raze/source/common/rendering/gl/gl_shaderprogram.cpp

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/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
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#include "gl_system.h"
#include "v_video.h"
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#include "gl_interface.h"
#include "hw_cvars.h"
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#include "gl_debug.h"
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#include "gl_shaderprogram.h"
#include "hw_shaderpatcher.h"
#include "filesystem.h"
#include "printf.h"
namespace OpenGLRenderer
{
bool IsShaderCacheActive();
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
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)
{
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int lump = fileSystem.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = fileSystem.ReadFile(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)
{
mShaderNames[type] = name;
mShaderSources[type] = PatchShader(type, code, defines, maxGlslVersion);
}
void FShaderProgram::CompileShader(ShaderType type)
{
CreateShader(type);
const auto &handle = mShaders[type];
FGLDebug::LabelObject(GL_SHADER, handle, mShaderNames[type]);
const FString &patchedCode = mShaderSources[type];
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", mShaderNames[type].GetChars(), GetShaderInfoLog(handle).GetChars());
}
else
{
if (mProgram == 0)
mProgram = glCreateProgram();
glAttachShader(mProgram, handle);
}
}
//==========================================================================
//
// Links a program with the compiled shaders
//
//==========================================================================
void FShaderProgram::Link(const char *name)
{
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
uint32_t binaryFormat = 0;
TArray<uint8_t> binary;
if (IsShaderCacheActive())
binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
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bool loadedFromBinary = false;
if (binary.Size() > 0 && glProgramBinary)
{
if (mProgram == 0)
mProgram = glCreateProgram();
glProgramBinary(mProgram, binaryFormat, binary.Data(), binary.Size());
GLint status = 0;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
loadedFromBinary = (status == GL_TRUE);
}
if (!loadedFromBinary)
{
CompileShader(Vertex);
CompileShader(Fragment);
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());
}
else if (glProgramBinary && IsShaderCacheActive())
{
int binaryLength = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
binary.Resize(binaryLength);
glGetProgramBinary(mProgram, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
binary.Resize(binaryLength);
SaveCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binary, binaryFormat);
}
}
// This is only for old OpenGL which didn't allow to set the binding from within the shader.
if (screen->glslversion < 4.20)
{
glUseProgram(mProgram);
for (auto &uni : samplerstobind)
{
auto index = glGetUniformLocation(mProgram, uni.first);
if (index >= 0)
{
glUniform1i(index, uni.second);
}
}
}
samplerstobind.Clear();
samplerstobind.ShrinkToFit();
}
//==========================================================================
//
// Set uniform buffer location (only useful for GL 3.3)
//
//==========================================================================
void FShaderProgram::SetUniformBufferLocation(int index, const char *name)
{
if (screen->glslversion < 4.20)
{
GLuint uniformBlockIndex = glGetUniformBlockIndex(mProgram, name);
if (uniformBlockIndex != GL_INVALID_INDEX)
glUniformBlockBinding(mProgram, uniformBlockIndex, index);
}
}
//==========================================================================
//
// 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;
// If we have 4.2, always use it because it adds important new syntax.
if (maxGlslVersion < 420 && gl.glslversion >= 4.2f) maxGlslVersion = 420;
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 << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
if (maxGlslVersion < 420)
{
// 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.
patchedCode = RemoveSamplerBindings(patchedCode, samplerstobind);
}
return patchedCode;
}
/////////////////////////////////////////////////////////////////////////////
void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program_name)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", PresentUniforms::Desc());
mShader.reset(new FShaderProgram());
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mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", prolog, 330);
mShader->Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
mShader->Link(program_name);
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
}
void FPresentShader::Bind()
{
if (!mShader)
{
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Init("shaders/pp/present.fp", "shaders/pp/present");
}
mShader->Bind();
}
/////////////////////////////////////////////////////////////////////////////
void FPresent3DCheckerShader::Bind()
{
if (!mShader)
{
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Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d");
}
mShader->Bind();
}
void FPresent3DColumnShader::Bind()
{
if (!mShader)
{
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Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d");
}
mShader->Bind();
}
void FPresent3DRowShader::Bind()
{
if (!mShader)
{
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Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d");
}
mShader->Bind();
}
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/////////////////////////////////////////////////////////////////////////////
void FShadowMapShader::Bind()
{
if (!mShader)
{
FString prolog = Uniforms.CreateDeclaration("Uniforms", ShadowMapUniforms::Desc());
mShader.reset(new FShaderProgram());
mShader->Compile(FShaderProgram::Vertex, "shaders/pp/screenquad.vp", "", 430);
mShader->Compile(FShaderProgram::Fragment, "shaders/pp/shadowmap.fp", prolog, 430);
mShader->Link("shaders/glsl/shadowmap");
mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
Uniforms.Init();
}
mShader->Bind();
}
}