mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 09:21:36 +00:00
363 lines
No EOL
11 KiB
C++
363 lines
No EOL
11 KiB
C++
/*
|
|
** 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<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)
|
|
{
|
|
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);
|
|
|
|
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();
|
|
}
|
|
|
|
} |