testing the shader features in Model and refining the shader making workflow

This commit is contained in:
Sam Gateau 2015-03-08 10:53:29 -07:00
parent d5f6129082
commit 23a6326aa1
11 changed files with 326 additions and 121 deletions

View file

@ -10,3 +10,14 @@
//
#include "Context.h"
// this include should disappear! as soon as the gpu::Context is in place
#include "GLBackend.h"
using namespace gpu;
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
if (shader.isProgram()) {
return GLBackend::makeProgram(shader, bindings);
}
return false;
}

View file

@ -92,8 +92,17 @@ public:
void enqueueBatch(Batch& batch);
protected:
// This function can only be called by "static Shader::makeProgram()"
// makeProgramShader(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
friend class Shader;
};

View file

@ -122,24 +122,10 @@ enum Semantic {
SBGRA,
UNIFORM,
TEXTURE,
BUFFER,
SAMPLER_1D,
SAMPLER_2D,
SAMPLER_2D_MS,
SAMPLER_3D,
SAMPLER_CUBE,
SAMPLER_1D_ARRAY,
SAMPLER_2D_ARRAY,
SAMPLER_2D_MS_ARRAY,
SAMPLER_3D_ARRAY,
SAMPLER_CUBE_ARRAY,
SAMPLER_2D_SHADOW,
SAMPLER_2D_SHADOW_ARRAY,
SAMPLER_CUBE_SHADOW,
SAMPLER_CUBE_SHADOW_ARRAY,
UNIFORM_BUFFER,
SAMPLER,
SAMPLER_MULTISAMPLE,
SAMPLER_SHADOW,
NUM_SEMANTICS,

View file

@ -33,7 +33,7 @@ public:
static void checkGLError();
static bool makeShader(Shader& shader);
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
class GLBuffer : public GPUObject {

View file

@ -28,7 +28,6 @@ GLBackend::GLShader::~GLShader() {
}
}
void makeBindings(GLBackend::GLShader* shader) {
if(!shader || !shader->_program) {
return;
@ -36,7 +35,7 @@ void makeBindings(GLBackend::GLShader* shader) {
GLuint glprogram = shader->_program;
GLint loc = -1;
//Check for gpu specific attribute bindings
//Check for gpu specific attribute slotBindings
loc = glGetAttribLocation(glprogram, "position");
if (loc >= 0) {
glBindAttribLocation(glprogram, gpu::Stream::POSITION, "position");
@ -77,7 +76,18 @@ void makeBindings(GLBackend::GLShader* shader) {
glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "clusterWeights");
}
//Check for gpu specific uniform bindings
// Link again to take into account the assigned attrib location
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qDebug() << "GLShader::makeBindings - failed to link after assigning slotBindings?";
}
// now assign the ubo binding, then DON't relink!
//Check for gpu specific uniform slotBindings
loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
if (loc >= 0) {
glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
@ -90,14 +100,6 @@ void makeBindings(GLBackend::GLShader* shader) {
shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
}
// Link again
glLinkProgram(glprogram);
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
qDebug() << "GLShader::makeBindings - failed to link after assigning bindings?";
}
}
GLBackend::GLShader* compileShader(const Shader& shader) {
@ -344,37 +346,45 @@ GLuint GLBackend::getShaderID(const ShaderPointer& shader) {
}
}
Element getFormatFromGLUniform(GLenum gltype) {
class ElementResource {
public:
gpu::Element _element;
uint16 _resource;
ElementResource(Element&& elem, uint16 resource) : _element(elem), _resource(resource) {}
};
ElementResource getFormatFromGLUniform(GLenum gltype) {
switch (gltype) {
case GL_FLOAT: return Element(SCALAR, gpu::FLOAT, UNIFORM);
case GL_FLOAT_VEC2: return Element(VEC2, gpu::FLOAT, UNIFORM);
case GL_FLOAT_VEC3: return Element(VEC3, gpu::FLOAT, UNIFORM);
case GL_FLOAT_VEC4: return Element(VEC4, gpu::FLOAT, UNIFORM);
case GL_FLOAT: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE: return Element(SCALAR, gpu::FLOAT, UNIFORM);
case GL_DOUBLE_VEC2: return Element(VEC2, gpu::FLOAT, UNIFORM);
case GL_DOUBLE_VEC3: return Element(VEC3, gpu::FLOAT, UNIFORM);
case GL_DOUBLE_VEC4: return Element(VEC4, gpu::FLOAT, UNIFORM);
case GL_DOUBLE: return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC2: return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC3: return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_DOUBLE_VEC4: return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_INT: return Element(SCALAR, gpu::INT32, UNIFORM);
case GL_INT_VEC2: return Element(VEC2, gpu::INT32, UNIFORM);
case GL_INT_VEC3: return Element(VEC3, gpu::INT32, UNIFORM);
case GL_INT_VEC4: return Element(VEC4, gpu::INT32, UNIFORM);
case GL_INT: return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC2: return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC3: return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_INT_VEC4: return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT: return Element(SCALAR, gpu::UINT32, UNIFORM);
case GL_UNSIGNED_INT_VEC2: return Element(VEC2, gpu::UINT32, UNIFORM);
case GL_UNSIGNED_INT_VEC3: return Element(VEC3, gpu::UINT32, UNIFORM);
case GL_UNSIGNED_INT_VEC4: return Element(VEC4, gpu::UINT32, UNIFORM);
case GL_UNSIGNED_INT: return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC2: return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC3: return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_UNSIGNED_INT_VEC4: return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);
case GL_BOOL: return Element(SCALAR, gpu::BOOL, UNIFORM);
case GL_BOOL_VEC2: return Element(VEC2, gpu::BOOL, UNIFORM);
case GL_BOOL_VEC3: return Element(VEC3, gpu::BOOL, UNIFORM);
case GL_BOOL_VEC4: return Element(VEC4, gpu::BOOL, UNIFORM);
case GL_BOOL: return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC2: return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC3: return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_BOOL_VEC4: return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);
case GL_FLOAT_MAT2: return Element(gpu::MAT2, gpu::FLOAT, UNIFORM);
case GL_FLOAT_MAT3: return Element(MAT3, gpu::FLOAT, UNIFORM);
case GL_FLOAT_MAT4: return Element(MAT4, gpu::FLOAT, UNIFORM);
case GL_FLOAT_MAT2: return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_MAT3: return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);
case GL_FLOAT_MAT4: return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);
/* {GL_FLOAT_MAT2x3 mat2x3},
{GL_FLOAT_MAT2x4 mat2x4},
@ -393,20 +403,20 @@ Element getFormatFromGLUniform(GLenum gltype) {
{GL_DOUBLE_MAT4x3 dmat4x3},
*/
case GL_SAMPLER_1D: return Element(SCALAR, gpu::FLOAT, SAMPLER_1D);
case GL_SAMPLER_2D: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D);
case GL_SAMPLER_2D_MULTISAMPLE: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_MS);
case GL_SAMPLER_3D: return Element(SCALAR, gpu::FLOAT, SAMPLER_3D);
case GL_SAMPLER_CUBE: return Element(SCALAR, gpu::FLOAT, SAMPLER_CUBE);
case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);
case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);
case GL_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);
case GL_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);
case GL_SAMPLER_1D_ARRAY: return Element(SCALAR, gpu::FLOAT, SAMPLER_1D_ARRAY);
case GL_SAMPLER_2D_ARRAY: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_ARRAY);
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_MS_ARRAY);
case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
case GL_SAMPLER_2D_SHADOW: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_SHADOW);
case GL_SAMPLER_CUBE_SHADOW: return Element(SCALAR, gpu::FLOAT, SAMPLER_CUBE_SHADOW);
case GL_SAMPLER_2D_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);
case GL_SAMPLER_CUBE_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);
case GL_SAMPLER_2D_ARRAY_SHADOW: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_SHADOW_ARRAY);
case GL_SAMPLER_2D_ARRAY_SHADOW: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);
// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
@ -415,28 +425,28 @@ Element getFormatFromGLUniform(GLenum gltype) {
// {GL_SAMPLER_2D_RECT sampler2DRect},
// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
case GL_INT_SAMPLER_1D: return Element(SCALAR, gpu::INT32, SAMPLER_1D);
case GL_INT_SAMPLER_2D: return Element(SCALAR, gpu::INT32, SAMPLER_2D);
case GL_INT_SAMPLER_2D_MULTISAMPLE: return Element(SCALAR, gpu::INT32, SAMPLER_2D_MS);
case GL_INT_SAMPLER_3D: return Element(SCALAR, gpu::INT32, SAMPLER_3D);
case GL_INT_SAMPLER_CUBE: return Element(SCALAR, gpu::INT32, SAMPLER_CUBE);
case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);
case GL_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);
case GL_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);
case GL_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);
case GL_INT_SAMPLER_1D_ARRAY: return Element(SCALAR, gpu::INT32, SAMPLER_1D_ARRAY);
case GL_INT_SAMPLER_2D_ARRAY: return Element(SCALAR, gpu::INT32, SAMPLER_2D_ARRAY);
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return Element(SCALAR, gpu::INT32, SAMPLER_2D_MS_ARRAY);
case GL_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
// {GL_INT_SAMPLER_BUFFER isamplerBuffer},
// {GL_INT_SAMPLER_2D_RECT isampler2DRect},
case GL_UNSIGNED_INT_SAMPLER_1D: return Element(SCALAR, gpu::UINT32, SAMPLER_1D);
case GL_UNSIGNED_INT_SAMPLER_2D: return Element(SCALAR, gpu::UINT32, SAMPLER_2D);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return Element(SCALAR, gpu::UINT32, SAMPLER_2D_MS);
case GL_UNSIGNED_INT_SAMPLER_3D: return Element(SCALAR, gpu::UINT32, SAMPLER_3D);
case GL_UNSIGNED_INT_SAMPLER_CUBE: return Element(SCALAR, gpu::UINT32, SAMPLER_CUBE);
case GL_UNSIGNED_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);
case GL_UNSIGNED_INT_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);
case GL_UNSIGNED_INT_SAMPLER_3D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);
case GL_UNSIGNED_INT_SAMPLER_CUBE: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return Element(SCALAR, gpu::UINT32, SAMPLER_1D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return Element(SCALAR, gpu::UINT32, SAMPLER_2D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return Element(SCALAR, gpu::UINT32, SAMPLER_2D_MS_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);
// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
@ -475,13 +485,13 @@ Element getFormatFromGLUniform(GLenum gltype) {
{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
*/
default:
return Element();
return ElementResource(Element(), Resource::BUFFER);
}
};
int makeUniformSlots(GLuint glprogram, Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
GLint uniformsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
@ -493,19 +503,56 @@ int makeUniformSlots(GLuint glprogram, Shader::SlotSet& uniforms, Shader::SlotSe
GLint size = 0;
GLenum type = 0;
glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
GLint location = glGetUniformLocation(glprogram, name);
const GLint INVALID_UNIFORM_LOCATION = -1;
auto element = getFormatFromGLUniform(type);
uniforms.insert(Shader::Slot(name, i, element));
// Try to make sense of the gltype
auto elementResource = getFormatFromGLUniform(type);
// The uniform as a standard var type
if (location != INVALID_UNIFORM_LOCATION) {
if (elementResource._resource == Resource::BUFFER) {
uniforms.insert(Shader::Slot(name, location, elementResource._element, elementResource._resource));
} else {
// For texture/Sampler, the location is the actual binding value
GLint binding = -1;
glGetUniformiv(glprogram, location, &binding);
auto requestedBinding = slotBindings.find(std::string(name));
if (requestedBinding != slotBindings.end()) {
if (binding != (*requestedBinding)._location) {
binding = (*requestedBinding)._location;
glUniform1i(location, binding);
}
}
textures.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
samplers.insert(Shader::Slot(name, binding, elementResource._element, elementResource._resource));
}
}
}
return uniformsCount;
}
int makeUniformBlockSlots(GLuint glprogram, Shader::SlotSet& buffers) {
GLint buffersCount = 0;
const GLint UNUSED_SLOT = -1;
bool isUnusedSlot(GLint binding) {
return (binding == UNUSED_SLOT);
}
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers) {
GLint buffersCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
// fast exit
if (buffersCount == 0) {
return 0;
}
GLint maxNumUniformBufferSlots = 0;
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxNumUniformBufferSlots);
std::vector<GLint> uniformBufferSlotMap(maxNumUniformBufferSlots, -1);
for (int i = 0; i < buffersCount; i++) {
const GLint NAME_LENGTH = 256;
GLchar name[NAME_LENGTH];
@ -513,19 +560,46 @@ int makeUniformBlockSlots(GLuint glprogram, Shader::SlotSet& buffers) {
GLint size = 0;
GLenum type = 0;
GLint binding = -1;
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_BINDING, &binding);
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, name);
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_BINDING, &binding);
glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
GLuint blockIndex = glGetUniformBlockIndex(glprogram, name);
Element element(SCALAR, gpu::FLOAT, BUFFER);
buffers.insert(Shader::Slot(name, binding, element));
// CHeck if there is a requested binding for this block
auto requestedBinding = slotBindings.find(std::string(name));
if (requestedBinding != slotBindings.end()) {
// If yes force it
if (binding != (*requestedBinding)._location) {
binding = (*requestedBinding)._location;
glUniformBlockBinding(glprogram, blockIndex, binding);
}
} else if (binding == 0) {
// If no binding was assigned then just do it finding a free slot
auto slotIt = std::find_if(uniformBufferSlotMap.begin(), uniformBufferSlotMap.end(), isUnusedSlot);
if (slotIt != uniformBufferSlotMap.end()) {
binding = slotIt - uniformBufferSlotMap.begin();
glUniformBlockBinding(glprogram, blockIndex, binding);
} else {
// This should neve happen, an active ubo cannot find an available slot among the max available?!
binding = -1;
}
}
// If binding is valid record it
if (binding >= 0) {
uniformBufferSlotMap[binding] = blockIndex;
}
Element element(SCALAR, gpu::UINT32, gpu::UNIFORM_BUFFER);
buffers.insert(Shader::Slot(name, binding, element, Resource::BUFFER));
}
return buffersCount;
}
int makeInputSlots(GLuint glprogram, Shader::SlotSet& inputs) {
int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs) {
GLint inputsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
@ -538,14 +612,16 @@ int makeInputSlots(GLuint glprogram, Shader::SlotSet& inputs) {
GLenum type = 0;
glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
auto element = getFormatFromGLUniform(type);
inputs.insert(Shader::Slot(name, i, element));
GLint binding = glGetAttribLocation(glprogram, name);
auto elementResource = getFormatFromGLUniform(type);
inputs.insert(Shader::Slot(name, binding, elementResource._element, -1));
}
return inputsCount;
}
int makeOutputSlots(GLuint glprogram, Shader::SlotSet& outputs) {
int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs) {
/* GLint outputsCount = 0;
glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
@ -565,28 +641,28 @@ int makeOutputSlots(GLuint glprogram, Shader::SlotSet& outputs) {
return 0; //inputsCount;
}
bool GLBackend::makeShader(Shader& shader) {
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
// First make sure the SHader has been compiled
// First make sure the Shader has been compiled
GLShader* object = GLBackend::syncGPUObject(shader);
if (!object) {
return false;
}
if (object->_program) {
Shader::SlotSet buffers;
makeUniformBlockSlots(object->_program, slotBindings, buffers);
Shader::SlotSet uniforms;
Shader::SlotSet textures;
Shader::SlotSet samplers;
makeUniformSlots(object->_program, uniforms, textures, samplers);
Shader::SlotSet buffers;
makeUniformBlockSlots(object->_program, buffers);
makeUniformSlots(object->_program, slotBindings, uniforms, textures, samplers);
Shader::SlotSet inputs;
makeInputSlots(object->_program, inputs);
makeInputSlots(object->_program, slotBindings, inputs);
Shader::SlotSet outputs;
makeOutputSlots(object->_program, outputs);
makeOutputSlots(object->_program, slotBindings, outputs);
shader.defineSlots(uniforms, buffers, textures, samplers, inputs, outputs);

View file

@ -38,6 +38,18 @@ public:
// The size in bytes of data stored in the resource
virtual Size getSize() const = 0;
enum Type {
BUFFER = 0,
TEXTURE_1D,
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_1D_ARRAY,
TEXTURE_2D_ARRAY,
TEXTURE_3D_ARRAY,
TEXTURE_CUBE_ARRAY,
};
protected:
Resource() {}

View file

@ -13,6 +13,8 @@
#include <math.h>
#include <QDebug>
#include "Context.h"
using namespace gpu;
Shader::Shader(Type type, const Source& source):
@ -62,3 +64,10 @@ void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const
_inputs = inputs;
_outputs = outputs;
}
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
if (shader.isProgram()) {
return Context::makeProgram(shader, bindings);
}
return false;
}

View file

@ -45,18 +45,28 @@ public:
public:
std::string _name;
uint16 _location;
uint32 _location;
Element _element;
uint16 _resourceType;
Slot(const std::string& name, uint16 location, const Element& element) : _name(name), _location(location), _element(element) {}
Slot(const std::string& name, uint16 location, const Element& element, uint16 resourceType = Resource::BUFFER) :
_name(name), _location(location), _element(element), _resourceType(resourceType) {}
class Less {
public:
bool operator() (const Slot& x, const Slot& y) const { return x._name < y._name; }
};
};
typedef std::set<Slot, Slot::Less> SlotSet;
class Binding {
public:
std::string _name;
uint32 _location;
Binding(const std::string&& name, uint32 loc = 0) : _name(name), _location(loc) {}
};
template <typename T> class Less {
public:
bool operator() (const T& x, const T& y) const { return x._name < y._name; }
};
typedef std::set<Slot, Less<Slot>> SlotSet;
typedef std::set<Binding, Less<Binding>> BindingSet;
enum Type {
@ -89,6 +99,7 @@ public:
const SlotSet& getBuffers() const { return _buffers; }
const SlotSet& getTextures() const { return _textures; }
const SlotSet& getSamplers() const { return _samplers; }
const SlotSet& getInputs() const { return _inputs; }
const SlotSet& getOutputs() const { return _outputs; }
@ -96,9 +107,23 @@ public:
// This call is intendend to build the list of exposed slots in order
// to correctly bind resource to the shader.
// These can be build "manually" from knowledge of the atual shader code
// or automatically by calling "Context::makeShader()", this is the preferred way
// or automatically by calling "makeShader()", this is the preferred way
void defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs);
// makeProgram(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
//
// It is possible to provide a set of slot bindings (from the name of the slot to a unit number) allowing
// to make sure slots with the same semantics can be always bound on the same location from shader to shader.
// For example, the "diffuseMap" can always be bound to texture unit #1 for different shaders by specifying a Binding("diffuseMap", 1)
//
// As of now (03/2015), the call to makeProgram is in fact calling gpu::Context::makeProgram and does rely
// on the underneath gpu::Context::Backend available. Since we only support glsl, this means that it relies
// on a glContext and the driver to compile the glsl shader.
// Hoppefully in a few years the shader compilation will be completely abstracted in a separate shader compiler library
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
protected:
Shader(Type type, const Source& source);

View file

@ -15,6 +15,7 @@
#include "SkyFromAtmosphere_vert.h"
#include "SkyFromAtmosphere_frag.h"
#include "gpu/Context.h"
#include "gpu/GLBackend.h"
using namespace model;
@ -221,7 +222,7 @@ void SunSkyStage::updateGraphicsObject() const {
static int firstTime = 0;
if (firstTime == 0) {
firstTime++;
gpu::GLBackend::makeShader(*_skyShader);
gpu::Shader::makeProgram(*_skyShader);
}
}

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@ -299,18 +299,93 @@ void Model::initJointTransforms() {
void Model::init() {
if (!_program.isLinked()) {
/*
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), 3));
// Vertex shaders
auto modelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert)));
auto modelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_normal_map_vert)));
auto modelLightmapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_vert)));
auto modelLightmapNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert)));
auto modelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_shadow_vert)));
auto skinModelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_vert)));
auto skinModelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_normal_map_vert)));
auto skinModelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_shadow_vert)));
// Pixel shaders
auto modelPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)));
auto modelNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_map_frag)));
auto modelSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_specular_map_frag)));
auto modelNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_specular_map_frag)));
auto modelTranslucentPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_translucent_frag)));
auto modelShadowPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_shadow_frag)));
auto modelLightmapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_frag)));
auto modelLightmapNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag)));
auto modelLightmapSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag)));
auto modelLightmapNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag)));
bool makeResult = false;
// Programs
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(modelVertex, modelPixel));
makeResult = gpu::Shader::makeProgram(*program, slotBindings);
auto normalMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelNormalMapVertex, modelNormalMapPixel));
makeResult = gpu::Shader::makeProgram(*normalMapProgram, slotBindings);
auto specularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelVertex, modelSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*specularMapProgram, slotBindings);
auto normalSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelNormalMapVertex, modelNormalSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*normalSpecularMapProgram, slotBindings);
auto translucentProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelVertex, modelTranslucentPixel));
makeResult = gpu::Shader::makeProgram(*translucentProgram, slotBindings);
auto shadowProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelShadowVertex, modelShadowPixel));
makeResult = gpu::Shader::makeProgram(*shadowProgram, slotBindings);
auto lightmapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapVertex, modelLightmapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapProgram, slotBindings);
auto lightmapNormalMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapNormalMapVertex, modelLightmapNormalMapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapNormalMapProgram, slotBindings);
auto lightmapSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapVertex, modelLightmapSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapSpecularMapProgram, slotBindings);
auto lightmapNormalSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*lightmapNormalSpecularMapProgram, slotBindings);
auto skinProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelVertex, modelPixel));
makeResult = gpu::Shader::makeProgram(*skinProgram, slotBindings);
auto skinNormalMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelNormalMapVertex, modelNormalMapPixel));
makeResult = gpu::Shader::makeProgram(*skinNormalMapProgram, slotBindings);
auto skinSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelVertex, modelSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*skinSpecularMapProgram, slotBindings);
auto skinNormalSpecularMapProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelNormalMapVertex, modelNormalSpecularMapPixel));
makeResult = gpu::Shader::makeProgram(*skinNormalSpecularMapProgram, slotBindings);
auto skinShadowProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelShadowVertex, modelShadowPixel));
makeResult = gpu::Shader::makeProgram(*skinShadowProgram, slotBindings);
auto skinTranslucentProgram = gpu::ShaderPointer(gpu::Shader::createProgram(skinModelVertex, modelTranslucentPixel));
makeResult = gpu::Shader::makeProgram(*skinTranslucentProgram, slotBindings);
*/
_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initProgram(_program, _locations);
auto defaultShader = gpu::ShaderPointer(
gpu::Shader::createProgram(
gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert))),
gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)))
)
);
gpu::GLBackend::makeShader(*defaultShader);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);

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@ -309,6 +309,7 @@ private:
int _blendNumber;
int _appliedBlendNumber;
static ProgramObject _program;
static ProgramObject _normalMapProgram;
static ProgramObject _specularMapProgram;