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@@ -0,0 +1,1151 @@
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+//-----------------------------------------------------------------------------
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+// Copyright (c) 2012 GarageGames, LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to
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+// deal in the Software without restriction, including without limitation the
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+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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+// sell copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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+// IN THE SOFTWARE.
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+//-----------------------------------------------------------------------------
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+
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+#include "platform/platform.h"
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+#include "gfx/gl/gfxGLShader.h"
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+#include "gfx/gl/gfxGLVertexAttribLocation.h"
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+#include "gfx/gl/gfxGLDevice.h"
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+
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+#include "core/frameAllocator.h"
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+#include "core/stream/fileStream.h"
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+#include "core/strings/stringFunctions.h"
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+#include "math/mPoint2.h"
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+#include "gfx/gfxStructs.h"
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+#include "console/console.h"
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+
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+#define CHECK_AARG(pos, name) static StringTableEntry attr_##name = StringTable->insert(#name); if (argName == attr_##name) { glBindAttribLocation(mProgram, pos, attr_##name); continue; }
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+
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+class GFXGLShaderConstHandle : public GFXShaderConstHandle
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+{
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+ friend class GFXGLShader;
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+
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+public:
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+
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+ GFXGLShaderConstHandle( GFXGLShader *shader );
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+ GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
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+ virtual ~GFXGLShaderConstHandle();
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+
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+ void reinit( const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
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+
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+ const String& getName() const { return mDesc.name; }
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+ GFXShaderConstType getType() const { return mDesc.constType; }
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+ U32 getArraySize() const { return mDesc.arraySize; }
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+
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+ U32 getSize() const;
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+ void setValid( bool valid ) { mValid = valid; }
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+ /// @warning This will always return the value assigned when the shader was
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+ /// initialized. If the value is later changed this method won't reflect that.
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+ S32 getSamplerRegister() const { return mSamplerNum; }
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+
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+ GFXShaderConstDesc mDesc;
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+ GFXGLShader* mShader;
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+ GLuint mLocation;
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+ U32 mOffset;
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+ U32 mSize;
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+ S32 mSamplerNum;
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+ bool mInstancingConstant;
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+};
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+
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+GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader )
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+ : mShader( shader ), mLocation(0), mOffset(0), mSize(0), mSamplerNum(-1), mInstancingConstant(false)
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+{
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+ mValid = false;
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+}
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+
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+static U32 shaderConstTypeSize(GFXShaderConstType type)
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+{
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+ switch(type)
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+ {
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+ case GFXSCT_Float:
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+ case GFXSCT_Int:
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+ case GFXSCT_Sampler:
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+ case GFXSCT_SamplerCube:
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+ case GFXSCT_SamplerCubeArray:
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+ return 4;
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+ case GFXSCT_Float2:
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+ case GFXSCT_Int2:
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+ return 8;
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+ case GFXSCT_Float3:
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+ case GFXSCT_Int3:
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+ return 12;
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+ case GFXSCT_Float4:
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+ case GFXSCT_Int4:
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+ return 16;
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+ case GFXSCT_Float2x2:
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+ return 16;
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+ case GFXSCT_Float3x3:
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+ return 36;
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+ case GFXSCT_Float4x3:
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+ return 48;
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+ case GFXSCT_Float4x4:
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+ return 64;
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+ default:
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+ AssertFatal(false,"shaderConstTypeSize - Unrecognized constant type");
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+ return 0;
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+ }
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+}
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+
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+GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum )
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+ : mShader(shader), mInstancingConstant(false)
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+{
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+ reinit(desc, loc, samplerNum);
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+}
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+
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+void GFXGLShaderConstHandle::reinit( const GFXShaderConstDesc& desc, GLuint loc, S32 samplerNum )
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+{
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+ mDesc = desc;
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+ mLocation = loc;
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+ mSamplerNum = samplerNum;
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+ mOffset = 0;
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+ mInstancingConstant = false;
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+
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+ U32 elemSize = shaderConstTypeSize(mDesc.constType);
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+ AssertFatal(elemSize, "GFXGLShaderConst::GFXGLShaderConst - elemSize is 0");
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+ mSize = mDesc.arraySize * elemSize;
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+ mValid = true;
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+}
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+
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+
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+U32 GFXGLShaderConstHandle::getSize() const
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+{
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+ return mSize;
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+}
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+
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+GFXGLShaderConstHandle::~GFXGLShaderConstHandle()
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+{
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+}
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+
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+GFXGLShaderConstBuffer::GFXGLShaderConstBuffer(GFXGLShader* shader, U32 bufSize, U8* existingConstants)
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+{
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+ mShader = shader;
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+ mBuffer = new U8[bufSize];
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+ mWasLost = true;
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+
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+ // Copy the existing constant buffer to preserve sampler numbers
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+ /// @warning This preserves a lot more than sampler numbers, obviously. If there
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+ /// is any code that assumes a new constant buffer will have everything set to
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+ /// 0, it will break.
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+ dMemcpy(mBuffer, existingConstants, bufSize);
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+}
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+
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+GFXGLShaderConstBuffer::~GFXGLShaderConstBuffer()
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+{
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+ delete[] mBuffer;
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+
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+ if ( mShader )
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+ mShader->_unlinkBuffer( this );
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+}
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+
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+template<typename ConstType>
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+void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const ConstType& param)
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+{
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+ AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!" );
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+ AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!" );
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+ AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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+
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+ GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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+ AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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+ U8 *buf = mBuffer + _glHandle->mOffset;
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+
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+ if(_glHandle->mInstancingConstant)
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+ buf = mInstPtr + _glHandle->mOffset;
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+
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+ dMemcpy(buf, ¶m, sizeof(ConstType));
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+template<typename ConstType>
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+void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
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+{
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+ AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!" );
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+ AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!" );
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+ AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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+
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+ GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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+ AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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+ AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for array");
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+ const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
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+ for(U32 i = 0; i < fv.size(); ++i)
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+ {
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+ dMemcpy(mBuffer + _glHandle->mOffset + i * sizeof(ConstType), fvBuffer, sizeof(ConstType));
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+ fvBuffer += fv.getElementSize();
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+ }
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
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+{
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+ internalSet(handle, fv);
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+}
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+
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+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType)
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+{
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+ AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!" );
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+ AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" );
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+ AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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+
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+ GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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+ AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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+ AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
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+
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+ switch(matType)
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+ {
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+ case GFXSCT_Float2x2:
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[4];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[5];
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+ break;
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+ case GFXSCT_Float3x3:
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[2];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[4];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[4] = mat[5];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[5] = mat[6];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[6] = mat[8];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9];
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+ reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10];
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+ break;
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+ case GFXSCT_Float4x3:
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+ dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
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+ break;
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+ case GFXSCT_Float4x4:
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+ {
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+ if(_glHandle->mInstancingConstant)
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+ {
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+ MatrixF transposed;
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+ mat.transposeTo(transposed);
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+ dMemcpy( mInstPtr + _glHandle->mOffset, (const F32*)transposed, sizeof(MatrixF) );
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+ return;
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+ }
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+
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+ dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, sizeof(MatrixF));
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+ break;
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+ }
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+ default:
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|
+ AssertFatal(false, "GFXGLShaderConstBuffer::set - Invalid matrix type");
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
|
|
|
|
+{
|
|
|
|
+ AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!" );
|
|
|
|
+ AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" );
|
|
|
|
+
|
|
|
|
+ GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
|
|
|
|
+ AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
|
|
|
|
+ AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
|
|
|
|
+
|
|
|
|
+ switch (matrixType) {
|
|
|
|
+ case GFXSCT_Float4x3:
|
|
|
|
+ // Copy each item with the last row chopped off
|
|
|
|
+ for (int i = 0; i<arraySize; i++)
|
|
|
|
+ {
|
|
|
|
+ dMemcpy(mBuffer + _glHandle->mOffset + (i*(sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float4x4:
|
|
|
|
+ dMemcpy(mBuffer + _glHandle->mOffset, (F32*)mat, _glHandle->getSize());
|
|
|
|
+ break;
|
|
|
|
+ default:
|
|
|
|
+ AssertFatal(false, "GFXGLShaderConstBuffer::set - setting array of non 4x4 matrices!");
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShaderConstBuffer::activate()
|
|
|
|
+{
|
|
|
|
+ PROFILE_SCOPE(GFXGLShaderConstBuffer_activate);
|
|
|
|
+ mShader->setConstantsFromBuffer(this);
|
|
|
|
+ mWasLost = false;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+const String GFXGLShaderConstBuffer::describeSelf() const
|
|
|
|
+{
|
|
|
|
+ return String();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShaderConstBuffer::onShaderReload( GFXGLShader *shader )
|
|
|
|
+{
|
|
|
|
+ AssertFatal( shader == mShader, "GFXGLShaderConstBuffer::onShaderReload, mismatched shaders!" );
|
|
|
|
+
|
|
|
|
+ delete[] mBuffer;
|
|
|
|
+ mBuffer = new U8[mShader->mConstBufferSize];
|
|
|
|
+ dMemset(mBuffer, 0, mShader->mConstBufferSize);
|
|
|
|
+ mWasLost = true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+GFXGLShader::GFXGLShader() :
|
|
|
|
+ mVertexShader(0),
|
|
|
|
+ mPixelShader(0),
|
|
|
|
+ mProgram(0),
|
|
|
|
+ mConstBufferSize(0),
|
|
|
|
+ mConstBuffer(NULL)
|
|
|
|
+{
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+GFXGLShader::~GFXGLShader()
|
|
|
|
+{
|
|
|
|
+ clearShaders();
|
|
|
|
+ for(HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
|
|
|
|
+ delete i->value;
|
|
|
|
+
|
|
|
|
+ delete[] mConstBuffer;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShader::clearShaders()
|
|
|
|
+{
|
|
|
|
+ glDeleteProgram(mProgram);
|
|
|
|
+ glDeleteShader(mVertexShader);
|
|
|
|
+ glDeleteShader(mPixelShader);
|
|
|
|
+
|
|
|
|
+ mProgram = 0;
|
|
|
|
+ mVertexShader = 0;
|
|
|
|
+ mPixelShader = 0;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool GFXGLShader::_init()
|
|
|
|
+{
|
|
|
|
+ PROFILE_SCOPE(GFXGLShader_Init);
|
|
|
|
+ // Don't initialize empty shaders.
|
|
|
|
+ if ( mVertexFile.isEmpty() && mPixelFile.isEmpty() )
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ clearShaders();
|
|
|
|
+
|
|
|
|
+ mProgram = glCreateProgram();
|
|
|
|
+
|
|
|
|
+ // Set the macros and add the global ones.
|
|
|
|
+ Vector<GFXShaderMacro> macros;
|
|
|
|
+ macros.merge( mMacros );
|
|
|
|
+ macros.merge( smGlobalMacros );
|
|
|
|
+
|
|
|
|
+ macros.increment();
|
|
|
|
+ macros.last().name = "TORQUE_SM";
|
|
|
|
+ macros.last().value = 40;
|
|
|
|
+ macros.increment();
|
|
|
|
+ macros.last().name = "TORQUE_VERTEX_SHADER";
|
|
|
|
+ macros.last().value = "";
|
|
|
|
+
|
|
|
|
+ // Default to true so we're "successful" if a vertex/pixel shader wasn't specified.
|
|
|
|
+ bool compiledVertexShader = true;
|
|
|
|
+ bool compiledPixelShader = true;
|
|
|
|
+
|
|
|
|
+ // Compile the vertex and pixel shaders if specified.
|
|
|
|
+ if(!mVertexFile.isEmpty())
|
|
|
|
+ compiledVertexShader = initShader(mVertexFile, true, macros);
|
|
|
|
+
|
|
|
|
+ macros.last().name = "TORQUE_PIXEL_SHADER";
|
|
|
|
+ if(!mPixelFile.isEmpty())
|
|
|
|
+ compiledPixelShader = initShader(mPixelFile, false, macros);
|
|
|
|
+
|
|
|
|
+ // If either shader was present and failed to compile, bail.
|
|
|
|
+ if(!compiledVertexShader || !compiledPixelShader)
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ // Link it!
|
|
|
|
+ glLinkProgram( mProgram );
|
|
|
|
+
|
|
|
|
+ GLint activeAttribs = 0;
|
|
|
|
+ glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTES, &activeAttribs );
|
|
|
|
+
|
|
|
|
+ GLint maxLength;
|
|
|
|
+ glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength);
|
|
|
|
+
|
|
|
|
+ FrameTemp<GLchar> tempData(maxLength+1);
|
|
|
|
+ *tempData.address() = '\0';
|
|
|
|
+ // Check atributes
|
|
|
|
+ for (U32 i=0; i<activeAttribs; i++)
|
|
|
|
+ {
|
|
|
|
+ GLint size;
|
|
|
|
+ GLenum type;
|
|
|
|
+
|
|
|
|
+ glGetActiveAttrib(mProgram, i, maxLength + 1, NULL, &size, &type, tempData.address());
|
|
|
|
+
|
|
|
|
+ StringTableEntry argName = StringTable->insert(tempData.address());
|
|
|
|
+
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_Position, vPosition);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_Normal, vNormal);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_Color, vColor);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_Tangent, vTangent);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TangentW, vTangentW);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_Binormal, vBinormal);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord0, vTexCoord0);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord1, vTexCoord1);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord2, vTexCoord2);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord3, vTexCoord3);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord4, vTexCoord4);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord5, vTexCoord5);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord6, vTexCoord6);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord7, vTexCoord7);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord8, vTexCoord8);
|
|
|
|
+ CHECK_AARG(Torque::GL_VertexAttrib_TexCoord9, vTexCoord9);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //always have OUT_col
|
|
|
|
+ glBindFragDataLocation(mProgram, 0, "OUT_col");
|
|
|
|
+ // Check OUT_colN
|
|
|
|
+ for(U32 i=1;i<4;i++)
|
|
|
|
+ {
|
|
|
|
+ char buffer[10];
|
|
|
|
+ dSprintf(buffer, sizeof(buffer), "OUT_col%u",i);
|
|
|
|
+ GLint location = glGetFragDataLocation(mProgram, buffer);
|
|
|
|
+ if(location>0)
|
|
|
|
+ glBindFragDataLocation(mProgram, i, buffer);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Link it again!
|
|
|
|
+ glLinkProgram( mProgram );
|
|
|
|
+
|
|
|
|
+ GLint linkStatus;
|
|
|
|
+ glGetProgramiv( mProgram, GL_LINK_STATUS, &linkStatus );
|
|
|
|
+
|
|
|
|
+ // Dump the info log to the console
|
|
|
|
+ U32 logLength = 0;
|
|
|
|
+ glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
|
|
|
+ if ( logLength )
|
|
|
|
+ {
|
|
|
|
+ FrameAllocatorMarker fam;
|
|
|
|
+ char* log = (char*)fam.alloc( logLength );
|
|
|
|
+ glGetProgramInfoLog( mProgram, logLength, NULL, log );
|
|
|
|
+
|
|
|
|
+ if ( linkStatus == GL_FALSE )
|
|
|
|
+ {
|
|
|
|
+ if ( smLogErrors )
|
|
|
|
+ {
|
|
|
|
+ Con::errorf( "GFXGLShader::init - Error linking shader!" );
|
|
|
|
+ Con::errorf( "Program %s / %s: %s",
|
|
|
|
+ mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), log);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ else if ( smLogWarnings )
|
|
|
|
+ {
|
|
|
|
+ Con::warnf( "Program %s / %s: %s",
|
|
|
|
+ mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), log);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // If we failed to link, bail.
|
|
|
|
+ if ( linkStatus == GL_FALSE )
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ initConstantDescs();
|
|
|
|
+ initHandles();
|
|
|
|
+
|
|
|
|
+ // Notify Buffers we might have changed in size.
|
|
|
|
+ // If this was our first init then we won't have any activeBuffers
|
|
|
|
+ // to worry about unnecessarily calling.
|
|
|
|
+ Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
|
|
|
|
+ for ( ; biter != mActiveBuffers.end(); biter++ )
|
|
|
|
+ ((GFXGLShaderConstBuffer*)(*biter))->onShaderReload( this );
|
|
|
|
+
|
|
|
|
+ return true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+void GFXGLShader::initConstantDescs()
|
|
|
|
+{
|
|
|
|
+ mConstants.clear();
|
|
|
|
+ GLint numUniforms;
|
|
|
|
+ glGetProgramiv(mProgram, GL_ACTIVE_UNIFORMS, &numUniforms);
|
|
|
|
+ GLint maxNameLength;
|
|
|
|
+ glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
|
|
|
|
+
|
|
|
|
+ if(!maxNameLength)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ FrameTemp<GLchar> uniformName(maxNameLength);
|
|
|
|
+
|
|
|
|
+ for(U32 i = 0; i < numUniforms; i++)
|
|
|
|
+ {
|
|
|
|
+ GLint size;
|
|
|
|
+ GLenum type;
|
|
|
|
+ glGetActiveUniform(mProgram, i, maxNameLength, NULL, &size, &type, uniformName);
|
|
|
|
+ GFXShaderConstDesc desc;
|
|
|
|
+
|
|
|
|
+ desc.name = String((char*)uniformName);
|
|
|
|
+
|
|
|
|
+ // Remove array brackets from the name
|
|
|
|
+ desc.name = desc.name.substr(0, desc.name.find('['));
|
|
|
|
+
|
|
|
|
+ // Insert $ to match D3D behavior of having a $ prepended to parameters to main.
|
|
|
|
+ desc.name.insert(0, '$');
|
|
|
|
+ desc.arraySize = size;
|
|
|
|
+
|
|
|
|
+ switch(type)
|
|
|
|
+ {
|
|
|
|
+ case GL_FLOAT:
|
|
|
|
+ desc.constType = GFXSCT_Float;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_VEC2:
|
|
|
|
+ desc.constType = GFXSCT_Float2;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_VEC3:
|
|
|
|
+ desc.constType = GFXSCT_Float3;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_VEC4:
|
|
|
|
+ desc.constType = GFXSCT_Float4;
|
|
|
|
+ break;
|
|
|
|
+ case GL_INT:
|
|
|
|
+ desc.constType = GFXSCT_Int;
|
|
|
|
+ break;
|
|
|
|
+ case GL_INT_VEC2:
|
|
|
|
+ desc.constType = GFXSCT_Int2;
|
|
|
|
+ break;
|
|
|
|
+ case GL_INT_VEC3:
|
|
|
|
+ desc.constType = GFXSCT_Int3;
|
|
|
|
+ break;
|
|
|
|
+ case GL_INT_VEC4:
|
|
|
|
+ desc.constType = GFXSCT_Int4;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_MAT2:
|
|
|
|
+ desc.constType = GFXSCT_Float2x2;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_MAT3:
|
|
|
|
+ desc.constType = GFXSCT_Float3x3;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_MAT4:
|
|
|
|
+ desc.constType = GFXSCT_Float4x4;
|
|
|
|
+ break;
|
|
|
|
+ case GL_FLOAT_MAT4x3: // jamesu - columns, rows
|
|
|
|
+ desc.constType = GFXSCT_Float4x3;
|
|
|
|
+ break;
|
|
|
|
+ case GL_SAMPLER_1D:
|
|
|
|
+ case GL_SAMPLER_2D:
|
|
|
|
+ case GL_SAMPLER_3D:
|
|
|
|
+ case GL_SAMPLER_1D_SHADOW:
|
|
|
|
+ case GL_SAMPLER_2D_SHADOW:
|
|
|
|
+ desc.constType = GFXSCT_Sampler;
|
|
|
|
+ break;
|
|
|
|
+ case GL_SAMPLER_CUBE:
|
|
|
|
+ desc.constType = GFXSCT_SamplerCube;
|
|
|
|
+ break;
|
|
|
|
+ case GL_SAMPLER_CUBE_MAP_ARRAY:
|
|
|
|
+ desc.constType = GFXSCT_SamplerCubeArray;
|
|
|
|
+ break;
|
|
|
|
+ default:
|
|
|
|
+ AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
|
|
|
+ // If we don't recognize the constant don't add its description.
|
|
|
|
+ continue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mConstants.push_back(desc);
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShader::initHandles()
|
|
|
|
+{
|
|
|
|
+ // Mark all existing handles as invalid.
|
|
|
|
+ // Those that are found when parsing the descriptions will then be marked valid again.
|
|
|
|
+ for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
|
|
|
|
+ (iter->value)->setValid( false );
|
|
|
|
+ mValidHandles.clear();
|
|
|
|
+
|
|
|
|
+ // Loop through all ConstantDescriptions,
|
|
|
|
+ // if they aren't in the HandleMap add them, if they are reinitialize them.
|
|
|
|
+ for ( U32 i = 0; i < mConstants.size(); i++ )
|
|
|
|
+ {
|
|
|
|
+ GFXShaderConstDesc &desc = mConstants[i];
|
|
|
|
+
|
|
|
|
+ // Index element 1 of the name to skip the '$' we inserted earier.
|
|
|
|
+ GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
|
|
|
|
+
|
|
|
|
+ AssertFatal(loc != -1, "");
|
|
|
|
+
|
|
|
|
+ HandleMap::Iterator handle = mHandles.find(desc.name);
|
|
|
|
+ S32 sampler = -1;
|
|
|
|
+ if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
|
|
|
|
+ {
|
|
|
|
+ S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
|
|
|
+ AssertFatal(idx != -1, "");
|
|
|
|
+ sampler = idx; //assignedSamplerNum++;
|
|
|
|
+ }
|
|
|
|
+ if ( handle != mHandles.end() )
|
|
|
|
+ {
|
|
|
|
+ handle->value->reinit( desc, loc, sampler );
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Loop through handles once more to set their offset and calculate our
|
|
|
|
+ // constBuffer size.
|
|
|
|
+
|
|
|
|
+ if ( mConstBuffer )
|
|
|
|
+ delete[] mConstBuffer;
|
|
|
|
+ mConstBufferSize = 0;
|
|
|
|
+
|
|
|
|
+ for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
|
|
|
|
+ {
|
|
|
|
+ GFXGLShaderConstHandle* handle = iter->value;
|
|
|
|
+ if ( handle->isValid() )
|
|
|
|
+ {
|
|
|
|
+ mValidHandles.push_back(handle);
|
|
|
|
+ handle->mOffset = mConstBufferSize;
|
|
|
|
+ mConstBufferSize += handle->getSize();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ mConstBuffer = new U8[mConstBufferSize];
|
|
|
|
+ dMemset(mConstBuffer, 0, mConstBufferSize);
|
|
|
|
+
|
|
|
|
+ // Set our program so uniforms are assigned properly.
|
|
|
|
+ glUseProgram(mProgram);
|
|
|
|
+ // Iterate through uniforms to set sampler numbers.
|
|
|
|
+ for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
|
|
|
+ {
|
|
|
|
+ GFXGLShaderConstHandle* handle = iter->value;
|
|
|
|
+ if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube || handle->getType() == GFXSCT_SamplerCubeArray))
|
|
|
|
+ {
|
|
|
|
+ // Set sampler number on our program.
|
|
|
|
+ glUniform1i(handle->mLocation, handle->mSamplerNum);
|
|
|
|
+ // Set sampler in constant buffer so it does not get unset later.
|
|
|
|
+ dMemcpy(mConstBuffer + handle->mOffset, &handle->mSamplerNum, handle->getSize());
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ glUseProgram(0);
|
|
|
|
+
|
|
|
|
+ //instancing
|
|
|
|
+ if (!mInstancingFormat)
|
|
|
|
+ return;
|
|
|
|
+
|
|
|
|
+ U32 offset = 0;
|
|
|
|
+
|
|
|
|
+ for ( U32 i=0; i < mInstancingFormat->getElementCount(); i++ )
|
|
|
|
+ {
|
|
|
|
+ const GFXVertexElement &element = mInstancingFormat->getElement( i );
|
|
|
|
+
|
|
|
|
+ String constName = String::ToString( "$%s", element.getSemantic().c_str() );
|
|
|
|
+
|
|
|
|
+ HandleMap::Iterator handle = mHandles.find(constName);
|
|
|
|
+ if ( handle != mHandles.end() )
|
|
|
|
+ {
|
|
|
|
+ AssertFatal(0, "");
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ GFXShaderConstDesc desc;
|
|
|
|
+ desc.name = constName;
|
|
|
|
+ desc.arraySize = 1;
|
|
|
|
+ switch(element.getType())
|
|
|
|
+ {
|
|
|
|
+ case GFXDeclType_Float4:
|
|
|
|
+ desc.constType = GFXSCT_Float4;
|
|
|
|
+ break;
|
|
|
|
+
|
|
|
|
+ default:
|
|
|
|
+ desc.constType = GFXSCT_Float;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ GFXGLShaderConstHandle *h = new GFXGLShaderConstHandle( this, desc, -1, -1 );
|
|
|
|
+ h->mInstancingConstant = true;
|
|
|
|
+ h->mOffset = offset;
|
|
|
|
+ mHandles[constName] = h;
|
|
|
|
+
|
|
|
|
+ offset += element.getSizeInBytes();
|
|
|
|
+ ++i;
|
|
|
|
+
|
|
|
|
+ // If this is a matrix we will have 2 or 3 more of these
|
|
|
|
+ // semantics with the same name after it.
|
|
|
|
+ for ( ; i < mInstancingFormat->getElementCount(); i++ )
|
|
|
|
+ {
|
|
|
|
+ const GFXVertexElement &nextElement = mInstancingFormat->getElement( i );
|
|
|
|
+ if ( nextElement.getSemantic() != element.getSemantic() )
|
|
|
|
+ {
|
|
|
|
+ i--;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ ++desc.arraySize;
|
|
|
|
+ if(desc.arraySize == 4 && desc.constType == GFXSCT_Float4)
|
|
|
|
+ {
|
|
|
|
+ desc.arraySize = 1;
|
|
|
|
+ desc.constType = GFXSCT_Float4x4;
|
|
|
|
+ }
|
|
|
|
+ offset += nextElement.getSizeInBytes();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+GFXShaderConstHandle* GFXGLShader::getShaderConstHandle(const String& name)
|
|
|
|
+{
|
|
|
|
+ HandleMap::Iterator i = mHandles.find(name);
|
|
|
|
+ if(i != mHandles.end())
|
|
|
|
+ return i->value;
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ GFXGLShaderConstHandle* handle = new GFXGLShaderConstHandle( this );
|
|
|
|
+ mHandles[ name ] = handle;
|
|
|
|
+
|
|
|
|
+ return handle;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+GFXShaderConstHandle* GFXGLShader::findShaderConstHandle(const String& name)
|
|
|
|
+{
|
|
|
|
+ HandleMap::Iterator i = mHandles.find(name);
|
|
|
|
+ if(i != mHandles.end())
|
|
|
|
+ return i->value;
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ return NULL;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|
|
|
+{
|
|
|
|
+ for(Vector<GFXGLShaderConstHandle*>::iterator i = mValidHandles.begin(); i != mValidHandles.end(); ++i)
|
|
|
|
+ {
|
|
|
|
+ GFXGLShaderConstHandle* handle = *i;
|
|
|
|
+ AssertFatal(handle, "GFXGLShader::setConstantsFromBuffer - Null handle");
|
|
|
|
+
|
|
|
|
+ if(handle->mInstancingConstant)
|
|
|
|
+ continue;
|
|
|
|
+
|
|
|
|
+ // Don't set if the value has not be changed.
|
|
|
|
+ if(dMemcmp(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize()) == 0)
|
|
|
|
+ continue;
|
|
|
|
+
|
|
|
|
+ // Copy new value into our const buffer and set in GL.
|
|
|
|
+ dMemcpy(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize());
|
|
|
|
+ switch(handle->mDesc.constType)
|
|
|
|
+ {
|
|
|
|
+ case GFXSCT_Float:
|
|
|
|
+ glUniform1fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float2:
|
|
|
|
+ glUniform2fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float3:
|
|
|
|
+ glUniform3fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float4:
|
|
|
|
+ glUniform4fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Int:
|
|
|
|
+ case GFXSCT_Sampler:
|
|
|
|
+ case GFXSCT_SamplerCube:
|
|
|
|
+ case GFXSCT_SamplerCubeArray:
|
|
|
|
+ glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Int2:
|
|
|
|
+ glUniform2iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Int3:
|
|
|
|
+ glUniform3iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Int4:
|
|
|
|
+ glUniform4iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float2x2:
|
|
|
|
+ glUniformMatrix2fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float3x3:
|
|
|
|
+ glUniformMatrix3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float4x3:
|
|
|
|
+ // NOTE: To save a transpose here we could store the matrix transposed (i.e. column major) in the constant buffer.
|
|
|
|
+ // See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
|
|
|
|
+ glUniformMatrix4x3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ case GFXSCT_Float4x4:
|
|
|
|
+ glUniformMatrix4fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
|
|
+ break;
|
|
|
|
+ default:
|
|
|
|
+ AssertFatal(0,"");
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+GFXShaderConstBufferRef GFXGLShader::allocConstBuffer()
|
|
|
|
+{
|
|
|
|
+ GFXGLShaderConstBuffer* buffer = new GFXGLShaderConstBuffer(this, mConstBufferSize, mConstBuffer);
|
|
|
|
+ buffer->registerResourceWithDevice(getOwningDevice());
|
|
|
|
+ mActiveBuffers.push_back( buffer );
|
|
|
|
+ return buffer;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShader::useProgram()
|
|
|
|
+{
|
|
|
|
+ glUseProgram(mProgram);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void GFXGLShader::zombify()
|
|
|
|
+{
|
|
|
|
+ clearShaders();
|
|
|
|
+ dMemset(mConstBuffer, 0, mConstBufferSize);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|
|
|
+{
|
|
|
|
+ // TODO: The #line pragma on GLSL takes something called a
|
|
|
|
+ // "source-string-number" which it then never explains.
|
|
|
|
+ //
|
|
|
|
+ // Until i resolve this mystery i disabled this.
|
|
|
|
+ //
|
|
|
|
+ //String linePragma = String::ToString( "#line 1 \r\n");
|
|
|
|
+ //U32 linePragmaLen = linePragma.length();
|
|
|
|
+
|
|
|
|
+ U32 shaderLen = s->getStreamSize();
|
|
|
|
+ char* buffer = (char*)dMalloc(shaderLen + 1);
|
|
|
|
+ //dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
|
|
|
|
+ s->read(shaderLen, buffer);
|
|
|
|
+ buffer[shaderLen] = 0;
|
|
|
|
+
|
|
|
|
+ char* p = dStrstr(buffer, "#include");
|
|
|
|
+ while(p)
|
|
|
|
+ {
|
|
|
|
+ char* q = p;
|
|
|
|
+ p += 8;
|
|
|
|
+ if(dIsspace(*p))
|
|
|
|
+ {
|
|
|
|
+ U32 n = 0;
|
|
|
|
+ while(dIsspace(*p)) ++p;
|
|
|
|
+ AssertFatal(*p == '"', "Bad #include directive");
|
|
|
|
+ ++p;
|
|
|
|
+ static char includeFile[256];
|
|
|
|
+ while(*p != '"')
|
|
|
|
+ {
|
|
|
|
+ AssertFatal(*p != 0, "Bad #include directive");
|
|
|
|
+ includeFile[n++] = *p++;
|
|
|
|
+ AssertFatal(n < sizeof(includeFile), "#include directive too long");
|
|
|
|
+ }
|
|
|
|
+ ++p;
|
|
|
|
+ includeFile[n] = 0;
|
|
|
|
+
|
|
|
|
+ // First try it as a local file.
|
|
|
|
+ Torque::Path includePath = Torque::Path::Join(path.getPath(), '/', includeFile);
|
|
|
|
+ includePath = Torque::Path::CompressPath(includePath);
|
|
|
|
+
|
|
|
|
+ FileStream includeStream;
|
|
|
|
+
|
|
|
|
+ if ( !includeStream.open( includePath, Torque::FS::File::Read ) )
|
|
|
|
+ {
|
|
|
|
+ // Try again assuming the path is absolute
|
|
|
|
+ // and/or relative.
|
|
|
|
+ includePath = String( includeFile );
|
|
|
|
+ includePath = Torque::Path::CompressPath(includePath);
|
|
|
|
+ if ( !includeStream.open( includePath, Torque::FS::File::Read ) )
|
|
|
|
+ {
|
|
|
|
+ AssertISV(false, avar("failed to open include '%s'.", includePath.getFullPath().c_str()));
|
|
|
|
+
|
|
|
|
+ if ( smLogErrors )
|
|
|
|
+ Con::errorf( "GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
|
|
|
+ includePath.getFullPath().c_str() );
|
|
|
|
+
|
|
|
|
+ // Fail... don't return the buffer.
|
|
|
|
+ dFree(buffer);
|
|
|
|
+ return NULL;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ char* includedText = _handleIncludes(includePath, &includeStream);
|
|
|
|
+
|
|
|
|
+ // If a sub-include fails... cleanup and return.
|
|
|
|
+ if ( !includedText )
|
|
|
|
+ {
|
|
|
|
+ dFree(buffer);
|
|
|
|
+ return NULL;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // TODO: Disabled till this is fixed correctly.
|
|
|
|
+ //
|
|
|
|
+ // Count the number of lines in the file
|
|
|
|
+ // before the include.
|
|
|
|
+ /*
|
|
|
|
+ U32 includeLine = 0;
|
|
|
|
+ {
|
|
|
|
+ char* nl = dStrstr( buffer, "\n" );
|
|
|
|
+ while ( nl )
|
|
|
|
+ {
|
|
|
|
+ includeLine++;
|
|
|
|
+ nl = dStrstr( nl, "\n" );
|
|
|
|
+ if(nl) ++nl;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ */
|
|
|
|
+
|
|
|
|
+ String manip(buffer);
|
|
|
|
+ manip.erase(q-buffer, p-q);
|
|
|
|
+ String sItx(includedText);
|
|
|
|
+
|
|
|
|
+ // TODO: Disabled till this is fixed correctly.
|
|
|
|
+ //
|
|
|
|
+ // Add a new line pragma to restore the proper
|
|
|
|
+ // file and line number after the include.
|
|
|
|
+ //sItx += String::ToString( "\r\n#line %d \r\n", includeLine );
|
|
|
|
+
|
|
|
|
+ dFree(includedText);
|
|
|
|
+ manip.insert(q-buffer, sItx);
|
|
|
|
+ char* manipBuf = dStrdup(manip.c_str());
|
|
|
|
+ p = manipBuf + (q - buffer);
|
|
|
|
+ dFree(buffer);
|
|
|
|
+ buffer = manipBuf;
|
|
|
|
+ }
|
|
|
|
+ p = dStrstr(p, "#include");
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return buffer;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
|
|
|
+ const Torque::Path &path,
|
|
|
|
+ FileStream *s,
|
|
|
|
+ const Vector<GFXShaderMacro> ¯os )
|
|
|
|
+{
|
|
|
|
+ Vector<char*> buffers;
|
|
|
|
+ Vector<U32> lengths;
|
|
|
|
+
|
|
|
|
+ // The GLSL version declaration must go first!
|
|
|
|
+ const char *versionDecl = "#version 150\r\n";
|
|
|
|
+ buffers.push_back( dStrdup( versionDecl ) );
|
|
|
|
+ lengths.push_back( dStrlen( versionDecl ) );
|
|
|
|
+
|
|
|
|
+ if(GFXGL->mCapabilities.shaderModel5)
|
|
|
|
+ {
|
|
|
|
+ const char *extension = "#extension GL_ARB_gpu_shader5 : enable\r\n";
|
|
|
|
+ buffers.push_back( dStrdup( extension ) );
|
|
|
|
+ lengths.push_back( dStrlen( extension ) );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ const char *newLine = "\r\n";
|
|
|
|
+ buffers.push_back( dStrdup( newLine ) );
|
|
|
|
+ lengths.push_back( dStrlen( newLine ) );
|
|
|
|
+
|
|
|
|
+ // Now add all the macros.
|
|
|
|
+ for( U32 i = 0; i < macros.size(); i++ )
|
|
|
|
+ {
|
|
|
|
+ if(macros[i].name.isEmpty()) // TODO OPENGL
|
|
|
|
+ continue;
|
|
|
|
+
|
|
|
|
+ String define = String::ToString( "#define %s %s\n", macros[i].name.c_str(), macros[i].value.c_str() );
|
|
|
|
+ buffers.push_back( dStrdup( define.c_str() ) );
|
|
|
|
+ lengths.push_back( define.length() );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Now finally add the shader source.
|
|
|
|
+ U32 shaderLen = s->getStreamSize();
|
|
|
|
+ char *buffer = _handleIncludes(path, s);
|
|
|
|
+ if ( !buffer )
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ buffers.push_back(buffer);
|
|
|
|
+ lengths.push_back(shaderLen);
|
|
|
|
+
|
|
|
|
+ glShaderSource(shader, buffers.size(), (const GLchar**)const_cast<const char**>(buffers.address()), NULL);
|
|
|
|
+
|
|
|
|
+#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
|
|
|
+ FileStream stream;
|
|
|
|
+ if ( !stream.open( path.getFullPath()+"_DEBUG", Torque::FS::File::Write ) )
|
|
|
|
+ {
|
|
|
|
+ AssertISV(false, avar("GFXGLShader::initShader - failed to write debug shader '%s'.", path.getFullPath().c_str()));
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ for(int i = 0; i < buffers.size(); ++i)
|
|
|
|
+ stream.writeText(buffers[i]);
|
|
|
|
+#endif
|
|
|
|
+
|
|
|
|
+ // Cleanup the shader source buffer.
|
|
|
|
+ for ( U32 i=0; i < buffers.size(); i++ )
|
|
|
|
+ dFree( buffers[i] );
|
|
|
|
+
|
|
|
|
+ glCompileShader(shader);
|
|
|
|
+
|
|
|
|
+ return true;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool GFXGLShader::initShader( const Torque::Path &file,
|
|
|
|
+ bool isVertex,
|
|
|
|
+ const Vector<GFXShaderMacro> ¯os )
|
|
|
|
+{
|
|
|
|
+ PROFILE_SCOPE(GFXGLShader_CompileShader);
|
|
|
|
+ GLuint activeShader = glCreateShader(isVertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
|
|
|
|
+ if(isVertex)
|
|
|
|
+ mVertexShader = activeShader;
|
|
|
|
+ else
|
|
|
|
+ mPixelShader = activeShader;
|
|
|
|
+ glAttachShader(mProgram, activeShader);
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // Ok it's not in the shader gen manager, so ask Torque for it
|
|
|
|
+ FileStream stream;
|
|
|
|
+ if ( !stream.open( file, Torque::FS::File::Read ) )
|
|
|
|
+ {
|
|
|
|
+ AssertISV(false, avar("GFXGLShader::initShader - failed to open shader '%s'.", file.getFullPath().c_str()));
|
|
|
|
+
|
|
|
|
+ if ( smLogErrors )
|
|
|
|
+ Con::errorf( "GFXGLShader::initShader - Failed to open shader file '%s'.",
|
|
|
|
+ file.getFullPath().c_str() );
|
|
|
|
+
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ( !_loadShaderFromStream( activeShader, file, &stream, macros ) )
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ GLint compile;
|
|
|
|
+ glGetShaderiv(activeShader, GL_COMPILE_STATUS, &compile);
|
|
|
|
+
|
|
|
|
+ // Dump the info log to the console
|
|
|
|
+ U32 logLength = 0;
|
|
|
|
+ glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
|
|
|
+
|
|
|
|
+ GLint compileStatus = GL_TRUE;
|
|
|
|
+ if ( logLength )
|
|
|
|
+ {
|
|
|
|
+ FrameAllocatorMarker fam;
|
|
|
|
+ char* log = (char*)fam.alloc(logLength);
|
|
|
|
+ glGetShaderInfoLog(activeShader, logLength, NULL, log);
|
|
|
|
+
|
|
|
|
+ // Always print errors
|
|
|
|
+ glGetShaderiv( activeShader, GL_COMPILE_STATUS, &compileStatus );
|
|
|
|
+
|
|
|
|
+ if ( compileStatus == GL_FALSE )
|
|
|
|
+ {
|
|
|
|
+ if ( smLogErrors )
|
|
|
|
+ {
|
|
|
|
+ Con::errorf( "GFXGLShader::initShader - Error compiling shader!" );
|
|
|
|
+ Con::errorf( "Program %s: %s", file.getFullPath().c_str(), log );
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ else if ( smLogWarnings )
|
|
|
|
+ Con::warnf( "Program %s: %s", file.getFullPath().c_str(), log );
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return compileStatus != GL_FALSE;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/// Returns our list of shader constants, the material can get this and just set the constants it knows about
|
|
|
|
+const Vector<GFXShaderConstDesc>& GFXGLShader::getShaderConstDesc() const
|
|
|
|
+{
|
|
|
|
+ PROFILE_SCOPE(GFXGLShader_GetShaderConstants);
|
|
|
|
+ return mConstants;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/// Returns the alignment value for constType
|
|
|
|
+U32 GFXGLShader::getAlignmentValue(const GFXShaderConstType constType) const
|
|
|
|
+{
|
|
|
|
+ // Alignment is the same thing as size for us.
|
|
|
|
+ return shaderConstTypeSize(constType);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+const String GFXGLShader::describeSelf() const
|
|
|
|
+{
|
|
|
|
+ String ret;
|
|
|
|
+ ret = String::ToString(" Program: %i", mProgram);
|
|
|
|
+ ret += String::ToString(" Vertex Path: %s", mVertexFile.getFullPath().c_str());
|
|
|
|
+ ret += String::ToString(" Pixel Path: %s", mPixelFile.getFullPath().c_str());
|
|
|
|
+
|
|
|
|
+ return ret;
|
|
|
|
+}
|