mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-17 09:51:38 +00:00
737bf15ad8
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
355 lines
No EOL
10 KiB
C++
355 lines
No EOL
10 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser 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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//
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// This program 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_shaderprogram.cpp
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** GLSL shader program compile and link
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**
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*/
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl_load/gl_interface.h"
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#include "gamecvars.h"
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#include "gl/system/gl_debug.h"
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#include "gl/shaders/gl_shaderprogram.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "printf.h"
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namespace OpenGLRenderer
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{
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bool IsShaderCacheActive();
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TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
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void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
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FShaderProgram::FShaderProgram()
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{
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for (int i = 0; i < NumShaderTypes; i++)
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mShaders[i] = 0;
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}
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//==========================================================================
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//
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// Free shader program resources
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//
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//==========================================================================
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FShaderProgram::~FShaderProgram()
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{
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if (mProgram != 0)
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glDeleteProgram(mProgram);
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for (int i = 0; i < NumShaderTypes; i++)
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{
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if (mShaders[i] != 0)
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glDeleteShader(mShaders[i]);
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}
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}
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//==========================================================================
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//
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// Creates an OpenGL shader object for the specified type of shader
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//
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//==========================================================================
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void FShaderProgram::CreateShader(ShaderType type)
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{
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GLenum gltype = 0;
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switch (type)
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{
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default:
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case Vertex: gltype = GL_VERTEX_SHADER; break;
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case Fragment: gltype = GL_FRAGMENT_SHADER; break;
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}
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mShaders[type] = glCreateShader(gltype);
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}
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//==========================================================================
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//
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// Compiles a shader and attaches it the program object
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//
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//==========================================================================
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void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
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{
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int lump = fileSystem.FindFile(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = fileSystem.ReadFile(lump).GetString().GetChars();
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Compile(type, lumpName, code, defines, maxGlslVersion);
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}
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void FShaderProgram::Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion)
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{
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mShaderNames[type] = name;
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mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
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}
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void FShaderProgram::CompileShader(ShaderType type)
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{
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CreateShader(type);
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const auto &handle = mShaders[type];
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FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
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const FString &patchedCode = mShaderSources[type];
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int lengths[1] = { (int)patchedCode.Len() };
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const char *sources[1] = { patchedCode.GetChars() };
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glShaderSource(handle, 1, sources, lengths);
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glCompileShader(handle);
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GLint status = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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I_FatalError("Compile Shader '%s':\n%s\n", mShaderNames[type].GetChars(), GetShaderInfoLog(handle).GetChars());
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}
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else
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{
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if (mProgram == 0)
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mProgram = glCreateProgram();
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glAttachShader(mProgram, handle);
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}
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}
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//==========================================================================
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//
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// Links a program with the compiled shaders
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//
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//==========================================================================
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void FShaderProgram::Link(const char *name)
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{
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FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
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uint32_t binaryFormat = 0;
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TArray<uint8_t> binary;
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#if 0
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if (IsShaderCacheActive())
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binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
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#endif
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bool loadedFromBinary = false;
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if (binary.Size() > 0 && glProgramBinary)
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{
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if (mProgram == 0)
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mProgram = glCreateProgram();
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glProgramBinary(mProgram, binaryFormat, binary.Data(), binary.Size());
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GLint status = 0;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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loadedFromBinary = (status == GL_TRUE);
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}
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if (!loadedFromBinary)
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{
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CompileShader(Vertex);
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CompileShader(Fragment);
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glLinkProgram(mProgram);
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GLint status = 0;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
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}
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#if 0
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else if (glProgramBinary && IsShaderCacheActive())
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{
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int binaryLength = 0;
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glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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binary.Resize(binaryLength);
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glGetProgramBinary(mProgram, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
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binary.Resize(binaryLength);
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SaveCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binary, binaryFormat);
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}
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#endif
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}
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// This is only for old OpenGL which didn't allow to set the binding from within the shader.
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if (screen->glslversion < 4.20)
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{
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glUseProgram(mProgram);
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for (auto &uni : samplerstobind)
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{
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auto index = glGetUniformLocation(mProgram, uni.first);
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if (index >= 0)
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{
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glUniform1i(index, uni.second);
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}
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}
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}
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samplerstobind.Clear();
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samplerstobind.ShrinkToFit();
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}
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//==========================================================================
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//
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// Set uniform buffer location (only useful for GL 3.3)
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//
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//==========================================================================
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void FShaderProgram::SetUniformBufferLocation(int index, const char *name)
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{
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if (screen->glslversion < 4.20)
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{
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GLuint uniformBlockIndex = glGetUniformBlockIndex(mProgram, name);
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if (uniformBlockIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(mProgram, uniformBlockIndex, index);
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}
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}
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//==========================================================================
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//
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// Makes the shader the active program
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//
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//==========================================================================
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void FShaderProgram::Bind()
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{
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glUseProgram(mProgram);
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}
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//==========================================================================
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//
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// Returns the shader info log (warnings and compile errors)
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//
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//==========================================================================
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FString FShaderProgram::GetShaderInfoLog(GLuint handle)
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{
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static char buffer[10000];
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GLsizei length = 0;
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buffer[0] = 0;
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glGetShaderInfoLog(handle, 10000, &length, buffer);
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return FString(buffer);
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}
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//==========================================================================
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//
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// Returns the program info log (warnings and compile errors)
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//
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//==========================================================================
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FString FShaderProgram::GetProgramInfoLog(GLuint handle)
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{
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static char buffer[10000];
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GLsizei length = 0;
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buffer[0] = 0;
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glGetProgramInfoLog(handle, 10000, &length, buffer);
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return FString(buffer);
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}
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//==========================================================================
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//
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// Patches a shader to be compatible with the version of OpenGL in use
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//
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//==========================================================================
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FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion)
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{
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FString patchedCode;
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// If we have 4.2, always use it because it adds important new syntax.
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if (maxGlslVersion < 420 && gl.glslversion >= 4.2f) maxGlslVersion = 420;
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int shaderVersion = std::min((int)round(gl.glslversion * 10) * 10, maxGlslVersion);
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patchedCode.AppendFormat("#version %d\n", shaderVersion);
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// TODO: Find some way to add extension requirements to the patching
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//
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// #extension GL_ARB_uniform_buffer_object : require
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// #extension GL_ARB_shader_storage_buffer_object : require
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if (defines)
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patchedCode << defines;
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// 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.
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patchedCode << "precision highp int;\n";
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patchedCode << "precision highp float;\n";
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patchedCode << "#line 1\n";
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patchedCode << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
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if (maxGlslVersion < 420)
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{
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// Here we must strip out all layout(binding) declarations for sampler uniforms and store them in 'samplerstobind' which can then be processed by the link function.
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patchedCode = RemoveSamplerBindings(patchedCode, samplerstobind);
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}
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return patchedCode;
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}
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/////////////////////////////////////////////////////////////////////////////
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void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
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mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "engine/shaders/pp/screenquad.vp", prolog, 330);
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mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
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mShader->Link(program_name);
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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void FPresentShader::Bind()
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{
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if (!mShader)
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{
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Init("engine/shaders/pp/present.fp", "engine/shaders/pp/present");
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}
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mShader->Bind();
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}
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/////////////////////////////////////////////////////////////////////////////
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void FPresent3DCheckerShader::Bind()
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{
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if (!mShader)
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{
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Init("engine/shaders/pp/present_checker3d.fp", "engine/shaders/pp/presentChecker3d");
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}
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mShader->Bind();
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}
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void FPresent3DColumnShader::Bind()
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{
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if (!mShader)
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{
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Init("engine/shaders/pp/present_column3d.fp", "engine/shaders/pp/presentColumn3d");
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}
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mShader->Bind();
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}
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void FPresent3DRowShader::Bind()
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{
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if (!mShader)
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{
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Init("engine/shaders/pp/present_row3d.fp", "engine/shaders/pp/presentRow3d");
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}
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mShader->Bind();
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}
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} |