/* ** 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. */ #include "gl_system.h" #include "v_video.h" #include "gl_interface.h" #include "hw_cvars.h" #include "gl_debug.h" #include "gl_shaderprogram.h" #include "hw_shaderpatcher.h" #include "filesystem.h" #include "printf.h" namespace OpenGLRenderer { bool IsShaderCacheActive(); TArray LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat); void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray &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) { 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 binary; if (IsShaderCacheActive()) binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat); 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()); 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) { Init("shaders/pp/present.fp", "shaders/pp/present"); } mShader->Bind(); } ///////////////////////////////////////////////////////////////////////////// void FPresent3DCheckerShader::Bind() { if (!mShader) { Init("shaders/pp/present_checker3d.fp", "shaders/pp/presentChecker3d"); } mShader->Bind(); } void FPresent3DColumnShader::Bind() { if (!mShader) { Init("shaders/pp/present_column3d.fp", "shaders/pp/presentColumn3d"); } mShader->Bind(); } void FPresent3DRowShader::Bind() { if (!mShader) { Init("shaders/pp/present_row3d.fp", "shaders/pp/presentRow3d"); } mShader->Bind(); } ///////////////////////////////////////////////////////////////////////////// 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(); } }