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https://github.com/HifiExperiments/overte.git
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611 lines
25 KiB
C++
611 lines
25 KiB
C++
//
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// Created by Sam Gateau on 2017/04/13
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// Copyright 2013-2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "GLBackend.h"
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#include "GLShader.h"
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#include <gl/GLShaders.h>
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using namespace gpu;
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using namespace gpu::gl;
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using CachedShader = ::gl::CachedShader;
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// Shader domain
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static const size_t NUM_SHADER_DOMAINS = 3;
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static_assert(Shader::Type::NUM_DOMAINS == NUM_SHADER_DOMAINS, "GL shader domains must equal defined GPU shader domains");
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// GL Shader type enums
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// Must match the order of type specified in gpu::Shader::Type
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static const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS{ {
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GL_VERTEX_SHADER,
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GL_FRAGMENT_SHADER,
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GL_GEOMETRY_SHADER,
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} };
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// Domain specific defines
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// Must match the order of type specified in gpu::Shader::Type
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static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES{ {
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"#define GPU_VERTEX_SHADER",
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"#define GPU_PIXEL_SHADER",
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"#define GPU_GEOMETRY_SHADER",
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} };
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// Stereo specific defines
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static const std::string stereoVersion{
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#ifdef GPU_STEREO_DRAWCALL_INSTANCED
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R"SHADER(
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#define GPU_TRANSFORM_IS_STEREO
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#define GPU_TRANSFORM_STEREO_CAMERA
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#define GPU_TRANSFORM_STEREO_CAMERA_INSTANCED
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#define GPU_TRANSFORM_STEREO_SPLIT_SCREEN
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)SHADER"
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#endif
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#ifdef GPU_STEREO_DRAWCALL_DOUBLED
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#ifdef GPU_STEREO_CAMERA_BUFFER
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R"SHADER(
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#define GPU_TRANSFORM_IS_STEREO
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#define GPU_TRANSFORM_STEREO_CAMERA
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#define GPU_TRANSFORM_STEREO_CAMERA_ATTRIBUTED
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)SHADER"
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#else
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R"SHADER(
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#define GPU_TRANSFORM_IS_STEREO
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)SHADER"
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#endif
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#endif
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};
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// TextureTable specific defines
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static const std::string textureTableVersion {
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"#extension GL_ARB_bindless_texture : require\n#define GPU_TEXTURE_TABLE_BINDLESS\n"
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};
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// Versions specific of the shader
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static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
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"",
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stereoVersion
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} };
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static std::string getShaderTypeString(Shader::Type type) {
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switch (type) {
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case Shader::Type::VERTEX:
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return "vertex";
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case Shader::Type::PIXEL:
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return "pixel";
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case Shader::Type::GEOMETRY:
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return "geometry";
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case Shader::Type::PROGRAM:
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return "program";
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default:
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qFatal("Unexpected shader type %d", type);
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Q_UNREACHABLE();
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}
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}
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std::string GLBackend::getShaderSource(const Shader& shader, int version) {
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if (shader.isProgram()) {
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std::string result;
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result.append("// VERSION " + std::to_string(version));
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for (const auto& subShader : shader.getShaders()) {
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result.append("//-------- ");
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result.append(getShaderTypeString(subShader->getType()));
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result.append("\n");
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result.append(subShader->getSource().getCode());
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}
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return result;
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}
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std::string shaderDefines = getBackendShaderHeader() + "\n"
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+ (supportsBindless() ? textureTableVersion : "\n")
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+ DOMAIN_DEFINES[shader.getType()] + "\n"
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+ VERSION_DEFINES[version];
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return shaderDefines + "\n" + shader.getSource().getCode();
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}
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GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {
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// Any GLSLprogram ? normally yes...
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GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
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GLShader::ShaderObjects shaderObjects;
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Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
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shader.incrementCompilationAttempt();
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for (int version = 0; version < GLShader::NumVersions; version++) {
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auto& shaderObject = shaderObjects[version];
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auto shaderSource = getShaderSource(shader, version);
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if (handler) {
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bool retest = true;
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std::string currentSrc = shaderSource;
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// When a Handler is specified, we can try multiple times to build the shader and let the handler change the source if the compilation fails.
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// The retest bool is set to false as soon as the compilation succeed to wexit the while loop.
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// The handler tells us if we should retry or not while returning a modified version of the source.
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while (retest) {
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bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderObject.glshader, compilationLogs[version].message);
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compilationLogs[version].compiled = result;
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if (!result) {
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std::string newSrc;
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retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
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currentSrc = newSrc;
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} else {
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retest = false;
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}
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}
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} else {
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compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderObject.glshader, compilationLogs[version].message);
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}
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if (!compilationLogs[version].compiled) {
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qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
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shader.setCompilationLogs(compilationLogs);
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return nullptr;
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}
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}
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// Compilation feedback
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shader.setCompilationLogs(compilationLogs);
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// So far so good, the shader is created successfully
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GLShader* object = new GLShader(this->shared_from_this());
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object->_shaderObjects = shaderObjects;
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return object;
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}
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std::atomic<size_t> gpuBinaryShadersLoaded;
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GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
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if (!program.isProgram()) {
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return nullptr;
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}
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GLShader::ShaderObjects programObjects;
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program.incrementCompilationAttempt();
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Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
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for (int version = 0; version < GLShader::NumVersions; version++) {
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auto& programObject = programObjects[version];
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auto programSource = getShaderSource(program, version);
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auto hash = ::gl::getShaderHash(programSource);
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CachedShader cachedBinary;
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{
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Lock shaderCacheLock{ _shaderBinaryCache._mutex };
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if (_shaderBinaryCache._binaries.count(hash) != 0) {
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cachedBinary = _shaderBinaryCache._binaries[hash];
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}
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}
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GLuint glprogram = 0;
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// If we have a cached binary program, try to load it instead of compiling the individual shaders
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if (cachedBinary) {
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glprogram = ::gl::compileProgram({}, compilationLogs[version].message, cachedBinary);
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if (0 != glprogram) {
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++gpuBinaryShadersLoaded;
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}
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}
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// If we have no program, then either no cached binary, or the binary failed to load (perhaps a GPU driver update invalidated the cache)
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if (0 == glprogram) {
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cachedBinary = CachedShader();
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{
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std::unique_lock<std::mutex> shaderCacheLock{ _shaderBinaryCache._mutex };
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_shaderBinaryCache._binaries.erase(hash);
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}
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// Let's go through every shaders and make sure they are ready to go
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std::vector<GLuint> shaderGLObjects;
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shaderGLObjects.reserve(program.getShaders().size());
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for (auto subShader : program.getShaders()) {
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auto object = GLShader::sync((*this), *subShader, handler);
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if (object) {
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shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
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} else {
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qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
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compilationLogs[version].compiled = false;
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compilationLogs[version].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?");
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program.setCompilationLogs(compilationLogs);
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return nullptr;
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}
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}
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glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, cachedBinary);
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if (cachedBinary) {
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cachedBinary.source = programSource;
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std::unique_lock<std::mutex> shaderCacheLock{ _shaderBinaryCache._mutex };
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_shaderBinaryCache._binaries[hash] = cachedBinary;
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}
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}
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if (glprogram == 0) {
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qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
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program.setCompilationLogs(compilationLogs);
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return nullptr;
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}
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compilationLogs[version].compiled = true;
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programObject.glprogram = glprogram;
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makeProgramBindings(programObject);
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}
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// Compilation feedback
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program.setCompilationLogs(compilationLogs);
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// So far so good, the program versions have all been created successfully
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GLShader* object = new GLShader(this->shared_from_this());
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object->_shaderObjects = programObjects;
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return object;
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}
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GLBackend::ElementResource GLBackend::getFormatFromGLUniform(GLenum gltype) {
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switch (gltype) {
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case GL_FLOAT:
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return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC2:
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return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC3:
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return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_VEC4:
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return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_INT:
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return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC2:
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return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC3:
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return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_INT_VEC4:
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return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT:
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return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC2:
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return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC3:
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return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_UNSIGNED_INT_VEC4:
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return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
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case GL_BOOL:
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return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC2:
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return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC3:
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return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_BOOL_VEC4:
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return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_MAT2:
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return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_MAT3:
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return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_FLOAT_MAT4:
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return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
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case GL_SAMPLER_2D:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
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case GL_SAMPLER_3D:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
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case GL_SAMPLER_CUBE:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
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case GL_SAMPLER_2D_MULTISAMPLE:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_SAMPLER_2D_ARRAY:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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case GL_SAMPLER_2D_SHADOW:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
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case GL_SAMPLER_CUBE_SHADOW:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
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case GL_SAMPLER_2D_ARRAY_SHADOW:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
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case GL_SAMPLER_BUFFER:
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return ElementResource(Element(SCALAR, gpu::FLOAT, RESOURCE_BUFFER), Resource::BUFFER);
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case GL_INT_SAMPLER_2D:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
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case GL_INT_SAMPLER_2D_MULTISAMPLE:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_INT_SAMPLER_3D:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);
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case GL_INT_SAMPLER_CUBE:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);
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case GL_INT_SAMPLER_2D_ARRAY:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
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case GL_UNSIGNED_INT_SAMPLER_3D:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);
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case GL_UNSIGNED_INT_SAMPLER_CUBE:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
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#if !defined(USE_GLES)
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case GL_SAMPLER_1D:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
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case GL_SAMPLER_1D_ARRAY:
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return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_INT_SAMPLER_1D:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
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case GL_INT_SAMPLER_1D_ARRAY:
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return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_1D:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
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return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
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#endif
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default:
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return ElementResource(Element(), Resource::BUFFER);
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}
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// Non-covered types
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//{GL_FLOAT_MAT2x3 mat2x3},
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//{GL_FLOAT_MAT2x4 mat2x4},
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//{GL_FLOAT_MAT3x2 mat3x2},
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//{GL_FLOAT_MAT3x4 mat3x4},
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//{GL_FLOAT_MAT4x2 mat4x2},
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//{GL_FLOAT_MAT4x3 mat4x3},
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//{GL_DOUBLE_MAT2 dmat2},
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//{GL_DOUBLE_MAT3 dmat3},
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//{GL_DOUBLE_MAT4 dmat4},
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//{GL_DOUBLE_MAT2x3 dmat2x3},
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//{GL_DOUBLE_MAT2x4 dmat2x4},
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//{GL_DOUBLE_MAT3x2 dmat3x2},
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//{GL_DOUBLE_MAT3x4 dmat3x4},
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//{GL_DOUBLE_MAT4x2 dmat4x2},
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//{GL_DOUBLE_MAT4x3 dmat4x3},
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//{GL_SAMPLER_1D_SHADOW sampler1DShadow},
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//{GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
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//{GL_SAMPLER_2D_RECT sampler2DRect},
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//{GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
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//{GL_INT_SAMPLER_BUFFER isamplerBuffer},
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//{GL_INT_SAMPLER_2D_RECT isampler2DRect},
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//{GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
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//{GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
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//{GL_IMAGE_1D image1D},
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//{GL_IMAGE_2D image2D},
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//{GL_IMAGE_3D image3D},
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//{GL_IMAGE_2D_RECT image2DRect},
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//{GL_IMAGE_CUBE imageCube},
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//{GL_IMAGE_BUFFER imageBuffer},
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//{GL_IMAGE_1D_ARRAY image1DArray},
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//{GL_IMAGE_2D_ARRAY image2DArray},
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//{GL_IMAGE_2D_MULTISAMPLE image2DMS},
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//{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray},
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//{GL_INT_IMAGE_1D iimage1D},
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//{GL_INT_IMAGE_2D iimage2D},
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//{GL_INT_IMAGE_3D iimage3D},
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//{GL_INT_IMAGE_2D_RECT iimage2DRect},
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//{GL_INT_IMAGE_CUBE iimageCube},
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//{GL_INT_IMAGE_BUFFER iimageBuffer},
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//{GL_INT_IMAGE_1D_ARRAY iimage1DArray},
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//{GL_INT_IMAGE_2D_ARRAY iimage2DArray},
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//{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS},
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//{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray},
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//{GL_UNSIGNED_INT_IMAGE_1D uimage1D},
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//{GL_UNSIGNED_INT_IMAGE_2D uimage2D},
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//{GL_UNSIGNED_INT_IMAGE_3D uimage3D},
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//{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect},
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//{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube},
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//{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer},
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//{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray},
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//{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray},
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//{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS},
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//{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray},
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//{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
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};
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int GLBackend::makeUniformSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings,
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Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
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auto& glprogram = shaderProgram.glprogram;
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for (const auto& uniform : shaderProgram.uniforms) {
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const auto& type = uniform.type;
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const auto& location = uniform.location;
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const auto& size = uniform.size;
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const auto& name = uniform.name;
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const GLint INVALID_UNIFORM_LOCATION = -1;
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// Try to make sense of the gltype
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auto elementResource = getFormatFromGLUniform(type);
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// The uniform as a standard var type
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if (location != INVALID_UNIFORM_LOCATION) {
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auto sname = uniform.name;
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// Let's make sure the name doesn't contains an array element
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auto foundBracket = sname.find_first_of('[');
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if (foundBracket != std::string::npos) {
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// std::string arrayname = sname.substr(0, foundBracket);
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if (sname[foundBracket + 1] == '0') {
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sname = sname.substr(0, foundBracket);
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} else {
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// skip this uniform since it's not the first element of an array
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continue;
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}
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}
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if (elementResource._resource == Resource::BUFFER) {
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uniforms.insert(Shader::Slot(sname, location, elementResource._element, elementResource._resource));
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} else {
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// For texture/Sampler, the location is the actual binding value
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GLint binding = -1;
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glGetUniformiv(glprogram, location, &binding);
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auto requestedBinding = slotBindings.find(std::string(sname));
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if (requestedBinding != slotBindings.end()) {
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if (binding != (*requestedBinding)._location) {
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binding = (*requestedBinding)._location;
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for (auto i = 0; i < size; i++) {
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// If we are working with an array of textures, reserve for each elemet
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glProgramUniform1i(glprogram, location+i, binding+i);
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}
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}
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}
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textures.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
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samplers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
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}
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}
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}
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return static_cast<uint32_t>(shaderProgram.uniforms.size());
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}
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int GLBackend::makeUniformBlockSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
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const auto& glprogram = shaderProgram.glprogram;
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GLint buffersCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
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// fast exit
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if (buffersCount == 0) {
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return 0;
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}
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GLint maxNumUniformBufferSlots = 0;
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glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxNumUniformBufferSlots);
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std::vector<GLint> uniformBufferSlotMap(maxNumUniformBufferSlots, -1);
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struct UniformBlockInfo {
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using Vector = std::vector<UniformBlockInfo>;
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const GLuint index{ 0 };
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const std::string name;
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GLint binding{ -1 };
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GLint size{ 0 };
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static std::string getName(GLuint glprogram, GLuint i) {
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static const GLint NAME_LENGTH = 256;
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GLint length = 0;
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GLchar nameBuffer[NAME_LENGTH];
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glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
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glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, nameBuffer);
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return std::string(nameBuffer);
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}
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UniformBlockInfo(GLuint glprogram, GLuint i) : index(i), name(getName(glprogram, i)) {
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glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_BINDING, &binding);
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glGetActiveUniformBlockiv(glprogram, index, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
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}
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};
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|
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UniformBlockInfo::Vector uniformBlocks;
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uniformBlocks.reserve(buffersCount);
|
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for (int i = 0; i < buffersCount; i++) {
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uniformBlocks.push_back(UniformBlockInfo(glprogram, i));
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}
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|
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for (auto& info : uniformBlocks) {
|
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auto requestedBinding = slotBindings.find(info.name);
|
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if (requestedBinding != slotBindings.end()) {
|
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info.binding = (*requestedBinding)._location;
|
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glUniformBlockBinding(glprogram, info.index, info.binding);
|
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uniformBufferSlotMap[info.binding] = info.index;
|
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}
|
|
}
|
|
|
|
for (auto& info : uniformBlocks) {
|
|
if (slotBindings.count(info.name)) {
|
|
continue;
|
|
}
|
|
|
|
// If the binding is 0, or the binding maps to an already used binding
|
|
if (info.binding == 0 || !isUnusedSlot(uniformBufferSlotMap[info.binding])) {
|
|
// If no binding was assigned then just do it finding a free slot
|
|
auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), GLBackend::isUnusedSlot);
|
|
if (slotIt != uniformBufferSlotMap.end()) {
|
|
info.binding = slotIt - uniformBufferSlotMap.begin();
|
|
glUniformBlockBinding(glprogram, info.index, info.binding);
|
|
} else {
|
|
// This should neve happen, an active ubo cannot find an available slot among the max available?!
|
|
info.binding = -1;
|
|
}
|
|
}
|
|
|
|
uniformBufferSlotMap[info.binding] = info.index;
|
|
}
|
|
|
|
for (auto& info : uniformBlocks) {
|
|
static const Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
|
|
buffers.insert(Shader::Slot(info.name, info.binding, element, Resource::BUFFER, info.size));
|
|
}
|
|
return buffersCount;
|
|
}
|
|
|
|
int GLBackend::makeInputSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
|
|
const auto& glprogram = shaderProgram.glprogram;
|
|
GLint inputsCount = 0;
|
|
|
|
glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
|
|
|
|
for (int i = 0; i < inputsCount; i++) {
|
|
const GLint NAME_LENGTH = 256;
|
|
GLchar name[NAME_LENGTH];
|
|
GLint length = 0;
|
|
GLint size = 0;
|
|
GLenum type = 0;
|
|
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
|
|
|
GLint binding = glGetAttribLocation(glprogram, name);
|
|
|
|
auto elementResource = getFormatFromGLUniform(type);
|
|
inputs.insert(Shader::Slot(name, binding, elementResource._element, -1));
|
|
}
|
|
|
|
return inputsCount;
|
|
}
|
|
|
|
int GLBackend::makeOutputSlots(const ShaderObject& shaderProgram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
|
|
/* GLint outputsCount = 0;
|
|
|
|
glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
|
|
|
|
for (int i = 0; i < inputsCount; i++) {
|
|
const GLint NAME_LENGTH = 256;
|
|
GLchar name[NAME_LENGTH];
|
|
GLint length = 0;
|
|
GLint size = 0;
|
|
GLenum type = 0;
|
|
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
|
|
|
|
auto element = getFormatFromGLUniform(type);
|
|
outputs.insert(Shader::Slot(name, i, element));
|
|
}
|
|
*/
|
|
return 0; //inputsCount;
|
|
}
|
|
|
|
void GLBackend::makeProgramBindings(ShaderObject& shaderObject) {
|
|
if (!shaderObject.glprogram) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
void GLBackend::initShaderBinaryCache() {
|
|
GLint numBinFormats = 0;
|
|
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);
|
|
if (numBinFormats > 0) {
|
|
_shaderBinaryCache._formats.resize(numBinFormats);
|
|
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, _shaderBinaryCache._formats.data());
|
|
}
|
|
::gl::loadShaderCache(_shaderBinaryCache._binaries);
|
|
}
|
|
|
|
void GLBackend::killShaderBinaryCache() {
|
|
::gl::saveShaderCache(_shaderBinaryCache._binaries);
|
|
}
|