cherry picking Tony's fix for shader compilation time not taking soo long and adding better feedback from shader compilation

This commit is contained in:
samcake 2018-01-30 12:52:05 -08:00
parent b3798553ed
commit 2dcedf9f39
16 changed files with 297 additions and 134 deletions

View file

@ -396,6 +396,7 @@ public:
setObjectName("Deadlock Watchdog");
// Give the heartbeat an initial value
_heartbeat = usecTimestampNow();
_paused = false;
connect(qApp, &QCoreApplication::aboutToQuit, [this] {
_quit = true;
});
@ -413,11 +414,20 @@ public:
*crashTrigger = 0xDEAD10CC;
}
static void pause() {
_paused = true;
}
static void resume() {
_paused = false;
updateHeartbeat();
}
void run() override {
while (!_quit) {
QThread::sleep(HEARTBEAT_UPDATE_INTERVAL_SECS);
// Don't do heartbeat detection under nsight
if (nsightActive()) {
if (nsightActive() || _paused) {
continue;
}
uint64_t lastHeartbeat = _heartbeat; // sample atomic _heartbeat, because we could context switch away and have it updated on us
@ -473,6 +483,7 @@ public:
}
}
static std::atomic<bool> _paused;
static std::atomic<uint64_t> _heartbeat;
static std::atomic<uint64_t> _maxElapsed;
static std::atomic<int> _maxElapsedAverage;
@ -481,6 +492,7 @@ public:
bool _quit { false };
};
std::atomic<bool> DeadlockWatchdogThread::_paused;
std::atomic<uint64_t> DeadlockWatchdogThread::_heartbeat;
std::atomic<uint64_t> DeadlockWatchdogThread::_maxElapsed;
std::atomic<int> DeadlockWatchdogThread::_maxElapsedAverage;
@ -2269,6 +2281,11 @@ void Application::initializeGL() {
initDisplay();
qCDebug(interfaceapp, "Initialized Display.");
#ifdef Q_OS_OSX
// FIXME: on mac os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
+DeadlockWatchdogThread::pause();
#endif
// Set up the render engine
render::CullFunctor cullFunctor = LODManager::shouldRender;
static const QString RENDER_FORWARD = "HIFI_RENDER_FORWARD";
@ -2283,6 +2300,10 @@ void Application::initializeGL() {
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
#ifdef Q_OS_OSX
DeadlockWatchdogThread::resume();
#endif
_offscreenContext = new OffscreenGLCanvas();
_offscreenContext->setObjectName("MainThreadContext");
_offscreenContext->create(_glWidget->qglContext());

View file

@ -6,9 +6,9 @@ namespace gl {
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error) {
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message) {
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error) {
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message) {
#endif
if (shaderSource.empty()) {
qCDebug(glLogging) << "GLShader::compileShader - no GLSL shader source code ? so failed to create";
@ -34,52 +34,57 @@ namespace gl {
GLint compiled = 0;
glGetShaderiv(glshader, GL_COMPILE_STATUS, &compiled);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/*
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << srcstr[0];
filestream << srcstr[1];
filestream.close();
}
*/
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
if ((infoLength > 0) || !compiled) {
char* temp = new char[infoLength];
glGetShaderInfoLog(glshader, infoLength, NULL, temp);
message = std::string(temp);
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
qCCritical(glLogging).noquote() << QString("%1: %2").arg(lineNumber++, 5, 10, QChar('0')).arg(line);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/*
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << srcstr[0];
filestream << srcstr[1];
filestream.close();
}
*/
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
qCCritical(glLogging).noquote() << QString("%1: %2").arg(lineNumber++, 5, 10, QChar('0')).arg(line);
}
}
qCCritical(glLogging) << "GLShader::compileShader - errors:";
qCCritical(glLogging) << temp;
delete[] temp;
glDeleteShader(glshader);
return false;
}
qCCritical(glLogging) << "GLShader::compileShader - errors:";
qCCritical(glLogging) << temp;
error = std::string(temp);
// Compilation success
qCWarning(glLogging) << "GLShader::compileShader - Success:";
qCWarning(glLogging) << temp;
delete[] temp;
glDeleteShader(glshader);
return false;
}
#ifdef SEPARATE_PROGRAM
@ -137,7 +142,7 @@ namespace gl {
return true;
}
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error) {
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary) {
// A brand new program:
GLuint glprogram = glCreateProgram();
if (!glprogram) {
@ -157,39 +162,65 @@ GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error)
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
if ((infoLength > 0) || !linked) {
char* temp = new char[infoLength];
glGetProgramInfoLog(glprogram, infoLength, NULL, temp);
qCDebug(glLogging) << "GLShader::compileProgram - failed to LINK the gl program object :";
qCDebug(glLogging) << temp;
message = std::string(temp);
error = std::string(temp);
delete[] temp;
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
qCDebug(glLogging) << "GLShader::compileProgram - failed to LINK the gl program object :";
qCDebug(glLogging) << temp;
delete[] temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
glDeleteProgram(glprogram);
return 0;
} else {
qCDebug(glLogging) << "GLShader::compileProgram - success:";
qCDebug(glLogging) << temp;
delete[] temp;
}
*/
}
glDeleteProgram(glprogram);
return 0;
// If linked get the binaries
if (linked) {
GLint binaryLength = 0;
glGetProgramiv(glprogram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
if (binaryLength > 0) {
GLint numBinFormats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);
if (numBinFormats > 0) {
binary.resize(binaryLength);
std::vector<GLint> binFormats(numBinFormats);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, binFormats.data());
GLenum programBinFormat;
glGetProgramBinary(glprogram, binaryLength, NULL, &programBinFormat, binary.data());
}
}
}
return glprogram;

View file

@ -17,12 +17,12 @@
namespace gl {
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message);
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message);
#endif
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error);
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, , std::vector<GLchar>& binary);
}

View file

@ -64,7 +64,7 @@ protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet(), Shader::CompilationHandler handler = nullptr);
virtual ~GLBackend();
@ -424,7 +424,7 @@ protected:
// Backend dependant compilation of the shader
virtual GLShader* compileBackendProgram(const Shader& program);
virtual GLShader* compileBackendShader(const Shader& shader);
virtual GLShader* compileBackendShader(const Shader& shader, Shader::CompilationHandler handler);
virtual std::string getBackendShaderHeader() const;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {

View file

@ -56,28 +56,43 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version];
std::string error;
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
currentSrc = newSrc;
} else {
retest = false;
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
}
#ifdef SEPARATE_PROGRAM
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
#else
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
#endif
if (!result) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
if (!compilationLogs[version].compiled) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
shader.setCompilationLogs(compilationLogs);
return nullptr;
}
}
// Compilation feedback
shader.setCompilationLogs(compilationLogs);
// So far so good, the shader is created successfully
GLShader* object = new GLShader(this->shared_from_this());
@ -93,6 +108,8 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
GLShader::ShaderObjects programObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
@ -104,14 +121,15 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
std::string error;
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
@ -119,6 +137,8 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
makeProgramBindings(programObject);
}
// Compilation feedback
program.setCompilationLogs(compilationLogs);
// So far so good, the program versions have all been created successfully
GLShader* object = new GLShader(this->shared_from_this());

View file

@ -30,7 +30,7 @@ GLShader::~GLShader() {
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, Shader::CompilationHandler handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
@ -45,7 +45,7 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader);
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
@ -56,10 +56,10 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings) {
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, Shader::CompilationHandler handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader);
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}

View file

@ -21,8 +21,8 @@ struct ShaderObject {
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings);
static GLShader* sync(GLBackend& backend, const Shader& shader, Shader::CompilationHandler handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, Shader::CompilationHandler handler = nullptr);
enum Version {
Mono = 0,

View file

@ -61,7 +61,7 @@ protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet(), Shader::CompilationHandler handler = nullptr);
virtual ~GLBackend();
@ -421,7 +421,7 @@ protected:
// Backend dependant compilation of the shader
virtual GLShader* compileBackendProgram(const Shader& program);
virtual GLShader* compileBackendShader(const Shader& shader);
virtual GLShader* compileBackendShader(const Shader& shader, Shader::CompilationHandler handler);
virtual std::string getBackendShaderHeader() const;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {

View file

@ -56,11 +56,12 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
@ -90,6 +91,55 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader) {
return object;
}
GLShader* GLBackend::compileBackendShader(const Shader& shader, Shader::CompilationHandler handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version]
+ "\n#extension GL_EXT_texture_buffer : enable"
+ "\nprecision lowp float; // check precision 2"
+ "\nprecision lowp samplerBuffer;"
+ "\nprecision lowp sampler2DShadow;";
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
currentSrc = newSrc;
} else {
retest = false;
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
}
if (!compilationLogs[version].compiled) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
shader.setCompilationLogs(compilationLogs);
return nullptr;
}
}
// Compilation feedback
shader.setCompilationLogs(compilationLogs);
// So far so good, the shader is created successfully
GLShader* object = new GLShader(this->shared_from_this());
object->_shaderObjects = shaderObjects;
return object;
}
GLShader* GLBackend::compileBackendProgram(const Shader& program) {
if (!program.isProgram()) {
return nullptr;
@ -97,25 +147,28 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
GLShader::ShaderObjects programObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
// Let's go through every shaders and make sure they are ready to go
std::vector<GLuint> shaderGLObjects;
std::vector< GLuint > shaderGLObjects;
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
std::string error;
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
@ -123,6 +176,8 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
makeProgramBindings(programObject);
}
// Compilation feedback
program.setCompilationLogs(compilationLogs);
// So far so good, the program versions have all been created successfully
GLShader* object = new GLShader(this->shared_from_this());

View file

@ -30,7 +30,7 @@ GLShader::~GLShader() {
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, Shader::CompilationHandler handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
@ -45,7 +45,7 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader);
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
@ -56,10 +56,10 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings) {
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, Shader::CompilationHandler handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader);
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}

View file

@ -21,8 +21,8 @@ struct ShaderObject {
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings);
static GLShader* sync(GLBackend& backend, const Shader& shader, Shader::CompilationHandler handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, Shader::CompilationHandler handler = nullptr);
enum Version {
Mono = 0,

View file

@ -127,7 +127,7 @@ void Context::executeFrame(const FramePointer& frame) const {
_frameStats.evalDelta(beginStats, endStats);
}
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings, Shader::CompilationHandler handler) {
// If we're running in another DLL context, we need to fetch the program callback out of the application
// FIXME find a way to do this without reliance on Qt app properties
if (!_makeProgramCallback) {
@ -135,7 +135,7 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
_makeProgramCallback = reinterpret_cast<Context::MakeProgram>(rawCallback);
}
if (shader.isProgram() && _makeProgramCallback) {
return _makeProgramCallback(shader, bindings);
return _makeProgramCallback(shader, bindings, handler);
}
return false;
}

View file

@ -143,7 +143,7 @@ class Context {
public:
using Size = Resource::Size;
typedef BackendPointer (*CreateBackend)();
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings);
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings, Shader::CompilationHandler handler);
// This one call must happen before any context is created or used (Shader::MakeProgram) in order to setup the Backend and any singleton data needed
@ -262,7 +262,7 @@ protected:
// 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);
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings, Shader::CompilationHandler handler = nullptr);
static CreateBackend _createBackendCallback;
static MakeProgram _makeProgramCallback;

View file

@ -82,9 +82,16 @@ void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& uniformBuffers,
_outputs = outputs;
}
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings, CompilationHandler handler) {
if (shader.isProgram()) {
return Context::makeProgram(shader, bindings);
return Context::makeProgram(shader, bindings, handler);
}
return false;
}
void Shader::setCompilationLogs(const CompilationLogs& logs) const {
_compilationLogs.clear();
for (const auto& log : logs) {
_compilationLogs.emplace_back(CompilationLog(log));
}
}

View file

@ -44,6 +44,19 @@ public:
Language _lang = GLSL;
};
struct CompilationLog {
std::string message;
std::vector<char> binary;
bool compiled{ false };
CompilationLog() {}
CompilationLog(const CompilationLog& src) :
message(src.message),
binary(src.binary),
compiled(src.compiled) {}
};
using CompilationLogs = std::vector<CompilationLog>;
static const int32 INVALID_LOCATION = -1;
class Slot {
@ -155,6 +168,8 @@ public:
const SlotSet& inputs,
const SlotSet& outputs);
typedef bool(*CompilationHandler)(const Shader& shader, const std::string& src, CompilationLog& log, std::string& newSrc);
// 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.
@ -168,7 +183,16 @@ public:
// on a gl Context 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());
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet(), CompilationHandler handler = nullptr);
// Check the compilation state
bool compilationHasFailed() const { return _compilationHasFailed; }
const CompilationLogs& getCompilationLogs() const { return _compilationLogs; }
// Set COmpilation logs can only be called by the Backend layers
void setCompilationHasFailed(bool compilationHasFailed) { _compilationHasFailed = compilationHasFailed; }
void setCompilationLogs(const CompilationLogs& logs) const;
const GPUObjectPointer gpuObject {};
@ -198,6 +222,9 @@ protected:
// The type of the shader, the master key
Type _type;
// Compilation logs (one for each versions generated)
mutable CompilationLogs _compilationLogs;
// Whether or not the shader compilation failed
bool _compilationHasFailed { false };
};

View file

@ -72,34 +72,36 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
BatchSetter batchSetter, ItemSetter itemSetter) {
ShapeKey key{ filter._flags };
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), Slot::BUFFER::LIGHTING_MODEL));
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::BUFFER::SKINNING));
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), Slot::BUFFER::MATERIAL));
slotBindings.insert(gpu::Shader::Binding(std::string("texMapArrayBuffer"), Slot::BUFFER::TEXMAPARRAY));
slotBindings.insert(gpu::Shader::Binding(std::string("albedoMap"), Slot::MAP::ALBEDO));
slotBindings.insert(gpu::Shader::Binding(std::string("roughnessMap"), Slot::MAP::ROUGHNESS));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), Slot::MAP::NORMAL));
slotBindings.insert(gpu::Shader::Binding(std::string("metallicMap"), Slot::MAP::METALLIC));
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), Slot::MAP::EMISSIVE_LIGHTMAP));
slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), Slot::MAP::OCCLUSION));
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringMap"), Slot::MAP::SCATTERING));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), Slot::BUFFER::KEY_LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), Slot::BUFFER::LIGHT_AMBIENT_BUFFER));
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT));
slotBindings.insert(gpu::Shader::Binding(std::string("fadeMaskMap"), Slot::MAP::FADE_MASK));
slotBindings.insert(gpu::Shader::Binding(std::string("fadeParametersBuffer"), Slot::BUFFER::FADE_PARAMETERS));
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), Slot::BUFFER::HAZE_MODEL));
if (program->getInputs().empty()) {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), Slot::BUFFER::LIGHTING_MODEL));
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::BUFFER::SKINNING));
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), Slot::BUFFER::MATERIAL));
slotBindings.insert(gpu::Shader::Binding(std::string("texMapArrayBuffer"), Slot::BUFFER::TEXMAPARRAY));
slotBindings.insert(gpu::Shader::Binding(std::string("albedoMap"), Slot::MAP::ALBEDO));
slotBindings.insert(gpu::Shader::Binding(std::string("roughnessMap"), Slot::MAP::ROUGHNESS));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), Slot::MAP::NORMAL));
slotBindings.insert(gpu::Shader::Binding(std::string("metallicMap"), Slot::MAP::METALLIC));
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), Slot::MAP::EMISSIVE_LIGHTMAP));
slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), Slot::MAP::OCCLUSION));
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringMap"), Slot::MAP::SCATTERING));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), Slot::BUFFER::KEY_LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT));
slotBindings.insert(gpu::Shader::Binding(std::string("lightAmbientBuffer"), Slot::BUFFER::LIGHT_AMBIENT_BUFFER));
slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT));
slotBindings.insert(gpu::Shader::Binding(std::string("fadeMaskMap"), Slot::MAP::FADE_MASK));
slotBindings.insert(gpu::Shader::Binding(std::string("fadeParametersBuffer"), Slot::BUFFER::FADE_PARAMETERS));
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), Slot::BUFFER::HAZE_MODEL));
if (key.isTranslucent()) {
slotBindings.insert(gpu::Shader::Binding(std::string("clusterGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("clusterContentBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
if (key.isTranslucent()) {
slotBindings.insert(gpu::Shader::Binding(std::string("clusterGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_GRID_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("clusterContentBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_CLUSTER_CONTENT_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("frustumGridBuffer"), Slot::BUFFER::LIGHT_CLUSTER_GRID_FRUSTUM_GRID_SLOT));
}
gpu::Shader::makeProgram(*program, slotBindings);
}
gpu::Shader::makeProgram(*program, slotBindings);
auto locations = std::make_shared<Locations>();
locations->albedoTextureUnit = program->getTextures().findLocation("albedoMap");