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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "gfx/gl/gfxGLShader.h"
- #include "gfx/gl/gfxGLVertexAttribLocation.h"
- #include "gfx/gl/gfxGLDevice.h"
- #include "core/frameAllocator.h"
- #include "core/stream/fileStream.h"
- #include "core/strings/stringFunctions.h"
- #include "math/mPoint2.h"
- #include "gfx/gfxStructs.h"
- #include "console/console.h"
- #define CHECK_AARG(pos, name) static StringTableEntry attr_##name = StringTable->insert(#name); if (argName == attr_##name) { glBindAttribLocation(mProgram, pos, attr_##name); continue; }
- GFXGLShaderConstHandle::GFXGLShaderConstHandle(GFXGLShader* shader)
- : mShader(shader),
- mUBOUniform(false),
- mInstancingConstant(false)
- {
- dMemset(&mDesc, 0, sizeof(mDesc));
- mValid = false;
- }
- GFXGLShaderConstHandle::GFXGLShaderConstHandle(GFXGLShader* shader,
- const GFXShaderConstDesc& desc)
- : mShader(shader),
- mDesc(desc),
- mUBOUniform(false),
- mInstancingConstant(false)
- {
- if (desc.constType == GFXSCT_ConstBuffer)
- mValid = false;
- else
- mValid = true;
- }
- void GFXGLShaderConstHandle::reinit(const GFXShaderConstDesc& desc)
- {
- mDesc = desc;
- mValid = true;
- }
- GFXGLShaderConstHandle::~GFXGLShaderConstHandle()
- {
- }
- const GFXShaderConstDesc GFXGLShaderConstHandle::getDesc()
- {
- return mDesc;
- }
- static U32 shaderConstTypeSize(GFXShaderConstType type)
- {
- switch (type)
- {
- case GFXSCT_Float:
- case GFXSCT_Int:
- case GFXSCT_UInt:
- case GFXSCT_Bool:
- case GFXSCT_Sampler:
- case GFXSCT_SamplerCube:
- case GFXSCT_SamplerCubeArray:
- case GFXSCT_SamplerTextureArray:
- return 4;
- case GFXSCT_Float2:
- case GFXSCT_Int2:
- case GFXSCT_UInt2:
- case GFXSCT_Bool2:
- return 8;
- case GFXSCT_Float3:
- case GFXSCT_Int3:
- case GFXSCT_UInt3:
- case GFXSCT_Bool3:
- return 12;
- case GFXSCT_Float4:
- case GFXSCT_Int4:
- case GFXSCT_UInt4:
- case GFXSCT_Bool4:
- return 16;
- case GFXSCT_Float2x2:
- return 16;
- case GFXSCT_Float3x3:
- return 36;
- case GFXSCT_Float4x3:
- return 48;
- case GFXSCT_Float4x4:
- return 64;
- default:
- AssertFatal(false, "shaderConstTypeSize - Unrecognized constant type");
- return 0;
- }
- }
- GFXGLShaderConstBuffer::GFXGLShaderConstBuffer(GFXGLShader* shader)
- {
- mShader = shader;
- mWasLost = true;
- }
- GFXGLShaderConstBuffer::~GFXGLShaderConstBuffer()
- {
- if (mShader)
- mShader->_unlinkBuffer(this);
- }
- template<typename ConstType>
- void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const ConstType& param)
- {
- AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!");
- AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!");
- AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
- GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
- AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
- U8* basePointer;
- if (!_glHandle->mUBOUniform)
- {
- basePointer = mBufferMap[-1].data;
- }
- else
- {
- basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
- }
- U8* buf = basePointer + _glHandle->mDesc.offset;
- if (_glHandle->mInstancingConstant)
- buf = mInstPtr + _glHandle->mDesc.offset;
- dMemcpy(buf, ¶m, sizeof(ConstType));
- }
- GFXShader* GFXGLShaderConstBuffer::getShader()
- {
- return mShader;
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2F& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3F& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4F& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point3I& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point4I& fv)
- {
- internalSet(handle, fv);
- }
- template<typename ConstType>
- void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
- {
- AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!");
- AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!");
- AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
- 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 array");
- U8* basePointer;
- if (!_glHandle->mUBOUniform)
- {
- basePointer = mBufferMap[-1].data;
- }
- else
- {
- basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
- }
- const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
- for (U32 i = 0; i < fv.size(); ++i)
- {
- dMemcpy(basePointer + _glHandle->mDesc.offset + i * sizeof(ConstType), fvBuffer, sizeof(ConstType));
- fvBuffer += fv.getElementSize();
- }
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv)
- {
- internalSet(handle, fv);
- }
- void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType)
- {
- AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!");
- AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!");
- AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
- 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 || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
- U8* basePointer;
- if (!_glHandle->mUBOUniform)
- {
- basePointer = mBufferMap[-1].data;
- }
- else
- {
- basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
- }
- switch (matType)
- {
- case GFXSCT_Float2x2:
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[0] = mat[0];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[1] = mat[1];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[2] = mat[4];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[3] = mat[5];
- break;
- case GFXSCT_Float3x3:
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[0] = mat[0];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[1] = mat[1];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[2] = mat[2];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[3] = mat[4];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[4] = mat[5];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[5] = mat[6];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[6] = mat[8];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[7] = mat[9];
- reinterpret_cast<F32*>(basePointer + _glHandle->mDesc.offset)[8] = mat[10];
- break;
- case GFXSCT_Float4x3:
- dMemcpy(basePointer + _glHandle->mDesc.offset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
- break;
- case GFXSCT_Float4x4:
- {
- if (_glHandle->mInstancingConstant)
- {
- MatrixF transposed;
- mat.transposeTo(transposed);
- dMemcpy(mInstPtr + _glHandle->mDesc.offset, (const F32*)transposed, sizeof(MatrixF));
- return;
- }
- dMemcpy(basePointer + _glHandle->mDesc.offset, (const F32*)mat, sizeof(MatrixF));
- break;
- }
- default:
- 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");
- U8* basePointer;
- if (!_glHandle->mUBOUniform)
- {
- basePointer = mBufferMap[-1].data;
- }
- else
- {
- basePointer = mBufferMap[_glHandle->mDesc.bindPoint].data;
- }
- switch (matrixType) {
- case GFXSCT_Float4x3:
- // Copy each item with the last row chopped off
- for (int i = 0; i < arraySize; i++)
- {
- dMemcpy(basePointer + _glHandle->mDesc.offset + (i * (sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
- }
- break;
- case GFXSCT_Float4x4:
- dMemcpy(basePointer + _glHandle->mDesc.offset, (F32*)mat, _glHandle->getSize());
- break;
- default:
- AssertFatal(false, "GFXGLShaderConstBuffer::set - setting array of non 4x4 matrices!");
- break;
- }
- }
- void GFXGLShaderConstBuffer::activate(GFXGLShaderConstBuffer* prevShaderBuffer)
- {
- PROFILE_SCOPE(GFXGLShaderConstBuffer_activate);
- for (BufferMap::Iterator i = mBufferMap.begin(); i != mBufferMap.end(); ++i)
- {
- const S32 thisBufferDesc = i->key;
- // set the global buffer differently
- if (thisBufferDesc == -1)
- {
- mShader->setConstantsFromBuffer(mBufferMap[-1].data);
- continue;
- }
- ConstantBuffer thisBuff = i->value;
- if (prevShaderBuffer && prevShaderBuffer != this)
- {
- const ConstantBuffer prevBuffer = prevShaderBuffer->mBufferMap[i->key];
- if (prevBuffer.data && !prevBuffer.isDirty)
- {
- if (prevBuffer.size != thisBuff.size)
- {
- thisBuff.isDirty = true;
- }
- else
- {
- if (dMemcmp(prevBuffer.data, thisBuff.data, thisBuff.size) != 0)
- {
- thisBuff.isDirty = true;
- }
- else
- {
- thisBuff.isDirty = false;
- }
- }
- }
- else
- {
- thisBuff.isDirty = true;
- }
- }
- else
- {
- thisBuff.isDirty = true;
- }
- if (thisBuff.data && thisBuff.isDirty)
- {
- glBindBuffer(GL_UNIFORM_BUFFER, thisBuff.bufHandle);
- glBufferData(GL_UNIFORM_BUFFER, thisBuff.size, thisBuff.data, GL_DYNAMIC_DRAW);
- glBindBufferBase(GL_UNIFORM_BUFFER, thisBufferDesc, thisBuff.bufHandle);
- }
- }
- mWasLost = false;
- }
- void GFXGLShaderConstBuffer::addBuffer(const GFXShaderConstDesc desc)
- {
- // if this is the global buffer set it to the highest.
- if (desc.bindPoint == -1)
- {
- // we dont create a bufferhandle for this one.
- U8* buf = new U8[desc.size];
- dMemset(buf, 0, desc.size);
- mBufferMap[-1].data = buf;
- mBufferMap[-1].size = desc.size;
- mBufferMap[-1].isDirty = true;
- }
- else
- {
- U8* buf = new U8[desc.size];
- dMemset(buf, 0, desc.size);
- mBufferMap[desc.bindPoint].data = buf;
- mBufferMap[desc.bindPoint].size = desc.size;
- mBufferMap[desc.bindPoint].isDirty = true;
- mBufferMap[desc.bindPoint].bufHandle = GFXGL->getDeviceBuffer(desc);
- }
- }
- const String GFXGLShaderConstBuffer::describeSelf() const
- {
- return String();
- }
- void GFXGLShaderConstBuffer::onShaderReload(GFXGLShader* shader)
- {
- AssertFatal(shader == mShader, "GFXGLShaderConstBuffer::onShaderReload, mismatched shaders!");
- for (auto& pair : mBufferMap) {
- delete[] pair.value.data;
- }
- mBufferMap.clear(); // Clear the map
- for (GFXGLShader::BufferMap::Iterator i = shader->mBuffers.begin(); i != shader->mBuffers.end(); ++i)
- {
- // add our buffer descriptions to the full const buffer.
- this->addBuffer(i->value);
- }
- mWasLost = true;
- }
- GFXGLShader::GFXGLShader(GFXGLDevice* device) :
- mVertexShader(0),
- mPixelShader(0),
- mGeometryShader(0),
- mProgram(0),
- mDevice(device),
- mGlobalConstBuffer(NULL)
- {
- }
- GFXGLShader::~GFXGLShader()
- {
- clearShaders();
- for (auto& pair : mHandles) {
- if (pair.value != nullptr) {
- delete pair.value;
- pair.value = nullptr;
- }
- }
- mHandles.clear();
- if (mGlobalConstBuffer)
- delete[] mGlobalConstBuffer;
- }
- void GFXGLShader::clearShaders()
- {
- glDeleteProgram(mProgram);
- glDeleteShader(mVertexShader);
- glDeleteShader(mPixelShader);
- glDeleteShader(mGeometryShader);
- mProgram = 0;
- mVertexShader = 0;
- mPixelShader = 0;
- mGeometryShader = 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;
- bool compiledGeometryShader = true;
- // Compile the vertex and pixel shaders if specified.
- if (!mVertexFile.isEmpty())
- {
- compiledVertexShader = initShader(mVertexFile, GFXShaderStage::VERTEX_SHADER, macros);
- if (!compiledVertexShader)
- return false;
- }
- if (!mPixelFile.isEmpty())
- {
- macros.last().name = "TORQUE_PIXEL_SHADER";
- compiledPixelShader = initShader(mPixelFile, GFXShaderStage::PIXEL_SHADER, macros);
- if (!compiledPixelShader)
- return false;
- }
- if (!mGeometryFile.isEmpty())
- {
- macros.last().name = "TORQUE_GEOMETRY_SHADER";
- compiledGeometryShader = initShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, macros);
- if (!compiledGeometryShader)
- 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()
- {
- // clear our vectors.
- mShaderConsts.clear();
- GLint maxNameLength;
- glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
- if (!maxNameLength)
- return;
- maxNameLength++;
- FrameTemp<GLchar> uniformName(maxNameLength);
- // parse ubos first and add them to our table, same as in dx
- // this is required so that in the other uniform loop we dont add
- // a uniform that exists in a ubo again.
- GLint numUBOS;
- glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_BLOCKS, &numUBOS);
- for (U32 i = 0; i < numUBOS; i++) {
- GFXShaderConstDesc desc;
- GLint uboNameLen;
- glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &uboNameLen);
- if (!uboNameLen)
- return;
- uboNameLen++;
- // get the name of the ubo for getting required data.
- FrameTemp<GLchar> uboName(uboNameLen);
- glGetActiveUniformBlockName(mProgram, i, uboNameLen, NULL, uboName);
- GLint uboBinding;
- glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_BINDING, &uboBinding);
- GLint uboSize;
- glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uboSize);
- GLint numUboUniforms;
- glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &numUboUniforms);
- GLint* indices = new GLint[numUboUniforms];
- glGetActiveUniformBlockiv(mProgram, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices);
- // fill out ubo desc.
- desc.name = String((char*)uboName);
- desc.bindPoint = uboBinding == 0 ? glGetUniformBlockIndex(mProgram, uboName) : uboBinding;
- glUniformBlockBinding(mProgram, glGetUniformBlockIndex(mProgram, uboName), desc.bindPoint);
- desc.size = uboSize;
- desc.constType = GFXSCT_ConstBuffer;
- desc.samplerReg = -1;
- mBuffers[desc.name] = desc;
- // loop uniforms in the ubo.
- for (U32 j = 0; j < numUboUniforms; j++)
- {
- GFXShaderConstDesc varDesc;
- GLint uniformIndex = indices[j];
- GLint size;
- GLenum type;
- GLint offset;
- glGetActiveUniformsiv(mProgram, 1, (const GLuint*)&uniformIndex, GL_UNIFORM_OFFSET, &offset);
- glGetActiveUniform(mProgram, uniformIndex, maxNameLength, NULL, &size, &type, uniformName);
- varDesc.name = String((char*)uniformName);
- // remove array brackets.
- varDesc.name = varDesc.name.substr(0, varDesc.name.find('['));
- // Insert $ to match D3D behavior of having a $ prepended to parameters to main.
- varDesc.name.insert(0, '$');
- varDesc.bindPoint = desc.bindPoint; // just set to the buffer bindpoint for uniforms in a ubo.
- varDesc.offset = offset;
- varDesc.arraySize = size;
- varDesc.constType = convertConstType(type);
- varDesc.size = shaderConstTypeSize(varDesc.constType) * size;
- varDesc.samplerReg = -1;
- #ifdef OPENGL_DEBUG_SPEW
- Con::printf("Variable Name %s:, offset: %d, size: %d, constantDesc.Elements: %d", varDesc.name.c_str(), varDesc.offset, varDesc.size, varDesc.arraySize);
- #endif
- mShaderConsts.push_back(varDesc);
- }
- }
- GLint numUniforms;
- glGetProgramiv(mProgram, GL_ACTIVE_UNIFORMS, &numUniforms);
- for (U32 i = 0; i < numUniforms; i++)
- {
- // skip if this uniform is inside a ubo.
- GLint blk;
- glGetActiveUniformsiv(mProgram, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &blk);
- if (blk != -1)
- {
- continue;
- }
- 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.bindPoint = -1;
- desc.arraySize = size;
- desc.constType = convertConstType(type);
- desc.size = shaderConstTypeSize(desc.constType) * size;
- desc.samplerReg = -1;
- mShaderConsts.push_back(desc);
- }
- }
- GFXShaderConstType GFXGLShader::convertConstType(GLenum constType)
- {
- switch (constType)
- {
- case GL_FLOAT:
- return GFXSCT_Float;
- break;
- case GL_FLOAT_VEC2:
- return GFXSCT_Float2;
- break;
- case GL_FLOAT_VEC3:
- return GFXSCT_Float3;
- break;
- case GL_FLOAT_VEC4:
- return GFXSCT_Float4;
- break;
- case GL_INT:
- return GFXSCT_Int;
- break;
- case GL_INT_VEC2:
- return GFXSCT_Int2;
- break;
- case GL_INT_VEC3:
- return GFXSCT_Int3;
- break;
- case GL_INT_VEC4:
- return GFXSCT_Int4;
- break;
- case GL_UNSIGNED_INT:
- return GFXSCT_UInt;
- break;
- case GL_UNSIGNED_INT_VEC2:
- return GFXSCT_UInt2;
- break;
- case GL_UNSIGNED_INT_VEC3:
- return GFXSCT_UInt3;
- break;
- case GL_UNSIGNED_INT_VEC4:
- return GFXSCT_UInt4;
- break;
- case GL_BOOL:
- return GFXSCT_Bool;
- break;
- case GL_BOOL_VEC2:
- return GFXSCT_Bool2;
- break;
- case GL_BOOL_VEC3:
- return GFXSCT_Bool3;
- break;
- case GL_BOOL_VEC4:
- return GFXSCT_Bool4;
- break;
- case GL_FLOAT_MAT2:
- return GFXSCT_Float2x2;
- break;
- case GL_FLOAT_MAT3:
- return GFXSCT_Float3x3;
- break;
- case GL_FLOAT_MAT4:
- return GFXSCT_Float4x4;
- break;
- case GL_FLOAT_MAT4x3: // jamesu - columns, rows
- return 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:
- return GFXSCT_Sampler;
- break;
- case GL_SAMPLER_CUBE:
- return GFXSCT_SamplerCube;
- break;
- case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
- return GFXSCT_SamplerCubeArray;
- break;
- case GL_SAMPLER_2D_ARRAY:
- return GFXSCT_SamplerTextureArray;
- break;
- default:
- AssertFatal(false, "Unknown shader constant class enum, maybe you could add it?");
- // If we don't recognize the constant don't add its description.
- break;
- }
- return GFXSCT_Uknown;
- }
- 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);
- // Loop through constants that exist in ubos.
- for (U32 i = 0; i < mShaderConsts.size(); i++)
- {
- GFXShaderConstDesc& desc = mShaderConsts[i];
- // Index element 1 of the name to skip the '$' we inserted earier.
- GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
- // The location for uniforms inside a UBO come back as -1.
- // AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
- HandleMap::Iterator handle = mHandles.find(desc.name);
- S32 sampler = -1;
- if (desc.constType == GFXSCT_Sampler ||
- desc.constType == GFXSCT_SamplerCube ||
- desc.constType == GFXSCT_SamplerCubeArray ||
- desc.constType == GFXSCT_SamplerTextureArray)
- {
- S32 idx = mSamplerNamesOrdered.find_next(desc.name);
- AssertFatal(idx != -1, "");
- sampler = idx; //assignedSamplerNum++;
- desc.samplerReg = idx;
- }
- if (handle != mHandles.end())
- {
- if (desc.bindPoint == -1)
- {
- AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
- desc.bindPoint = loc;
- mHandles[desc.name]->mUBOUniform = false;
- }
- else
- {
- mHandles[desc.name]->mUBOUniform = true;
- }
- handle->value->reinit(desc);
- }
- else
- {
- if (desc.bindPoint == -1)
- {
- AssertFatal(loc != -1, avar("uniform %s in shader file Vert: (%s) Frag: (%s)", &desc.name.c_str()[1], mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str()));
- desc.bindPoint = loc;
- mHandles[desc.name] = new GFXGLShaderConstHandle(this, desc);
- mHandles[desc.name]->mUBOUniform = false;
- }
- else
- {
- mHandles[desc.name] = new GFXGLShaderConstHandle(this, desc);
- mHandles[desc.name]->mUBOUniform = true;
- }
- }
- }
- // we have a global const buffer, set it up and add it.
- U32 constBufferSize = 0;
- if (mGlobalConstBuffer)
- delete[] mGlobalConstBuffer;
- for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
- {
- GFXGLShaderConstHandle* handle = iter->value;
- if (handle->isValid() && !handle->mUBOUniform)
- {
- handle->mDesc.offset = constBufferSize;
- constBufferSize += handle->getSize();
- }
- }
- if (constBufferSize > 0)
- {
- GFXShaderConstDesc desc;
- // fill out ubo desc.
- desc.name = "Global";
- desc.bindPoint = -1;
- desc.size = constBufferSize;
- desc.constType = GFXSCT_ConstBuffer;
- desc.samplerReg = -1;
- mBuffers[desc.name] = desc;
- mGlobalConstBuffer = new U8[constBufferSize];
- dMemset(mGlobalConstBuffer, 0, constBufferSize);
- }
- // Set our program so uniforms are assigned properly.
- mDevice->setShader(this, false);
- // 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 ||
- handle->getType() == GFXSCT_SamplerTextureArray))
- {
- // Set sampler number on our program.
- glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg);
- // Set sampler in constant buffer so it does not get unset later.
- dMemcpy(mGlobalConstBuffer + handle->mDesc.offset, &handle->mDesc.samplerReg, handle->getSize());
- }
- }
- //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);
- h->mInstancingConstant = true;
- h->mDesc.offset = offset;
- h->mUBOUniform = false;
- 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);
- handle->setValid(false);
- 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(U8* buffer)
- {
- for (HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); ++i)
- {
- GFXGLShaderConstHandle* handle = i->value;
- AssertFatal(handle, "GFXGLShader::setConstantsFromBuffer - Null handle");
- // skip ubo uniforms.
- if (handle->mUBOUniform || !handle->isValid())
- continue;
- if (handle->mInstancingConstant)
- continue;
- // Don't set if the value has not be changed.
- if (dMemcmp(mGlobalConstBuffer + handle->mDesc.offset, buffer + handle->mDesc.offset, handle->getSize()) == 0)
- continue;
- // Copy new value into our const buffer and set in GL.
- dMemcpy(mGlobalConstBuffer + handle->mDesc.offset, buffer + handle->mDesc.offset, handle->getSize());
- switch (handle->mDesc.constType)
- {
- case GFXSCT_Float:
- glUniform1fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Float2:
- glUniform2fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Float3:
- glUniform3fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Float4:
- glUniform4fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Sampler:
- case GFXSCT_SamplerCube:
- case GFXSCT_SamplerCubeArray:
- case GFXSCT_SamplerTextureArray:
- // Set sampler number on our program.
- glUniform1i(handle->mDesc.bindPoint, handle->mDesc.samplerReg);
- break;
- case GFXSCT_Int:
- glUniform1iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Int2:
- glUniform2iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Int3:
- glUniform3iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Int4:
- glUniform4iv(handle->mDesc.bindPoint, handle->mDesc.arraySize, (GLint*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Float2x2:
- glUniformMatrix2fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Float3x3:
- glUniformMatrix3fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- 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->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- case GFXSCT_Float4x4:
- glUniformMatrix4fv(handle->mDesc.bindPoint, handle->mDesc.arraySize, true, (GLfloat*)(mGlobalConstBuffer + handle->mDesc.offset));
- break;
- default:
- AssertFatal(0, "");
- break;
- }
- }
- }
- GFXShaderConstBufferRef GFXGLShader::allocConstBuffer()
- {
- GFXGLShaderConstBuffer* buffer = new GFXGLShaderConstBuffer(this);
- for (BufferMap::Iterator i = mBuffers.begin(); i != mBuffers.end(); ++i)
- {
- // add our buffer descriptions to the full const buffer.
- buffer->addBuffer(i->value);
- }
- buffer->registerResourceWithDevice(getOwningDevice());
- mActiveBuffers.push_back(buffer);
- return buffer;
- }
- void GFXGLShader::useProgram()
- {
- glUseProgram(mProgram);
- }
- void GFXGLShader::zombify()
- {
- clearShaders();
- }
- 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>& macros)
- {
- Vector<char*> buffers;
- Vector<U32> lengths;
- // The GLSL version declaration must go first!
- const char* versionDecl = "#version 330\n";
- buffers.push_back(dStrdup(versionDecl));
- lengths.push_back(dStrlen(versionDecl));
- //Required extensions. These are already checked when creating the GFX adapter, if we make it this far it's supported
- const char* cubeArrayExt = "#extension GL_ARB_texture_cube_map_array : enable\n";
- buffers.push_back(dStrdup(cubeArrayExt));
- lengths.push_back(dStrlen(cubeArrayExt));
- const char* gpuShader5Ext = "#extension GL_ARB_gpu_shader5 : enable\n";
- buffers.push_back(dStrdup(gpuShader5Ext));
- lengths.push_back(dStrlen(gpuShader5Ext));
- 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,
- GFXShaderStage stage,
- const Vector<GFXShaderMacro>& macros)
- {
- PROFILE_SCOPE(GFXGLShader_CompileShader);
- GLuint activeShader = 0;
- switch (stage)
- {
- case VERTEX_SHADER:
- activeShader = glCreateShader(GL_VERTEX_SHADER);
- mVertexShader = activeShader;
- break;
- case PIXEL_SHADER:
- activeShader = glCreateShader(GL_FRAGMENT_SHADER);
- mPixelShader = activeShader;
- break;
- case GEOMETRY_SHADER:
- activeShader = glCreateShader(GL_GEOMETRY_SHADER);
- mGeometryShader = activeShader;
- break;
- case DOMAIN_SHADER:
- break;
- case HULL_SHADER:
- break;
- case COMPUTE_SHADER:
- break;
- default:
- break;
- }
- 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))
- {
- if (smLogErrors)
- Con::errorf("GFXGLShader::initShader - unable to load shader from stream: '%s'.", file.getFullPath().c_str());
- 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);
- if (logLength)
- {
- FrameAllocatorMarker fam;
- char* log = (char*)fam.alloc(logLength);
- glGetShaderInfoLog(activeShader, logLength, NULL, log);
- if (compile == 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 compile != 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 mShaderConsts;
- }
- /// 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;
- }
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