qzdoom/src/gl/shaders/gl_shaderprogram.cpp

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/*
** gl_shaderprogram.cpp
** GLSL shader program compile and link
**
**---------------------------------------------------------------------------
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** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "files.h"
#include "m_swap.h"
#include "v_video.h"
#include "gl/gl_functions.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "w_wad.h"
#include "i_system.h"
#include "doomerrors.h"
//==========================================================================
//
// Free shader program resources
//
//==========================================================================
FShaderProgram::~FShaderProgram()
{
if (mProgram != 0)
glDeleteProgram(mProgram);
for (int i = 0; i < NumShaderTypes; i++)
{
if (mShaders[i] != 0)
glDeleteShader(mShaders[i]);
}
}
//==========================================================================
//
// Creates an OpenGL shader object for the specified type of shader
//
//==========================================================================
void FShaderProgram::CreateShader(ShaderType type)
{
GLenum gltype = 0;
switch (type)
{
default:
case Vertex: gltype = GL_VERTEX_SHADER; break;
case Fragment: gltype = GL_FRAGMENT_SHADER; break;
}
mShaders[type] = glCreateShader(gltype);
}
//==========================================================================
//
// Compiles a shader and attaches it the program object
//
//==========================================================================
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = Wads.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code, defines, maxGlslVersion);
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}
void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
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{
CreateShader(type);
const auto &handle = mShaders[type];
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
glShaderSource(handle, 1, sources, lengths);
glCompileShader(handle);
GLint status = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Compile Shader '%s':\n%s\n", name, GetShaderInfoLog(handle).GetChars());
}
else
{
if (mProgram == 0)
mProgram = glCreateProgram();
glAttachShader(mProgram, handle);
}
}
//==========================================================================
//
// Binds a fragment output variable to a frame buffer render target
//
//==========================================================================
void FShaderProgram::SetFragDataLocation(int index, const char *name)
{
glBindFragDataLocation(mProgram, index, name);
}
//==========================================================================
//
// Links a program with the compiled shaders
//
//==========================================================================
void FShaderProgram::Link(const char *name)
{
glLinkProgram(mProgram);
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
}
//==========================================================================
//
// Set vertex attribute location
//
//==========================================================================
void FShaderProgram::SetAttribLocation(int index, const char *name)
{
glBindAttribLocation(mProgram, index, name);
}
//==========================================================================
//
// Makes the shader the active program
//
//==========================================================================
void FShaderProgram::Bind()
{
glUseProgram(mProgram);
}
//==========================================================================
//
// Returns the shader info log (warnings and compile errors)
//
//==========================================================================
FString FShaderProgram::GetShaderInfoLog(GLuint handle)
{
static char buffer[10000];
GLsizei length = 0;
buffer[0] = 0;
glGetShaderInfoLog(handle, 10000, &length, buffer);
return FString(buffer);
}
//==========================================================================
//
// Returns the program info log (warnings and compile errors)
//
//==========================================================================
FString FShaderProgram::GetProgramInfoLog(GLuint handle)
{
static char buffer[10000];
GLsizei length = 0;
buffer[0] = 0;
glGetProgramInfoLog(handle, 10000, &length, buffer);
return FString(buffer);
}
//==========================================================================
//
// Patches a shader to be compatible with the version of OpenGL in use
//
//==========================================================================
FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
{
FString patchedCode;
int shaderVersion = MIN((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
patchedCode.AppendFormat("#version %d\n", shaderVersion);
// TODO: Find some way to add extension requirements to the patching
//
// #extension GL_ARB_uniform_buffer_object : require
// #extension GL_ARB_shader_storage_buffer_object : require
if (defines)
patchedCode << defines;
if (gl.glslversion >= 1.3)
{
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
patchedCode << "precision highp int;\n";
patchedCode << "precision highp float;\n";
}
patchedCode << "#line 1\n";
patchedCode << code;
if (gl.glslversion < 1.3)
{
if (type == Vertex)
PatchVertShader(patchedCode);
else if (type == Fragment)
PatchFragShader(patchedCode);
}
return patchedCode;
}
//==========================================================================
//
// patch the shader source to work with
// GLSL 1.2 keywords and identifiers
//
//==========================================================================
void FShaderProgram::PatchCommon(FString &code)
{
code.Substitute("precision highp int;", "");
code.Substitute("precision highp float;", "");
}
void FShaderProgram::PatchVertShader(FString &code)
{
PatchCommon(code);
code.Substitute("in vec", "attribute vec");
code.Substitute("in float", "attribute float");
code.Substitute("out vec", "varying vec");
code.Substitute("out float", "varying float");
code.Substitute("gl_ClipDistance", "//");
}
void FShaderProgram::PatchFragShader(FString &code)
{
PatchCommon(code);
code.Substitute("out vec4 FragColor;", "");
code.Substitute("FragColor", "gl_FragColor");
code.Substitute("in vec", "varying vec");
// this patches the switch statement to if's.
code.Substitute("break;", "");
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
code.Substitute("case 0:", "if (i == 0)");
code.Substitute("case 1:", "else if (i == 1)");
code.Substitute("case 2:", "else if (i == 2)");
code.Substitute("case 3:", "else if (i == 3)");
code.Substitute("case 4:", "else if (i == 4)");
code.Substitute("case 5:", "else if (i == 5)");
code.Substitute("texture(", "texture2D(");
}