// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Magnus Norddahl // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_shaderprogram.cpp ** GLSL shader program compile and link ** */ #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/system/gl_debug.h" #include "gl/shaders/gl_shaderprogram.h" #include "w_wad.h" #include "i_system.h" #include "doomerrors.h" FShaderProgram::FShaderProgram() { for (int i = 0; i < NumShaderTypes; i++) mShaders[i] = 0; } //========================================================================== // // 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]; FGLDebug::LabelObject(GL_SHADER, handle, name); 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) { FGLDebug::LabelObject(GL_PROGRAM, mProgram, 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; // 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; return patchedCode; } //========================================================================== // // patch the shader source to work with // GLSL 1.2 keywords and identifiers // //==========================================================================