/* ** gl_shaderprogram.cpp ** GLSL shader program compile and link ** **--------------------------------------------------------------------------- ** 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); } void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion) { 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("); }