- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.

This commit is contained in:
Christoph Oelckers 2018-06-13 22:08:55 +02:00
parent 8bf009bd89
commit 3401876476
30 changed files with 190 additions and 158 deletions

View file

@ -30,6 +30,7 @@
#include "gl/dynlights/gl_lightbuffer.h" #include "gl/dynlights/gl_lightbuffer.h"
#include "hwrenderer/utility/hw_clock.h" #include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/dynlights/hw_dynlightdata.h" #include "hwrenderer/dynlights/hw_dynlightdata.h"
#include "hwrenderer/data/shaderuniforms.h"
static const int INITIAL_BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB. static const int INITIAL_BUFFER_SIZE = 160000; // This means 80000 lights per frame and 160000*16 bytes == 2.56 MB.

View file

@ -20,10 +20,9 @@
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// //
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/utility/hw_cvars.h"
#include "gl/shaders/gl_ambientshader.h" #include "gl_ambientshader.h"
void FLinearDepthShader::Bind(IRenderQueue *q) void FLinearDepthShader::Bind(IRenderQueue *q)
{ {
@ -36,9 +35,9 @@ void FLinearDepthShader::Bind(IRenderQueue *q)
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
if (multisample) prolog += "#define MULTISAMPLE\n"; if (multisample) prolog += "#define MULTISAMPLE\n";
mShader.reset(new FShaderProgram()); mShader.reset(screen->CreateShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
mShader->Link("shaders/glsl/lineardepth"); mShader->Link("shaders/glsl/lineardepth");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
@ -58,9 +57,9 @@ void FSSAOShader::Bind(IRenderQueue *q)
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
prolog += GetDefines(gl_ssao, multisample); prolog += GetDefines(gl_ssao, multisample);
mShader.reset(new FShaderProgram()); mShader.reset(screen->CreateShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330);
mShader->Link("shaders/glsl/ssao"); mShader->Link("shaders/glsl/ssao");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
@ -105,13 +104,14 @@ void FDepthBlurShader::Bind(IRenderQueue *q, bool vertical)
else else
prolog += "#define BLUR_HORIZONTAL\n"; prolog += "#define BLUR_HORIZONTAL\n";
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); shader.reset(screen->CreateShaderProgram());
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330); shader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Link("shaders/glsl/depthblur"); shader->Compile(IShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
shader.SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms"); shader->Link("shaders/glsl/depthblur");
shader->SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
Uniforms[vertical].Init(); Uniforms[vertical].Init();
} }
shader.Bind(q); shader->Bind(q);
} }
void FSSAOCombineShader::Bind(IRenderQueue *q) void FSSAOCombineShader::Bind(IRenderQueue *q)
@ -126,9 +126,9 @@ void FSSAOCombineShader::Bind(IRenderQueue *q)
if (multisample) if (multisample)
prolog += "#define MULTISAMPLE\n"; prolog += "#define MULTISAMPLE\n";
mShader.reset(new FShaderProgram()); mShader.reset(screen->CreateShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
mShader->Link("shaders/glsl/ssaocombine"); mShader->Link("shaders/glsl/ssaocombine");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();

View file

@ -1,9 +1,7 @@
#ifndef __GL_AMBIENTSHADER_H #ifndef __GL_AMBIENTSHADER_H
#define __GL_AMBIENTSHADER_H #define __GL_AMBIENTSHADER_H
#include <memory> #include "hwrenderer/postprocessing/hw_shaderprogram.h"
#include "gl_shaderprogram.h"
class FLinearDepthShader class FLinearDepthShader
{ {
@ -42,7 +40,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
std::unique_ptr<FShaderProgram> mShader; std::unique_ptr<IShaderProgram> mShader;
bool mMultisample = false; bool mMultisample = false;
}; };
@ -101,7 +99,7 @@ private:
FString GetDefines(int mode, bool multisample); FString GetDefines(int mode, bool multisample);
std::unique_ptr<FShaderProgram> mShader; std::unique_ptr<IShaderProgram> mShader;
Quality mCurrentQuality = Off; Quality mCurrentQuality = Off;
bool mMultisample = false; bool mMultisample = false;
}; };
@ -131,7 +129,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2]; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2];
private: private:
FShaderProgram mShader[2]; std::unique_ptr<IShaderProgram> mShader[2];
}; };
class FSSAOCombineShader class FSSAOCombineShader
@ -163,7 +161,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
std::unique_ptr<FShaderProgram> mShader; std::unique_ptr<IShaderProgram> mShader;
bool mMultisample = false; bool mMultisample = false;
}; };

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@ -25,7 +25,6 @@
** **
*/ */
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "gl/shaders/gl_bloomshader.h" #include "gl/shaders/gl_bloomshader.h"
@ -35,22 +34,24 @@ void FBloomExtractShader::Bind(IRenderQueue *q)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Link("shaders/glsl/bloomextract"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330);
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link("shaders/glsl/bloomextract");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
mShader.Bind(q); mShader->Bind(q);
} }
void FBloomCombineShader::Bind(IRenderQueue *q) void FBloomCombineShader::Bind(IRenderQueue *q)
{ {
if (!mShader) if (!mShader)
{ {
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Link("shaders/glsl/bloomcombine"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
mShader->Link("shaders/glsl/bloomcombine");
} }
mShader.Bind(q); mShader->Bind(q);
} }

View file

@ -1,7 +1,7 @@
#ifndef __GL_BLOOMSHADER_H #ifndef __GL_BLOOMSHADER_H
#define __GL_BLOOMSHADER_H #define __GL_BLOOMSHADER_H
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FBloomExtractShader class FBloomExtractShader
{ {
@ -26,7 +26,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
class FBloomCombineShader class FBloomCombineShader
@ -35,7 +35,7 @@ public:
void Bind(IRenderQueue *q); void Bind(IRenderQueue *q);
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
#endif #endif

View file

@ -25,12 +25,8 @@
** **
*/ */
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "gl/shaders/gl_blurshader.h" #include "gl/shaders/gl_blurshader.h"
#include "gl/data/gl_vertexbuffer.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
void FBlurShader::Bind(IRenderQueue *q, bool vertical) void FBlurShader::Bind(IRenderQueue *q, bool vertical)
{ {
@ -42,12 +38,13 @@ void FBlurShader::Bind(IRenderQueue *q, bool vertical)
else else
prolog += "#define BLUR_HORIZONTAL\n"; prolog += "#define BLUR_HORIZONTAL\n";
mShader[vertical].Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader[vertical].reset(screen->CreateShaderProgram());
mShader[vertical].Compile(FShaderProgram::Fragment, "shaders/glsl/blur.fp", prolog, 330); mShader[vertical]->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader[vertical].Link("shaders/glsl/blur"); mShader[vertical]->Compile(IShaderProgram::Fragment, "shaders/glsl/blur.fp", prolog, 330);
mShader[vertical].SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms"); mShader[vertical]->Link("shaders/glsl/blur");
mShader[vertical]->SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
Uniforms[vertical].Init(); Uniforms[vertical].Init();
} }
mShader[vertical].Bind(q); mShader[vertical]->Bind(q);
} }

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@ -1,8 +1,7 @@
#pragma once #pragma once
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
#include <memory>
class FGLRenderer; class FGLRenderer;
class PPFrameBuffer; class PPFrameBuffer;
@ -36,5 +35,5 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2]; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms[2];
private: private:
FShaderProgram mShader[2]; std::unique_ptr<IShaderProgram> mShader[2];
}; };

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@ -25,22 +25,21 @@
** **
*/ */
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "gl/shaders/gl_colormapshader.h" #include "gl/shaders/gl_colormapshader.h"
void FColormapShader::Bind(IRenderQueue *q) void FColormapShader::Bind(IRenderQueue *q)
{ {
auto &shader = mShader; if (!mShader)
if (!shader)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/colormap.fp", prolog, 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Link("shaders/glsl/colormap"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/colormap.fp", prolog, 330);
shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link("shaders/glsl/colormap");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
shader.Bind(q); mShader->Bind(q);
} }

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@ -1,7 +1,7 @@
#ifndef __GL_COLORMAPSHADER_H #ifndef __GL_COLORMAPSHADER_H
#define __GL_COLORMAPSHADER_H #define __GL_COLORMAPSHADER_H
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FColormapShader class FColormapShader
{ {
@ -27,7 +27,7 @@ public:
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
#endif #endif

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@ -24,7 +24,6 @@
// Fast approXimate Anti-Aliasing (FXAA) post-processing // Fast approXimate Anti-Aliasing (FXAA) post-processing
// //
#include "gl_load/gl_system.h"
#include "gl/shaders/gl_fxaashader.h" #include "gl/shaders/gl_fxaashader.h"
EXTERN_CVAR(Int, gl_fxaa) EXTERN_CVAR(Int, gl_fxaa)
@ -33,17 +32,18 @@ void FFXAALumaShader::Bind(IRenderQueue *q)
{ {
if (!mShader) if (!mShader)
{ {
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Link("shaders/glsl/fxaa"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", 330);
mShader->Link("shaders/glsl/fxaa");
} }
mShader.Bind(q); mShader->Bind(q);
} }
static int GetMaxVersion() static int GetMaxVersion()
{ {
return gl.glslversion >= 4.f ? 400 : 330; return screen->glslversion >= 4.f ? 400 : 330;
} }
static FString GetDefines() static FString GetDefines()
@ -76,19 +76,20 @@ static FString GetDefines()
void FFXAAShader::Bind(IRenderQueue *q) void FFXAAShader::Bind(IRenderQueue *q)
{ {
assert(gl_fxaa > 0 && gl_fxaa < Count); assert(gl_fxaa > 0 && gl_fxaa < Count);
FShaderProgram &shader = mShaders[gl_fxaa]; auto &shader = mShaders[gl_fxaa];
if (!shader) if (!shader)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()) + GetDefines(); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()) + GetDefines();
const int maxVersion = GetMaxVersion(); const int maxVersion = GetMaxVersion();
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); shader.reset(screen->CreateShaderProgram());
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", prolog, maxVersion); shader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", maxVersion);
shader.Link("shaders/glsl/fxaa"); shader->Compile(IShaderProgram::Fragment, "shaders/glsl/fxaa.fp", prolog, maxVersion);
shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); shader->Link("shaders/glsl/fxaa");
shader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
shader.Bind(q); shader->Bind(q);
} }

View file

@ -27,7 +27,7 @@
#ifndef __GL_FXAASHADER_H__ #ifndef __GL_FXAASHADER_H__
#define __GL_FXAASHADER_H__ #define __GL_FXAASHADER_H__
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h" #include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
class FFXAALumaShader class FFXAALumaShader
@ -36,7 +36,7 @@ public:
void Bind(IRenderQueue *q); void Bind(IRenderQueue *q);
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
@ -64,7 +64,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShaders[Count]; std::unique_ptr<IShaderProgram> mShaders[Count];
}; };
#endif // __GL_FXAASHADER_H__ #endif // __GL_FXAASHADER_H__

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@ -25,7 +25,6 @@
** **
*/ */
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "gl/shaders/gl_lensshader.h" #include "gl/shaders/gl_lensshader.h"
@ -35,11 +34,12 @@ void FLensShader::Bind(IRenderQueue *q)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", prolog, 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Link("shaders/glsl/lensdistortion"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", prolog, 330);
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link("shaders/glsl/lensdistortion");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
mShader.Bind(q); mShader->Bind(q);
} }

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@ -1,7 +1,7 @@
#ifndef __GL_LENSSHADER_H #ifndef __GL_LENSSHADER_H
#define __GL_LENSSHADER_H #define __GL_LENSSHADER_H
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FLensShader class FLensShader
{ {
@ -33,7 +33,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
#endif #endif

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@ -111,7 +111,7 @@ bool PostProcessShaderInstance::IsShaderSupported()
void PostProcessShaderInstance::CompileShader() void PostProcessShaderInstance::CompileShader()
{ {
if (mProgram) if (mProgram.Handle())
return; return;
// Get the custom shader // Get the custom shader
@ -164,10 +164,10 @@ void PostProcessShaderInstance::CompileShader()
prolog += uniformTextures; prolog += uniformTextures;
prolog += pipelineInOut; prolog += pipelineInOut;
mProgram.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion); mProgram.Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion);
mProgram.Compile(FShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion); mProgram.Compile(IShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion);
mProgram.Link(Desc->ShaderLumpName.GetChars()); mProgram.Link(Desc->ShaderLumpName.GetChars());
mInputTexture.Init(mProgram, "InputTexture"); mInputTexture.Init(mProgram.Handle(), "InputTexture");
} }
void PostProcessShaderInstance::UpdateUniforms() void PostProcessShaderInstance::UpdateUniforms()
@ -176,7 +176,7 @@ void PostProcessShaderInstance::UpdateUniforms()
TMap<FString, PostProcessUniformValue>::Pair *pair; TMap<FString, PostProcessUniformValue>::Pair *pair;
while (it.NextPair(pair)) while (it.NextPair(pair))
{ {
int location = glGetUniformLocation(mProgram, pair->Key.GetChars()); int location = glGetUniformLocation(mProgram.Handle(), pair->Key.GetChars());
if (location != -1) if (location != -1)
{ {
switch (pair->Value.Type) switch (pair->Value.Type)
@ -207,7 +207,7 @@ void PostProcessShaderInstance::BindTextures()
TMap<FString, FString>::Pair *pair; TMap<FString, FString>::Pair *pair;
while (it.NextPair(pair)) while (it.NextPair(pair))
{ {
int location = glGetUniformLocation(mProgram, pair->Key.GetChars()); int location = glGetUniformLocation(mProgram.Handle(), pair->Key.GetChars());
if (location == -1) if (location == -1)
continue; continue;

View file

@ -36,7 +36,7 @@ void FPresent3DCheckerShader::Bind(IRenderQueue *q)
{ {
Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d"); Init("shaders/glsl/present_checker3d.fp", "shaders/glsl/presentChecker3d");
} }
mShader.Bind(q); mShader->Bind(q);
} }
void FPresent3DColumnShader::Bind(IRenderQueue *q) void FPresent3DColumnShader::Bind(IRenderQueue *q)
@ -45,7 +45,7 @@ void FPresent3DColumnShader::Bind(IRenderQueue *q)
{ {
Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d"); Init("shaders/glsl/present_column3d.fp", "shaders/glsl/presentColumn3d");
} }
mShader.Bind(q); mShader->Bind(q);
} }
void FPresent3DRowShader::Bind(IRenderQueue *q) void FPresent3DRowShader::Bind(IRenderQueue *q)
@ -54,5 +54,5 @@ void FPresent3DRowShader::Bind(IRenderQueue *q)
{ {
Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d"); Init("shaders/glsl/present_row3d.fp", "shaders/glsl/presentRow3d");
} }
mShader.Bind(q); mShader->Bind(q);
} }

View file

@ -25,7 +25,6 @@
** **
*/ */
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "gl/shaders/gl_presentshader.h" #include "gl/shaders/gl_presentshader.h"
@ -33,10 +32,11 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330);
mShader.Link(program_name); mShader->Compile(IShaderProgram::Fragment, vtx_shader_name, prolog, 330);
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link(program_name);
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
@ -46,5 +46,5 @@ void FPresentShader::Bind(IRenderQueue *q)
{ {
Init("shaders/glsl/present.fp", "shaders/glsl/present"); Init("shaders/glsl/present.fp", "shaders/glsl/present");
} }
mShader.Bind(q); mShader->Bind(q);
} }

View file

@ -1,7 +1,7 @@
#ifndef __GL_PRESENTSHADER_H #ifndef __GL_PRESENTSHADER_H
#define __GL_PRESENTSHADER_H #define __GL_PRESENTSHADER_H
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FPresentShaderBase class FPresentShaderBase
{ {
@ -38,7 +38,7 @@ public:
protected: protected:
virtual void Init(const char * vtx_shader_name, const char * program_name); virtual void Init(const char * vtx_shader_name, const char * program_name);
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
class FPresentShader : public FPresentShaderBase class FPresentShader : public FPresentShaderBase

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@ -33,6 +33,7 @@
#include "doomerrors.h" #include "doomerrors.h"
#include "cmdlib.h" #include "cmdlib.h"
#include "hwrenderer/utility/hw_shaderpatcher.h" #include "hwrenderer/utility/hw_shaderpatcher.h"
#include "hwrenderer/data/shaderuniforms.h"
#include "gl_load/gl_interface.h" #include "gl_load/gl_interface.h"
#include "gl/system/gl_debug.h" #include "gl/system/gl_debug.h"

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@ -382,11 +382,5 @@ public:
} }
}; };
enum
{
LIGHTBUF_BINDINGPOINT = 1,
POSTPROCESS_BINDINGPOINT = 2
};
#endif #endif

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@ -3,32 +3,23 @@
#include "gl_load/gl_system.h" #include "gl_load/gl_system.h"
#include "gl_shader.h" #include "gl_shader.h"
#include "hwrenderer/data/shaderuniforms.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class IRenderQueue; class FShaderProgram : public IShaderProgram
class FShaderProgram
{ {
public: public:
FShaderProgram(); FShaderProgram();
~FShaderProgram(); ~FShaderProgram();
enum ShaderType void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion) override;
{ void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion) override;
Vertex,
Fragment,
NumShaderTypes
};
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
void Link(const char *name); void Link(const char *name);
void SetUniformBufferLocation(int index, const char *name); void SetUniformBufferLocation(int index, const char *name);
void Bind(IRenderQueue *q); // the parameter here is just a preparation for Vulkan void Bind(IRenderQueue *q) override; // the parameter here is just a preparation for Vulkan
operator GLuint() const { return mProgram; } GLuint Handle() { return mProgram; }
explicit operator bool() const { return mProgram != 0; } //explicit operator bool() const { return mProgram != 0; }
private: private:
FShaderProgram(const FShaderProgram &) = delete; FShaderProgram(const FShaderProgram &) = delete;

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@ -20,7 +20,6 @@
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// //
#include "gl_load/gl_system.h"
#include "files.h" #include "files.h"
#include "gl/shaders/gl_shadowmapshader.h" #include "gl/shaders/gl_shadowmapshader.h"
@ -30,11 +29,12 @@ void FShadowMapShader::Bind(IRenderQueue *q)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
mShader.Link("shaders/glsl/shadowmap"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link("shaders/glsl/shadowmap");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
mShader.Bind(q); mShader->Bind(q);
} }

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@ -1,7 +1,7 @@
#ifndef __GL_SHADOWMAPSHADER_H #ifndef __GL_SHADOWMAPSHADER_H
#define __GL_SHADOWMAPSHADER_H #define __GL_SHADOWMAPSHADER_H
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FShadowMapShader class FShadowMapShader
{ {
@ -28,7 +28,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
#endif #endif

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@ -25,7 +25,6 @@
** **
*/ */
#include "gl_load/gl_system.h"
#include "v_video.h" #include "v_video.h"
#include "hwrenderer/utility/hw_cvars.h" #include "hwrenderer/utility/hw_cvars.h"
#include "gl/shaders/gl_tonemapshader.h" #include "gl/shaders/gl_tonemapshader.h"
@ -37,11 +36,12 @@ void FTonemapShader::Bind(IRenderQueue *q)
{ {
auto prolog = GetDefines(gl_tonemap); auto prolog = GetDefines(gl_tonemap);
shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); shader.reset(screen->CreateShaderProgram());
shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", prolog, 330); shader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
shader.Link("shaders/glsl/tonemap"); shader->Compile(IShaderProgram::Fragment, "shaders/glsl/tonemap.fp", prolog, 330);
shader->Link("shaders/glsl/tonemap");
} }
shader.Bind(q); shader->Bind(q);
} }
bool FTonemapShader::IsPaletteMode() bool FTonemapShader::IsPaletteMode()
@ -68,24 +68,26 @@ void FExposureExtractShader::Bind(IRenderQueue *q)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", prolog, 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Link("shaders/glsl/exposureextract"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", prolog, 330);
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link("shaders/glsl/exposureextract");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
mShader.Bind(q); mShader->Bind(q);
} }
void FExposureAverageShader::Bind(IRenderQueue *q) void FExposureAverageShader::Bind(IRenderQueue *q)
{ {
if (!mShader) if (!mShader)
{ {
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400);
mShader.Link("shaders/glsl/exposureaverage"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400);
mShader->Link("shaders/glsl/exposureaverage");
} }
mShader.Bind(q); mShader->Bind(q);
} }
void FExposureCombineShader::Bind(IRenderQueue *q) void FExposureCombineShader::Bind(IRenderQueue *q)
@ -94,11 +96,12 @@ void FExposureCombineShader::Bind(IRenderQueue *q)
{ {
FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); mShader.reset(screen->CreateShaderProgram());
mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", prolog, 330); mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
mShader.Link("shaders/glsl/exposurecombine"); mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", prolog, 330);
mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms"); mShader->Link("shaders/glsl/exposurecombine");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init(); Uniforms.Init();
} }
mShader.Bind(q); mShader->Bind(q);
} }

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@ -1,7 +1,7 @@
#ifndef __GL_TONEMAPSHADER_H #ifndef __GL_TONEMAPSHADER_H
#define __GL_TONEMAPSHADER_H #define __GL_TONEMAPSHADER_H
#include "gl_shaderprogram.h" #include "hwrenderer/postprocessing/hw_shaderprogram.h"
class FTonemapShader class FTonemapShader
{ {
@ -24,7 +24,7 @@ private:
static const char *GetDefines(int mode); static const char *GetDefines(int mode);
FShaderProgram mShader[NumTonemapModes]; std::unique_ptr<IShaderProgram> mShader[NumTonemapModes];
}; };
class FExposureExtractShader class FExposureExtractShader
@ -50,7 +50,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
class FExposureAverageShader class FExposureAverageShader
@ -59,7 +59,7 @@ public:
void Bind(IRenderQueue *q); void Bind(IRenderQueue *q);
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
class FExposureCombineShader class FExposureCombineShader
@ -89,7 +89,7 @@ public:
ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms; ShaderUniforms<UniformBlock, POSTPROCESS_BINDINGPOINT> Uniforms;
private: private:
FShaderProgram mShader; std::unique_ptr<IShaderProgram> mShader;
}; };
#endif #endif

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@ -41,6 +41,7 @@
#include "gl/data/gl_uniformbuffer.h" #include "gl/data/gl_uniformbuffer.h"
#include "gl/models/gl_models.h" #include "gl/models/gl_models.h"
#include "gl/stereo3d/gl_stereo3d.h" #include "gl/stereo3d/gl_stereo3d.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_debug.h" #include "gl_debug.h"
#include "r_videoscale.h" #include "r_videoscale.h"
@ -364,6 +365,12 @@ IUniformBuffer *OpenGLFrameBuffer::CreateUniformBuffer(size_t size, bool staticu
return new GLUniformBuffer(size, staticuse); return new GLUniformBuffer(size, staticuse);
} }
IShaderProgram *OpenGLFrameBuffer::CreateShaderProgram()
{
return new FShaderProgram;
}
void OpenGLFrameBuffer::UnbindTexUnit(int no) void OpenGLFrameBuffer::UnbindTexUnit(int no)
{ {
FHardwareTexture::Unbind(no); FHardwareTexture::Unbind(no);

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@ -45,6 +45,7 @@ public:
void SetViewportRects(IntRect *bounds) override; void SetViewportRects(IntRect *bounds) override;
void BlurScene(float amount) override; void BlurScene(float amount) override;
IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override; IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) override;
IShaderProgram *CreateShaderProgram() override;
// Retrieves a buffer containing image data for a screenshot. // Retrieves a buffer containing image data for a screenshot.

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@ -27,7 +27,7 @@ class IRenderQueue
return mColorMask; return mColorMask;
} }
void SetColorMask(Colormask mask) = 0; virtual void SetColorMask(Colormask mask) = 0;
}; };

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@ -4,6 +4,12 @@
#include "hwrenderer/data/uniformbuffer.h" #include "hwrenderer/data/uniformbuffer.h"
#include "v_video.h" #include "v_video.h"
enum
{
LIGHTBUF_BINDINGPOINT = 1,
POSTPROCESS_BINDINGPOINT = 2
};
enum class UniformType enum class UniformType
{ {
Int, Int,

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@ -0,0 +1,31 @@
#pragma once
#include "hwrenderer/data/shaderuniforms.h"
class IRenderQueue;
class IShaderProgram
{
public:
IShaderProgram() {}
virtual ~IShaderProgram() {}
enum ShaderType
{
Vertex,
Fragment,
NumShaderTypes
};
virtual void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion) = 0;
virtual void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion) = 0;
virtual void Link(const char *name) = 0;
virtual void SetUniformBufferLocation(int index, const char *name) = 0;
virtual void Bind(IRenderQueue *q) = 0; // the parameter here is just a preparation for Vulkan
private:
IShaderProgram(const IShaderProgram &) = delete;
IShaderProgram &operator=(const IShaderProgram &) = delete;
};

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@ -45,6 +45,7 @@
#include "v_2ddrawer.h" #include "v_2ddrawer.h"
struct sector_t; struct sector_t;
class IShaderProgram;
enum EHWCaps enum EHWCaps
{ {
@ -418,6 +419,7 @@ public:
// Interface to hardware rendering resources // Interface to hardware rendering resources
virtual IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) { return nullptr; } virtual IUniformBuffer *CreateUniformBuffer(size_t size, bool staticuse = false) { return nullptr; }
virtual IShaderProgram *CreateShaderProgram() { return nullptr; }
// Begin 2D drawing operations. // Begin 2D drawing operations.
// Returns true if hardware-accelerated 2D has been entered, false if not. // Returns true if hardware-accelerated 2D has been entered, false if not.