|
}
|
|
|
|
src.ReadToken( & token );
|
|
}
|
|
|
|
// convert the in/out structs
|
|
if( token == "struct" )
|
|
{
|
|
if( src.CheckTokenString( "VS_IN" ) )
|
|
{
|
|
ParseInOutStruct( src, AT_VS_IN, varsIn );
|
|
program += "\n\n";
|
|
for( int i = 0; i < varsIn.Num(); i++ )
|
|
{
|
|
if( varsIn[i].declareInOut )
|
|
{
|
|
program += "in " + varsIn[i].type + " " + varsIn[i].nameGLSL + ";\n";
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
else if( src.CheckTokenString( "VS_OUT" ) )
|
|
{
|
|
ParseInOutStruct( src, AT_VS_OUT, varsOut );
|
|
program += "\n";
|
|
for( int i = 0; i < varsOut.Num(); i++ )
|
|
{
|
|
if( varsOut[i].declareInOut )
|
|
{
|
|
program += "out " + varsOut[i].type + " " + varsOut[i].nameGLSL + ";\n";
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
else if( src.CheckTokenString( "PS_IN" ) )
|
|
{
|
|
ParseInOutStruct( src, AT_PS_IN, varsIn );
|
|
program += "\n\n";
|
|
for( int i = 0; i < varsIn.Num(); i++ )
|
|
{
|
|
if( varsIn[i].declareInOut )
|
|
{
|
|
program += "in " + varsIn[i].type + " " + varsIn[i].nameGLSL + ";\n";
|
|
}
|
|
}
|
|
inOutVariable_t var;
|
|
var.type = "vec4";
|
|
var.nameCg = "position";
|
|
var.nameGLSL = "gl_FragCoord";
|
|
varsIn.Append( var );
|
|
continue;
|
|
}
|
|
else if( src.CheckTokenString( "PS_OUT" ) )
|
|
{
|
|
ParseInOutStruct( src, AT_PS_OUT, varsOut );
|
|
program += "\n";
|
|
for( int i = 0; i < varsOut.Num(); i++ )
|
|
{
|
|
if( varsOut[i].declareInOut )
|
|
{
|
|
program += "out " + varsOut[i].type + " " + varsOut[i].nameGLSL + ";\n";
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// strip 'static'
|
|
if( token == "static" )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
src.SkipWhiteSpace( true ); // remove white space between 'static' and the next token
|
|
continue;
|
|
}
|
|
|
|
// strip ': register()' from uniforms
|
|
if( token == ":" )
|
|
{
|
|
if( src.CheckTokenString( "register" ) )
|
|
{
|
|
src.SkipUntilString( ";" );
|
|
program += ";";
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// strip in/program parameters from main
|
|
if( token == "void" && src.CheckTokenString( "main" ) )
|
|
{
|
|
src.ExpectTokenString( "(" );
|
|
while( src.ReadToken( &token ) )
|
|
{
|
|
if( token == ")" )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
program += "\nvoid main()";
|
|
inMain = true;
|
|
continue;
|
|
}
|
|
|
|
// strip 'const' from local variables in main()
|
|
if( token == "const" && inMain )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
src.SkipWhiteSpace( true ); // remove white space between 'const' and the next token
|
|
continue;
|
|
}
|
|
|
|
// maintain indentation
|
|
if( token == "{" )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += "{";
|
|
|
|
int len = Min( idStr::Length( newline ) + 1, ( int )sizeof( newline ) - 1 );
|
|
newline[len - 1] = '\t';
|
|
newline[len - 0] = '\0';
|
|
continue;
|
|
}
|
|
if( token == "}" )
|
|
{
|
|
int len = Max( idStr::Length( newline ) - 1, 0 );
|
|
newline[len] = '\0';
|
|
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += "}";
|
|
continue;
|
|
}
|
|
|
|
// check for a type conversion
|
|
bool foundType = false;
|
|
for( int i = 0; typeConversion[i].typeCG != NULL; i++ )
|
|
{
|
|
if( token.Cmp( typeConversion[i].typeCG ) == 0 )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += typeConversion[i].typeGLSL;
|
|
foundType = true;
|
|
break;
|
|
}
|
|
}
|
|
if( foundType )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
// check for uniforms that need to be converted to the array
|
|
bool isUniform = false;
|
|
for( int i = 0; i < uniformList.Num(); i++ )
|
|
{
|
|
if( token == uniformList[i] )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += va( "%s[%d /* %s */]", uniformArrayName, i, uniformList[i].c_str() );
|
|
isUniform = true;
|
|
break;
|
|
}
|
|
}
|
|
if( isUniform )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// check for input/output parameters
|
|
if( src.CheckTokenString( "." ) )
|
|
{
|
|
|
|
if( token == "vertex" || token == "fragment" )
|
|
{
|
|
idToken member;
|
|
src.ReadToken( &member );
|
|
|
|
bool foundInOut = false;
|
|
for( int i = 0; i < varsIn.Num(); i++ )
|
|
{
|
|
if( member.Cmp( varsIn[i].nameCg ) == 0 )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += varsIn[i].nameGLSL;
|
|
foundInOut = true;
|
|
break;
|
|
}
|
|
}
|
|
if( !foundInOut )
|
|
{
|
|
src.Error( "invalid input parameter %s.%s", token.c_str(), member.c_str() );
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += token;
|
|
program += ".";
|
|
program += member;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if( token == "result" )
|
|
{
|
|
idToken member;
|
|
src.ReadToken( &member );
|
|
|
|
bool foundInOut = false;
|
|
for( int i = 0; i < varsOut.Num(); i++ )
|
|
{
|
|
if( member.Cmp( varsOut[i].nameCg ) == 0 )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += varsOut[i].nameGLSL;
|
|
foundInOut = true;
|
|
break;
|
|
}
|
|
}
|
|
if( !foundInOut )
|
|
{
|
|
src.Error( "invalid output parameter %s.%s", token.c_str(), member.c_str() );
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += token;
|
|
program += ".";
|
|
program += member;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += token;
|
|
program += ".";
|
|
continue;
|
|
}
|
|
|
|
// check for a function conversion
|
|
bool foundFunction = false;
|
|
for( int i = 0; builtinConversion[i].nameCG != NULL; i++ )
|
|
{
|
|
if( token.Cmp( builtinConversion[i].nameCG ) == 0 )
|
|
{
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += builtinConversion[i].nameGLSL;
|
|
foundFunction = true;
|
|
break;
|
|
}
|
|
}
|
|
if( foundFunction )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
program += ( token.linesCrossed > 0 ) ? newline : ( token.WhiteSpaceBeforeToken() > 0 ? " " : "" );
|
|
program += token;
|
|
}
|
|
|
|
idStr out;
|
|
|
|
if( isVertexProgram )
|
|
{
|
|
out.ReAllocate( idStr::Length( vertexInsert ) + in.Length() * 2, false );
|
|
out += vertexInsert;
|
|
}
|
|
else
|
|
{
|
|
out.ReAllocate( idStr::Length( fragmentInsert ) + in.Length() * 2, false );
|
|
out += fragmentInsert;
|
|
}
|
|
|
|
if( uniformList.Num() > 0 )
|
|
{
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
out += va( "\nuniform vec4 %s[%d];\n", uniformArrayName, uniformList.Num() );
|
|
}
|
|
else
|
|
{
|
|
out += "\n";
|
|
for( int i = 0; i < uniformList.Num(); i++ )
|
|
{
|
|
out += "uniform vec4 ";
|
|
out += uniformList[i];
|
|
out += ";\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
out += program;
|
|
|
|
for( int i = 0; i < uniformList.Num(); i++ )
|
|
{
|
|
uniforms += uniformList[i];
|
|
uniforms += "\n";
|
|
}
|
|
uniforms += "\n";
|
|
|
|
return out;
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::LoadGLSLShader
|
|
================================================================================================
|
|
*/
|
|
GLuint idRenderProgManager::LoadGLSLShader( GLenum target, const char* name, idList<int>& uniforms )
|
|
{
|
|
|
|
idStr inFile;
|
|
idStr outFileHLSL;
|
|
idStr outFileGLSL;
|
|
idStr outFileUniforms;
|
|
|
|
// RB: replaced backslashes
|
|
inFile.Format( "renderprogs/%s", name );
|
|
inFile.StripFileExtension();
|
|
outFileHLSL.Format( "renderprogs/hlsl/%s", name );
|
|
outFileHLSL.StripFileExtension();
|
|
outFileGLSL.Format( "renderprogs/glsl/%s", name );
|
|
outFileGLSL.StripFileExtension();
|
|
outFileUniforms.Format( "renderprogs/glsl/%s", name );
|
|
outFileUniforms.StripFileExtension();
|
|
// RB end
|
|
|
|
if( target == GL_FRAGMENT_SHADER )
|
|
{
|
|
inFile += ".pixel";
|
|
outFileHLSL += "_fragment.hlsl";
|
|
outFileGLSL += "_fragment.glsl";
|
|
outFileUniforms += "_fragment.uniforms";
|
|
}
|
|
else
|
|
{
|
|
inFile += ".vertex";
|
|
outFileHLSL += "_vertex.hlsl";
|
|
outFileGLSL += "_vertex.glsl";
|
|
outFileUniforms += "_vertex.uniforms";
|
|
}
|
|
|
|
// first check whether we already have a valid GLSL file and compare it to the hlsl timestamp;
|
|
ID_TIME_T hlslTimeStamp;
|
|
int hlslFileLength = fileSystem->ReadFile( inFile.c_str(), NULL, &hlslTimeStamp );
|
|
|
|
ID_TIME_T glslTimeStamp;
|
|
int glslFileLength = fileSystem->ReadFile( outFileGLSL.c_str(), NULL, &glslTimeStamp );
|
|
|
|
// if the glsl file doesn't exist or we have a newer HLSL file we need to recreate the glsl file.
|
|
idStr programGLSL;
|
|
idStr programUniforms;
|
|
if( ( glslFileLength <= 0 ) || ( hlslTimeStamp > glslTimeStamp ) )
|
|
{
|
|
if( hlslFileLength <= 0 )
|
|
{
|
|
// hlsl file doesn't even exist bail out
|
|
return false;
|
|
}
|
|
|
|
void* hlslFileBuffer = NULL;
|
|
int len = fileSystem->ReadFile( inFile.c_str(), &hlslFileBuffer );
|
|
if( len <= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
idStr hlslCode( ( const char* ) hlslFileBuffer );
|
|
idStr programHLSL = StripDeadCode( hlslCode, inFile );
|
|
programGLSL = ConvertCG2GLSL( programHLSL, inFile, target == GL_VERTEX_SHADER, programUniforms );
|
|
|
|
fileSystem->WriteFile( outFileHLSL, programHLSL.c_str(), programHLSL.Length(), "fs_basepath" );
|
|
fileSystem->WriteFile( outFileGLSL, programGLSL.c_str(), programGLSL.Length(), "fs_basepath" );
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
fileSystem->WriteFile( outFileUniforms, programUniforms.c_str(), programUniforms.Length(), "fs_basepath" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// read in the glsl file
|
|
void* fileBufferGLSL = NULL;
|
|
int lengthGLSL = fileSystem->ReadFile( outFileGLSL.c_str(), &fileBufferGLSL );
|
|
if( lengthGLSL <= 0 )
|
|
{
|
|
idLib::Error( "GLSL file %s could not be loaded and may be corrupt", outFileGLSL.c_str() );
|
|
}
|
|
programGLSL = ( const char* ) fileBufferGLSL;
|
|
Mem_Free( fileBufferGLSL );
|
|
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
// read in the uniform file
|
|
void* fileBufferUniforms = NULL;
|
|
int lengthUniforms = fileSystem->ReadFile( outFileUniforms.c_str(), &fileBufferUniforms );
|
|
if( lengthUniforms <= 0 )
|
|
{
|
|
idLib::Error( "uniform file %s could not be loaded and may be corrupt", outFileUniforms.c_str() );
|
|
}
|
|
programUniforms = ( const char* ) fileBufferUniforms;
|
|
Mem_Free( fileBufferUniforms );
|
|
}
|
|
}
|
|
|
|
// find the uniforms locations in either the vertex or fragment uniform array
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
uniforms.Clear();
|
|
|
|
idLexer src( programUniforms, programUniforms.Length(), "uniforms" );
|
|
idToken token;
|
|
while( src.ReadToken( &token ) )
|
|
{
|
|
int index = -1;
|
|
for( int i = 0; i < RENDERPARM_TOTAL && index == -1; i++ )
|
|
{
|
|
const char* parmName = GetGLSLParmName( i );
|
|
if( token == parmName )
|
|
{
|
|
index = i;
|
|
}
|
|
}
|
|
for( int i = 0; i < MAX_GLSL_USER_PARMS && index == -1; i++ )
|
|
{
|
|
const char* parmName = GetGLSLParmName( RENDERPARM_USER + i );
|
|
if( token == parmName )
|
|
{
|
|
index = RENDERPARM_USER + i;
|
|
}
|
|
}
|
|
if( index == -1 )
|
|
{
|
|
idLib::Error( "couldn't find uniform %s for %s", token.c_str(), outFileGLSL.c_str() );
|
|
}
|
|
uniforms.Append( index );
|
|
}
|
|
}
|
|
|
|
// create and compile the shader
|
|
const GLuint shader = qglCreateShader( target );
|
|
if( shader )
|
|
{
|
|
const char* source[1] = { programGLSL.c_str() };
|
|
|
|
qglShaderSource( shader, 1, source, NULL );
|
|
qglCompileShader( shader );
|
|
|
|
int infologLength = 0;
|
|
qglGetShaderiv( shader, GL_INFO_LOG_LENGTH, &infologLength );
|
|
if( infologLength > 1 )
|
|
{
|
|
idTempArray<char> infoLog( infologLength );
|
|
int charsWritten = 0;
|
|
qglGetShaderInfoLog( shader, infologLength, &charsWritten, infoLog.Ptr() );
|
|
|
|
// catch the strings the ATI and Intel drivers output on success
|
|
if( strstr( infoLog.Ptr(), "successfully compiled to run on hardware" ) != NULL ||
|
|
strstr( infoLog.Ptr(), "No errors." ) != NULL )
|
|
{
|
|
//idLib::Printf( "%s program %s from %s compiled to run on hardware\n", typeName, GetName(), GetFileName() );
|
|
}
|
|
else if( r_displayGLSLCompilerMessages.GetBool() ) // DG: check for the CVar I added above
|
|
{
|
|
idLib::Printf( "While compiling %s program %s\n", ( target == GL_FRAGMENT_SHADER ) ? "fragment" : "vertex" , inFile.c_str() );
|
|
|
|
const char separator = '\n';
|
|
idList<idStr> lines;
|
|
lines.Clear();
|
|
idStr source( programGLSL );
|
|
lines.Append( source );
|
|
for( int index = 0, ofs = lines[index].Find( separator ); ofs != -1; index++, ofs = lines[index].Find( separator ) )
|
|
{
|
|
lines.Append( lines[index].c_str() + ofs + 1 );
|
|
lines[index].CapLength( ofs );
|
|
}
|
|
|
|
idLib::Printf( "-----------------\n" );
|
|
for( int i = 0; i < lines.Num(); i++ )
|
|
{
|
|
idLib::Printf( "%3d: %s\n", i + 1, lines[i].c_str() );
|
|
}
|
|
idLib::Printf( "-----------------\n" );
|
|
|
|
idLib::Printf( "%s\n", infoLog.Ptr() );
|
|
}
|
|
}
|
|
|
|
GLint compiled = GL_FALSE;
|
|
qglGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
|
|
if( compiled == GL_FALSE )
|
|
{
|
|
qglDeleteShader( shader );
|
|
return INVALID_PROGID;
|
|
}
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::FindGLSLProgram
|
|
================================================================================================
|
|
*/
|
|
int idRenderProgManager::FindGLSLProgram( const char* name, int vIndex, int fIndex )
|
|
{
|
|
|
|
for( int i = 0; i < glslPrograms.Num(); ++i )
|
|
{
|
|
if( ( glslPrograms[i].vertexShaderIndex == vIndex ) && ( glslPrograms[i].fragmentShaderIndex == fIndex ) )
|
|
{
|
|
LoadGLSLProgram( i, vIndex, fIndex );
|
|
return i;
|
|
}
|
|
}
|
|
|
|
glslProgram_t program;
|
|
program.name = name;
|
|
int index = glslPrograms.Append( program );
|
|
LoadGLSLProgram( index, vIndex, fIndex );
|
|
return index;
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::GetGLSLParmName
|
|
================================================================================================
|
|
*/
|
|
const char* idRenderProgManager::GetGLSLParmName( int rp ) const
|
|
{
|
|
if( rp >= RENDERPARM_USER )
|
|
{
|
|
int userParmIndex = rp - RENDERPARM_USER;
|
|
return va( "rpUser%d", userParmIndex );
|
|
}
|
|
assert( rp < RENDERPARM_TOTAL );
|
|
return GLSLParmNames[ rp ];
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::SetUniformValue
|
|
================================================================================================
|
|
*/
|
|
void idRenderProgManager::SetUniformValue( const renderParm_t rp, const float* value )
|
|
{
|
|
for( int i = 0; i < 4; i++ )
|
|
{
|
|
glslUniforms[rp][i] = value[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::CommitUnforms
|
|
================================================================================================
|
|
*/
|
|
void idRenderProgManager::CommitUniforms()
|
|
{
|
|
const int progID = GetGLSLCurrentProgram();
|
|
const glslProgram_t& prog = glslPrograms[progID];
|
|
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
ALIGNTYPE16 idVec4 localVectors[RENDERPARM_USER + MAX_GLSL_USER_PARMS];
|
|
|
|
if( prog.vertexShaderIndex >= 0 )
|
|
{
|
|
const idList<int>& vertexUniforms = vertexShaders[prog.vertexShaderIndex].uniforms;
|
|
if( prog.vertexUniformArray != -1 && vertexUniforms.Num() > 0 )
|
|
{
|
|
for( int i = 0; i < vertexUniforms.Num(); i++ )
|
|
{
|
|
localVectors[i] = glslUniforms[vertexUniforms[i]];
|
|
}
|
|
qglUniform4fv( prog.vertexUniformArray, vertexUniforms.Num(), localVectors->ToFloatPtr() );
|
|
}
|
|
}
|
|
|
|
if( prog.fragmentShaderIndex >= 0 )
|
|
{
|
|
const idList<int>& fragmentUniforms = fragmentShaders[prog.fragmentShaderIndex].uniforms;
|
|
if( prog.fragmentUniformArray != -1 && fragmentUniforms.Num() > 0 )
|
|
{
|
|
for( int i = 0; i < fragmentUniforms.Num(); i++ )
|
|
{
|
|
localVectors[i] = glslUniforms[fragmentUniforms[i]];
|
|
}
|
|
qglUniform4fv( prog.fragmentUniformArray, fragmentUniforms.Num(), localVectors->ToFloatPtr() );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i = 0; i < prog.uniformLocations.Num(); i++ )
|
|
{
|
|
const glslUniformLocation_t& uniformLocation = prog.uniformLocations[i];
|
|
qglUniform4fv( uniformLocation.uniformIndex, 1, glslUniforms[uniformLocation.parmIndex].ToFloatPtr() );
|
|
}
|
|
}
|
|
}
|
|
|
|
class idSort_QuickUniforms : public idSort_Quick< glslUniformLocation_t, idSort_QuickUniforms >
|
|
{
|
|
public:
|
|
int Compare( const glslUniformLocation_t& a, const glslUniformLocation_t& b ) const
|
|
{
|
|
return a.uniformIndex - b.uniformIndex;
|
|
}
|
|
};
|
|
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::LoadGLSLProgram
|
|
================================================================================================
|
|
*/
|
|
void idRenderProgManager::LoadGLSLProgram( const int programIndex, const int vertexShaderIndex, const int fragmentShaderIndex )
|
|
{
|
|
glslProgram_t& prog = glslPrograms[programIndex];
|
|
|
|
if( prog.progId != INVALID_PROGID )
|
|
{
|
|
return; // Already loaded
|
|
}
|
|
|
|
GLuint vertexProgID = ( vertexShaderIndex != -1 ) ? vertexShaders[ vertexShaderIndex ].progId : INVALID_PROGID;
|
|
GLuint fragmentProgID = ( fragmentShaderIndex != -1 ) ? fragmentShaders[ fragmentShaderIndex ].progId : INVALID_PROGID;
|
|
|
|
const GLuint program = qglCreateProgram();
|
|
if( program )
|
|
{
|
|
|
|
if( vertexProgID != INVALID_PROGID )
|
|
{
|
|
qglAttachShader( program, vertexProgID );
|
|
}
|
|
|
|
if( fragmentProgID != INVALID_PROGID )
|
|
{
|
|
qglAttachShader( program, fragmentProgID );
|
|
}
|
|
|
|
// bind vertex attribute locations
|
|
for( int i = 0; attribsPC[i].glsl != NULL; i++ )
|
|
{
|
|
if( ( attribsPC[i].flags & AT_VS_IN ) != 0 )
|
|
{
|
|
qglBindAttribLocation( program, attribsPC[i].bind, attribsPC[i].glsl );
|
|
}
|
|
}
|
|
|
|
qglLinkProgram( program );
|
|
|
|
int infologLength = 0;
|
|
qglGetProgramiv( program, GL_INFO_LOG_LENGTH, &infologLength );
|
|
if( infologLength > 1 )
|
|
{
|
|
char* infoLog = ( char* )malloc( infologLength );
|
|
int charsWritten = 0;
|
|
qglGetProgramInfoLog( program, infologLength, &charsWritten, infoLog );
|
|
|
|
// catch the strings the ATI and Intel drivers output on success
|
|
if( strstr( infoLog, "Vertex shader(s) linked, fragment shader(s) linked." ) != NULL || strstr( infoLog, "No errors." ) != NULL )
|
|
{
|
|
//idLib::Printf( "render prog %s from %s linked\n", GetName(), GetFileName() );
|
|
}
|
|
else
|
|
{
|
|
idLib::Printf( "While linking GLSL program %d with vertexShader %s and fragmentShader %s\n",
|
|
programIndex,
|
|
( vertexShaderIndex >= 0 ) ? vertexShaders[vertexShaderIndex].name.c_str() : "<Invalid>",
|
|
( fragmentShaderIndex >= 0 ) ? fragmentShaders[ fragmentShaderIndex ].name.c_str() : "<Invalid>" );
|
|
idLib::Printf( "%s\n", infoLog );
|
|
}
|
|
|
|
free( infoLog );
|
|
}
|
|
}
|
|
|
|
int linked = GL_FALSE;
|
|
qglGetProgramiv( program, GL_LINK_STATUS, &linked );
|
|
if( linked == GL_FALSE )
|
|
{
|
|
qglDeleteProgram( program );
|
|
idLib::Error( "While linking GLSL program %d with vertexShader %s and fragmentShader %s\n",
|
|
programIndex,
|
|
( vertexShaderIndex >= 0 ) ? vertexShaders[vertexShaderIndex].name.c_str() : "<Invalid>",
|
|
( fragmentShaderIndex >= 0 ) ? fragmentShaders[ fragmentShaderIndex ].name.c_str() : "<Invalid>" );
|
|
return;
|
|
}
|
|
|
|
if( r_useUniformArrays.GetBool() )
|
|
{
|
|
prog.vertexUniformArray = qglGetUniformLocation( program, VERTEX_UNIFORM_ARRAY_NAME );
|
|
prog.fragmentUniformArray = qglGetUniformLocation( program, FRAGMENT_UNIFORM_ARRAY_NAME );
|
|
|
|
assert( prog.vertexUniformArray != -1 || vertexShaderIndex < 0 || vertexShaders[vertexShaderIndex].uniforms.Num() == 0 );
|
|
assert( prog.fragmentUniformArray != -1 || fragmentShaderIndex < 0 || fragmentShaders[fragmentShaderIndex].uniforms.Num() == 0 );
|
|
}
|
|
else
|
|
{
|
|
// store the uniform locations after we have linked the GLSL program
|
|
prog.uniformLocations.Clear();
|
|
for( int i = 0; i < RENDERPARM_TOTAL; i++ )
|
|
{
|
|
const char* parmName = GetGLSLParmName( i );
|
|
GLint loc = qglGetUniformLocation( program, parmName );
|
|
if( loc != -1 )
|
|
{
|
|
glslUniformLocation_t uniformLocation;
|
|
uniformLocation.parmIndex = i;
|
|
uniformLocation.uniformIndex = loc;
|
|
prog.uniformLocations.Append( uniformLocation );
|
|
}
|
|
}
|
|
|
|
// store the USER uniform locations
|
|
for( int i = 0; i < MAX_GLSL_USER_PARMS; i++ )
|
|
{
|
|
const char* parmName = GetGLSLParmName( RENDERPARM_USER + i );
|
|
GLint loc = qglGetUniformLocation( program, parmName );
|
|
if( loc != -1 )
|
|
{
|
|
glslUniformLocation_t uniformLocation;
|
|
uniformLocation.parmIndex = RENDERPARM_USER + i;
|
|
uniformLocation.uniformIndex = loc;
|
|
prog.uniformLocations.Append( uniformLocation );
|
|
}
|
|
}
|
|
|
|
// sort the uniforms based on index
|
|
prog.uniformLocations.SortWithTemplate( idSort_QuickUniforms() );
|
|
}
|
|
|
|
// get the uniform buffer binding for skinning joint matrices
|
|
GLint blockIndex = qglGetUniformBlockIndex( program, "matrices_ubo" );
|
|
if( blockIndex != -1 )
|
|
{
|
|
qglUniformBlockBinding( program, blockIndex, 0 );
|
|
}
|
|
|
|
// set the texture unit locations once for the render program. We only need to do this once since we only link the program once
|
|
qglUseProgram( program );
|
|
for( int i = 0; i < MAX_PROG_TEXTURE_PARMS; ++i )
|
|
{
|
|
GLint loc = qglGetUniformLocation( program, va( "samp%d", i ) );
|
|
if( loc != -1 )
|
|
{
|
|
qglUniform1i( loc, i );
|
|
}
|
|
}
|
|
|
|
idStr programName = vertexShaders[ vertexShaderIndex ].name;
|
|
programName.StripFileExtension();
|
|
prog.name = programName;
|
|
prog.progId = program;
|
|
prog.fragmentShaderIndex = fragmentShaderIndex;
|
|
prog.vertexShaderIndex = vertexShaderIndex;
|
|
}
|
|
|
|
/*
|
|
================================================================================================
|
|
idRenderProgManager::ZeroUniforms
|
|
================================================================================================
|
|
*/
|
|
void idRenderProgManager::ZeroUniforms()
|
|
{
|
|
memset( glslUniforms.Ptr(), 0, glslUniforms.Allocated() );
|
|
}
|
|
|