/* * Copyright (C) 2011-2013 Gregory hainaut * Copyright (C) 2007-2009 Gabest * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSShaderOGL.h" #include "GLState.h" GSShaderOGL::GSShaderOGL(bool debug) : m_debug_shader(debug), m_vs_sub_count(0), m_ps_sub_count(0) { memset(&m_vs_sub, 0, countof(m_vs_sub)*sizeof(m_vs_sub[0])); memset(&m_ps_sub, 0, countof(m_ps_sub)*sizeof(m_ps_sub[0])); m_single_prog.clear(); if (GLLoader::found_GL_ARB_separate_shader_objects) { gl_GenProgramPipelines(1, &m_pipeline); gl_BindProgramPipeline(m_pipeline); } } GSShaderOGL::~GSShaderOGL() { if (GLLoader::found_GL_ARB_separate_shader_objects) gl_DeleteProgramPipelines(1, &m_pipeline); for (auto it = m_single_prog.begin(); it != m_single_prog.end() ; it++) gl_DeleteProgram(it->second); m_single_prog.clear(); } void GSShaderOGL::VS(GLuint s, GLuint sub_count) { if (GLState::vs != s) { m_vs_sub_count = sub_count; GLState::vs = s; GLState::dirty_prog = true; GLState::dirty_subroutine_vs = true; if (GLLoader::found_GL_ARB_separate_shader_objects) gl_UseProgramStages(m_pipeline, GL_VERTEX_SHADER_BIT, s); } } void GSShaderOGL::VS_subroutine(GLuint *sub) { if (!(m_vs_sub[0] == sub[0])) { m_vs_sub[0] = sub[0]; GLState::dirty_subroutine_vs = true; } } void GSShaderOGL::PS_subroutine(GLuint *sub) { // FIXME could be more efficient with GSvector if (!(m_ps_sub[0] == sub[0] && m_ps_sub[1] == sub[1] && m_ps_sub[2] == sub[2] && m_ps_sub[3] == sub[3] && m_ps_sub[4] == sub[4])) { m_ps_sub[0] = sub[0]; m_ps_sub[1] = sub[1]; m_ps_sub[2] = sub[2]; m_ps_sub[3] = sub[3]; m_ps_sub[4] = sub[4]; GLState::dirty_subroutine_ps = true; } } void GSShaderOGL::PS_ressources(GLuint64 handle[2]) { if (handle[0] != GLState::tex_handle[0] || handle[1] != GLState::tex_handle[1]) { GLState::tex_handle[0] = handle[0]; GLState::tex_handle[1] = handle[1]; GLState::dirty_ressources = true; } } void GSShaderOGL::PS(GLuint s, GLuint sub_count) { #ifdef _DEBUG if (true) #else if (GLState::ps != s) #endif { m_ps_sub_count = sub_count; // In debug always sets the program. It allow to replace the program in apitrace easily. GLState::ps = s; GLState::dirty_prog = true; GLState::dirty_subroutine_ps = true; GLState::dirty_ressources = true; if (GLLoader::found_GL_ARB_separate_shader_objects) { gl_UseProgramStages(m_pipeline, GL_FRAGMENT_SHADER_BIT, s); } } } void GSShaderOGL::GS(GLuint s) { if (GLState::gs != s) { GLState::gs = s; GLState::dirty_prog = true; if (GLLoader::found_GL_ARB_separate_shader_objects) gl_UseProgramStages(m_pipeline, GL_GEOMETRY_SHADER_BIT, s); } } void GSShaderOGL::SetupRessources() { if (!GLLoader::found_GL_ARB_bindless_texture) return; if (GLState::dirty_ressources) { GLState::dirty_ressources = false; if (GLLoader::found_GL_ARB_separate_shader_objects) { gl_ProgramUniformHandleui64vARB(GLState::ps, 0, 1, &GLState::tex_handle[0]); if (GLState::tex_handle[1]) gl_ProgramUniformHandleui64vARB(GLState::ps, 1, 1, &GLState::tex_handle[1]); } else { gl_UniformHandleui64vARB(0, 1, &GLState::tex_handle[0]); if (GLState::tex_handle[1]) gl_UniformHandleui64vARB(1, 1, &GLState::tex_handle[1]); } } } void GSShaderOGL::SetupSubroutineUniform() { if (!GLLoader::found_GL_ARB_shader_subroutine) return; if (GLState::dirty_subroutine_vs && m_vs_sub_count) { gl_UniformSubroutinesuiv(GL_VERTEX_SHADER, m_vs_sub_count, m_vs_sub); GLState::dirty_subroutine_vs = false; } if (GLState::dirty_subroutine_ps && m_ps_sub_count) { gl_UniformSubroutinesuiv(GL_FRAGMENT_SHADER, m_ps_sub_count, m_ps_sub); GLState::dirty_subroutine_ps = false; } } bool GSShaderOGL::ValidateShader(GLuint s) { if (!m_debug_shader) return true; GLint status = 0; gl_GetShaderiv(s, GL_COMPILE_STATUS, &status); if (status) return true; GLint log_length = 0; gl_GetShaderiv(s, GL_INFO_LOG_LENGTH, &log_length); if (log_length > 0) { char* log = new char[log_length]; gl_GetShaderInfoLog(s, log_length, NULL, log); fprintf(stderr, "%s", log); delete[] log; } fprintf(stderr, "\n"); return false; } bool GSShaderOGL::ValidateProgram(GLuint p) { if (!m_debug_shader) return true; GLint status = 0; gl_GetProgramiv(p, GL_LINK_STATUS, &status); if (status) return true; GLint log_length = 0; gl_GetProgramiv(p, GL_INFO_LOG_LENGTH, &log_length); if (log_length > 0) { char* log = new char[log_length]; gl_GetProgramInfoLog(p, log_length, NULL, log); fprintf(stderr, "%s", log); delete[] log; } fprintf(stderr, "\n"); return false; } bool GSShaderOGL::ValidatePipeline(GLuint p) { if (!m_debug_shader) return true; // FIXME: might be mandatory to validate the pipeline gl_ValidateProgramPipeline(p); GLint status = 0; gl_GetProgramPipelineiv(p, GL_VALIDATE_STATUS, &status); if (status) return true; GLint log_length = 0; gl_GetProgramPipelineiv(p, GL_INFO_LOG_LENGTH, &log_length); if (log_length > 0) { char* log = new char[log_length]; gl_GetProgramPipelineInfoLog(p, log_length, NULL, log); fprintf(stderr, "%s", log); delete[] log; } fprintf(stderr, "\n"); return false; } GLuint GSShaderOGL::LinkNewProgram() { GLuint p = gl_CreateProgram(); if (GLState::vs) gl_AttachShader(p, GLState::vs); if (GLState::ps) gl_AttachShader(p, GLState::ps); if (GLState::gs) gl_AttachShader(p, GLState::gs); gl_LinkProgram(p); ValidateProgram(p); return p; } void GSShaderOGL::UseProgram() { GL_PUSH("Use Program And Uniform"); if (GLState::dirty_prog) { if (!GLLoader::found_GL_ARB_separate_shader_objects) { GLState::dirty_subroutine_vs = true; GLState::dirty_subroutine_ps = true; GLState::dirty_ressources = true; hash_map::iterator it; // Note: shader are integer lookup pointer. They start from 1 and incr // every time you create a new shader OR a new program. // Note2: vs & gs are precompiled at startup. FGLRX and radeon got value < 128. GS has only 2 programs // We migth be able to pack the value in a 32bits int // I would need to check the behavior on Nvidia (pause/resume). uint64 sel = (uint64)GLState::vs << 40 | (uint64)GLState::gs << 20 | GLState::ps; it = m_single_prog.find(sel); if (it == m_single_prog.end()) { GLState::program = LinkNewProgram(); m_single_prog[sel] = GLState::program; ValidateProgram(GLState::program); gl_UseProgram(GLState::program); } else { GLuint prog = it->second; if (prog != GLState::program) { GLState::program = prog; gl_UseProgram(GLState::program); } } } else { ValidatePipeline(m_pipeline); } } SetupRessources(); SetupSubroutineUniform(); GLState::dirty_prog = false; GL_POP(); } std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, const std::string& macro) { std::string header; header = "#version 330 core\n"; // Need GL version 420 header += "#extension GL_ARB_shading_language_420pack: require\n"; if (GLLoader::found_GL_ARB_separate_shader_objects) { // Need GL version 410 header += "#extension GL_ARB_separate_shader_objects: require\n"; } if (GLLoader::found_GL_ARB_shader_subroutine && GLLoader::found_GL_ARB_explicit_uniform_location) { // Need GL version 400 header += "#define SUBROUTINE_GL40 1\n"; header += "#extension GL_ARB_shader_subroutine: require\n"; } if (GLLoader::found_GL_ARB_explicit_uniform_location) { // Need GL version 430 header += "#extension GL_ARB_explicit_uniform_location: require\n"; } if (GLLoader::found_GL_ARB_shader_image_load_store) { // Need GL version 420 header += "#extension GL_ARB_shader_image_load_store: require\n"; } else { header += "#define DISABLE_GL42_image\n"; } if (GLLoader::found_GL_ARB_bindless_texture && GLLoader::found_GL_ARB_explicit_uniform_location) { // ARB extension (4.4) header += "#extension GL_ARB_bindless_texture: require\n"; header += "#define ENABLE_BINDLESS_TEX\n"; } if (GLLoader::found_GL_ARB_clip_control) { header += "#define ZERO_TO_ONE_DEPTH\n"; } // Stupid GL implementation (can't use GL_ES) // AMD/nvidia define it to 0 // intel window don't define it // intel linux refuse to define it header += "#define pGL_ES 0\n"; // Allow to puts several shader in 1 files switch (type) { case GL_VERTEX_SHADER: header += "#define VERTEX_SHADER 1\n"; break; case GL_GEOMETRY_SHADER: header += "#define GEOMETRY_SHADER 1\n"; break; case GL_FRAGMENT_SHADER: header += "#define FRAGMENT_SHADER 1\n"; break; default: ASSERT(0); } // Select the entry point ie the main function header += format("#define %s main\n", entry.c_str()); header += macro; return header; } GLuint GSShaderOGL::Compile(const std::string& glsl_file, const std::string& entry, GLenum type, const char* glsl_h_code, const std::string& macro_sel) { ASSERT(glsl_h_code != NULL); GLuint program = 0; if (type == GL_GEOMETRY_SHADER && !GLLoader::found_geometry_shader) { return program; } // Note it is better to separate header and source file to have the good line number // in the glsl compiler report const char* sources[2]; std::string header = GenGlslHeader(entry, type, macro_sel); int shader_nb = 1; #if 1 sources[0] = header.c_str(); sources[1] = glsl_h_code; shader_nb++; #else sources[0] = header.append(glsl_h_code).c_str(); #endif if (GLLoader::found_GL_ARB_separate_shader_objects) { program = gl_CreateShaderProgramv(type, shader_nb, sources); } else { program = gl_CreateShader(type); gl_ShaderSource(program, shader_nb, sources, NULL); gl_CompileShader(program); } bool status; if (GLLoader::found_GL_ARB_separate_shader_objects) status = ValidateProgram(program); else status = ValidateShader(program); if (!status) { // print extra info fprintf(stderr, "%s (entry %s, prog %d) :", glsl_file.c_str(), entry.c_str(), program); fprintf(stderr, "\n%s", macro_sel.c_str()); fprintf(stderr, "\n"); } return program; } void GSShaderOGL::Delete(GLuint s) { if (GLLoader::found_GL_ARB_separate_shader_objects) { gl_DeleteProgram(s); } else { gl_DeleteShader(s); } }