// // Created by Sam Gateau on 2017/04/13 // Copyright 2013-2017 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "GLBackend.h" #include "GLShader.h" #include using namespace gpu; using namespace gpu::gl; using CachedShader = ::gl::CachedShader; // Shader domain static const size_t NUM_SHADER_DOMAINS = 3; static_assert(Shader::Type::NUM_DOMAINS == NUM_SHADER_DOMAINS, "GL shader domains must equal defined GPU shader domains"); // GL Shader type enums // Must match the order of type specified in gpu::Shader::Type static const std::array SHADER_DOMAINS{ { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, GL_GEOMETRY_SHADER, } }; std::string GLBackend::getShaderSource(const Shader& shader, shader::Variant variant) { if (shader.isProgram()) { std::string result; for (const auto& subShader : shader.getShaders()) { if (subShader) { result += subShader->getSource().getSource(getShaderDialect(), variant); } } return result; } return shader.getSource().getSource(getShaderDialect(), variant); } GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) { // Any GLSLprogram ? normally yes... GLenum shaderDomain = SHADER_DOMAINS[shader.getType()]; GLShader::ShaderObjects shaderObjects; const auto& variants = shader::allVariants(); Shader::CompilationLogs compilationLogs(variants.size()); shader.incrementCompilationAttempt(); for (const auto& variant : variants) { auto index = static_cast(variant); auto shaderSource = getShaderSource(shader, variant); auto& shaderObject = shaderObjects[index]; if (handler) { bool retest = true; std::string currentSrc = shaderSource; // 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. // The retest bool is set to false as soon as the compilation succeed to exit the while loop. // The handler tells us if we should retry or not while returning a modified version of the source. while (retest) { bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderObject.glshader, compilationLogs[index].message); compilationLogs[index].compiled = result; if (!result) { std::string newSrc; retest = handler(shader, currentSrc, compilationLogs[index], newSrc); currentSrc = newSrc; } else { retest = false; } } } else { compilationLogs[index].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderObject.glshader, compilationLogs[index].message); } if (!compilationLogs[index].compiled) { qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[index].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; } std::atomic gpuBinaryShadersLoaded; GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) { if (!program.isProgram()) { return nullptr; } GLShader::ShaderObjects programObjects; program.incrementCompilationAttempt(); const auto& variants = shader::allVariants(); Shader::CompilationLogs compilationLogs(variants.size()); for (const auto& variant : variants) { auto index = static_cast(variant); auto& programObject = programObjects[index]; auto programSource = getShaderSource(program, variant); auto hash = ::gl::getShaderHash(programSource); CachedShader cachedBinary; { Lock shaderCacheLock{ _shaderBinaryCache._mutex }; if (_shaderBinaryCache._binaries.count(hash) != 0) { cachedBinary = _shaderBinaryCache._binaries[hash]; } } GLuint glprogram = 0; // If we have a cached binary program, try to load it instead of compiling the individual shaders if (cachedBinary) { glprogram = ::gl::buildProgram(cachedBinary); if (0 != glprogram) { ++gpuBinaryShadersLoaded; } else { cachedBinary = CachedShader(); std::unique_lock shaderCacheLock{ _shaderBinaryCache._mutex }; _shaderBinaryCache._binaries.erase(hash); } } // If we have no program, then either no cached binary, or the binary failed to load // (perhaps a GPU driver update invalidated the cache) if (0 == glprogram) { // Let's go through every shaders and make sure they are ready to go std::vector shaderGLObjects; shaderGLObjects.reserve(program.getShaders().size()); for (auto subShader : program.getShaders()) { auto object = GLShader::sync((*this), *subShader, handler); if (object) { shaderGLObjects.push_back(object->_shaderObjects[index].glshader); } else { qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?"; compilationLogs[index].compiled = false; compilationLogs[index].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?"); program.setCompilationLogs(compilationLogs); return nullptr; } } glprogram = ::gl::buildProgram(shaderGLObjects); if (!::gl::linkProgram(glprogram, compilationLogs[index].message)) { qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[index].message.c_str(); compilationLogs[index].compiled = false; glDeleteProgram(glprogram); glprogram = 0; return nullptr; } if (!cachedBinary) { ::gl::getProgramBinary(glprogram, cachedBinary); cachedBinary.source = programSource; std::unique_lock shaderCacheLock{ _shaderBinaryCache._mutex }; _shaderBinaryCache._binaries[hash] = cachedBinary; } } if (glprogram == 0) { qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[index].message.c_str(); program.setCompilationLogs(compilationLogs); return nullptr; } compilationLogs[index].compiled = true; programObject.glprogram = glprogram; postLinkProgram(programObject, program); } // 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()); object->_shaderObjects = programObjects; return object; } static const GLint INVALID_UNIFORM_INDEX = -1; GLint GLBackend::getRealUniformLocation(GLint location) const { auto variant = isStereo() ? shader::Variant::Stereo : shader::Variant::Mono; auto index = static_cast(variant); auto& shader = _pipeline._programShader->_shaderObjects[index]; auto itr = shader.uniformRemap.find(location); if (itr == shader.uniformRemap.end()) { // This shouldn't happen, because we use reflection to determine all the possible // uniforms. If someone is requesting a uniform that isn't in the remapping structure // that's a bug from the calling code, because it means that location wasn't in the // reflection qWarning() << "Unexpected location requested for shader: #" << location; return INVALID_UNIFORM_INDEX; } return itr->second; } void GLBackend::postLinkProgram(ShaderObject& shaderObject, const Shader& program) const { const auto& glprogram = shaderObject.glprogram; auto expectedUniforms = program.getReflection(getShaderDialect(), getShaderVariant()).uniforms; auto& uniformRemap = shaderObject.uniformRemap; // initialize all the uniforms with an invalid location for (const auto& entry : expectedUniforms) { uniformRemap[entry.second] = INVALID_UNIFORM_INDEX; } // Get the actual uniform locations from the shader const auto names = Shader::Reflection::getNames(expectedUniforms); const auto uniforms = ::gl::Uniform::load(glprogram, names); // Now populate the remapping with the found locations for (const auto& uniform : uniforms) { const auto& name = uniform.name; const auto& expectedLocation = expectedUniforms.at(name); const auto& location = uniform.binding; uniformRemap[expectedLocation] = location; } } GLBackend::ElementResource GLBackend::getFormatFromGLUniform(GLenum gltype) { switch (gltype) { 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_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 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 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 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); case GL_SAMPLER_2D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), 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_2D_MULTISAMPLE: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D); 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 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 ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY); case GL_SAMPLER_BUFFER: return ElementResource(Element(SCALAR, gpu::FLOAT, RESOURCE_BUFFER), Resource::BUFFER); 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_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); 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_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); #if !defined(USE_GLES) case GL_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D); case GL_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY); case GL_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D); case GL_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY); case GL_UNSIGNED_INT_SAMPLER_1D: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D); case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY); #endif default: return ElementResource(Element(), Resource::BUFFER); } // Non-covered types //{GL_FLOAT_MAT2x3 mat2x3}, //{GL_FLOAT_MAT2x4 mat2x4}, //{GL_FLOAT_MAT3x2 mat3x2}, //{GL_FLOAT_MAT3x4 mat3x4}, //{GL_FLOAT_MAT4x2 mat4x2}, //{GL_FLOAT_MAT4x3 mat4x3}, //{GL_DOUBLE_MAT2 dmat2}, //{GL_DOUBLE_MAT3 dmat3}, //{GL_DOUBLE_MAT4 dmat4}, //{GL_DOUBLE_MAT2x3 dmat2x3}, //{GL_DOUBLE_MAT2x4 dmat2x4}, //{GL_DOUBLE_MAT3x2 dmat3x2}, //{GL_DOUBLE_MAT3x4 dmat3x4}, //{GL_DOUBLE_MAT4x2 dmat4x2}, //{GL_DOUBLE_MAT4x3 dmat4x3}, //{GL_SAMPLER_1D_SHADOW sampler1DShadow}, //{GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow}, //{GL_SAMPLER_2D_RECT sampler2DRect}, //{GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow}, //{GL_INT_SAMPLER_BUFFER isamplerBuffer}, //{GL_INT_SAMPLER_2D_RECT isampler2DRect}, //{GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer}, //{GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect}, //{GL_IMAGE_1D image1D}, //{GL_IMAGE_2D image2D}, //{GL_IMAGE_3D image3D}, //{GL_IMAGE_2D_RECT image2DRect}, //{GL_IMAGE_CUBE imageCube}, //{GL_IMAGE_BUFFER imageBuffer}, //{GL_IMAGE_1D_ARRAY image1DArray}, //{GL_IMAGE_2D_ARRAY image2DArray}, //{GL_IMAGE_2D_MULTISAMPLE image2DMS}, //{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray}, //{GL_INT_IMAGE_1D iimage1D}, //{GL_INT_IMAGE_2D iimage2D}, //{GL_INT_IMAGE_3D iimage3D}, //{GL_INT_IMAGE_2D_RECT iimage2DRect}, //{GL_INT_IMAGE_CUBE iimageCube}, //{GL_INT_IMAGE_BUFFER iimageBuffer}, //{GL_INT_IMAGE_1D_ARRAY iimage1DArray}, //{GL_INT_IMAGE_2D_ARRAY iimage2DArray}, //{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS}, //{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray}, //{GL_UNSIGNED_INT_IMAGE_1D uimage1D}, //{GL_UNSIGNED_INT_IMAGE_2D uimage2D}, //{GL_UNSIGNED_INT_IMAGE_3D uimage3D}, //{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect}, //{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube}, //{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer}, //{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray}, //{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray}, //{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS}, //{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray}, //{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint} }; 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); }