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- #include "BsGLSLParamParser.h"
- namespace BansheeEngine
- {
- INT32 GLSLAttribute::matchesName(const String& name)
- {
- if (name.length() >= mName.length())
- {
- if (name.substr(0, mName.length()) == mName)
- {
- String indexStr = name.substr(mName.length(), name.length());
- return parseUnsignedInt(indexStr, 0);
- }
- }
- return -1;
- }
- List<VertexElement> GLSLParamParser::buildVertexDeclaration(GLuint glProgram)
- {
- GLint numAttributes = 0;
- glGetProgramiv(glProgram, GL_ACTIVE_ATTRIBUTES, &numAttributes);
- GLint maxNameSize = 0;
- glGetProgramiv(glProgram, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameSize);
- GLchar* attributeName = (GLchar*)bs_alloc(sizeof(GLchar)* maxNameSize);
- List<VertexElement> elementList;
- for (GLint i = 0; i < numAttributes; i++)
- {
- GLint attribSize = 0;
- GLenum attribType = 0;
- glGetActiveAttrib(glProgram, i, maxNameSize, nullptr, &attribSize, &attribType, attributeName);
- VertexElementSemantic semantic = VES_POSITION;
- UINT16 index = 0;
- if (attribNameToElementSemantic(attributeName, semantic, index))
- {
- VertexElementType type = glTypeToAttributeType(attribType);
- elementList.push_back(VertexElement(0, i, type, semantic, index));
- }
- else
- {
- LOGWRN("Cannot determine vertex input attribute type for attribute: " + String(attributeName));
- }
- }
- bs_free(attributeName);
- return elementList;
- }
- VertexElementType GLSLParamParser::glTypeToAttributeType(GLenum glType)
- {
- switch (glType)
- {
- case GL_FLOAT:
- return VET_FLOAT1;
- case GL_FLOAT_VEC2:
- return VET_FLOAT2;
- case GL_FLOAT_VEC3:
- return VET_FLOAT3;
- case GL_FLOAT_VEC4:
- return VET_FLOAT4;
- default:
- BS_EXCEPT(NotImplementedException, "OpenGL render system currently only supports float parameters.");
- }
- }
- bool GLSLParamParser::attribNameToElementSemantic(const String& name, VertexElementSemantic& semantic, UINT16& index)
- {
- static GLSLAttribute attributes[] =
- {
- GLSLAttribute("bs_position", VES_POSITION),
- GLSLAttribute("bs_normal", VES_NORMAL),
- GLSLAttribute("bs_tangent", VES_TANGENT),
- GLSLAttribute("bs_bitangent", VES_BITANGENT),
- GLSLAttribute("bs_texcoord", VES_TEXCOORD),
- GLSLAttribute("bs_color", VES_COLOR),
- GLSLAttribute("bs_blendweights", VES_BLEND_WEIGHTS),
- GLSLAttribute("bs_blendindices", VES_BLEND_INDICES)
- };
- static const UINT32 numAttribs = sizeof(attributes) / sizeof(attributes[0]);
- for (UINT32 i = 0; i < numAttribs; i++)
- {
- INT32 attribIndex = attributes[i].matchesName(name);
- if (attribIndex != -1)
- {
- index = attribIndex;
- semantic = attributes[i].getSemantic();
- return true;
- }
- }
- return false;
- }
- void GLSLParamParser::buildUniformDescriptions(GLuint glProgram, GpuParamDesc& returnParamDesc)
- {
- // scan through the active uniforms and add them to the reference list
- GLint maxBufferSize = 0;
- glGetProgramiv(glProgram, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxBufferSize);
- GLint maxBlockNameBufferSize = 0;
- glGetProgramiv(glProgram, GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH, &maxBlockNameBufferSize);
- if (maxBlockNameBufferSize > maxBufferSize)
- maxBufferSize = maxBlockNameBufferSize;
- GLchar* uniformName = (GLchar*)bs_alloc(sizeof(GLchar)* maxBufferSize);
- GpuParamBlockDesc newGlobalBlockDesc;
- newGlobalBlockDesc.slot = 0;
- newGlobalBlockDesc.name = "BS_INTERNAL_Globals";
- newGlobalBlockDesc.blockSize = 0;
- newGlobalBlockDesc.isShareable = false;
- UINT32 textureSlot = 0;
- returnParamDesc.paramBlocks[newGlobalBlockDesc.name] = newGlobalBlockDesc;
- GpuParamBlockDesc& globalBlockDesc = returnParamDesc.paramBlocks[newGlobalBlockDesc.name];
- GLint uniformBlockCount = 0;
- glGetProgramiv(glProgram, GL_ACTIVE_UNIFORM_BLOCKS, &uniformBlockCount);
- Map<UINT32, String> blockSlotToName;
- Set<String> blockNames;
- for (GLuint index = 0; index < (GLuint)uniformBlockCount; index++)
- {
- GLsizei unusedSize = 0;
- glGetActiveUniformBlockName(glProgram, index, maxBufferSize, &unusedSize, uniformName);
- GpuParamBlockDesc newBlockDesc;
- newBlockDesc.slot = index + 1;
- newBlockDesc.name = uniformName;
- newBlockDesc.blockSize = 0;
- newBlockDesc.isShareable = true;
- returnParamDesc.paramBlocks[newBlockDesc.name] = newBlockDesc;
- blockSlotToName.insert(std::make_pair(newBlockDesc.slot, newBlockDesc.name));
- blockNames.insert(newBlockDesc.name);
- }
- Map<String, UINT32> foundFirstArrayIndex;
- Map<String, GpuParamDataDesc> foundStructs;
- // get the number of active uniforms
- GLint uniformCount = 0;
- glGetProgramiv(glProgram, GL_ACTIVE_UNIFORMS, &uniformCount);
- // Loop over each of the active uniforms, and add them to the reference container
- // only do this for user defined uniforms, ignore built in gl state uniforms
- for (GLuint index = 0; index < (GLuint)uniformCount; index++)
- {
- GLsizei arraySize = 0;
- glGetActiveUniformName(glProgram, index, maxBufferSize, &arraySize, uniformName);
- String paramName = String(uniformName);
- // Naming rules and packing rules used here are described in
- // OpenGL Core Specification 2.11.4
- // Check if parameter is a part of a struct
- Vector<String> nameElements = StringUtil::tokenise(paramName, ".");
- bool inStruct = false;
- String structName;
- if (nameElements.size() > 1)
- {
- auto uniformBlockFind = blockNames.find(nameElements[0]);
- // Check if the name is not a struct, and instead a Uniform block namespace
- if (uniformBlockFind != blockNames.end())
- {
- // Possibly it's a struct inside a named uniform block
- if (nameElements.size() > 2)
- {
- inStruct = true;
- structName = nameElements[1];
- }
- }
- else
- {
- inStruct = true;
- structName = nameElements[0];
- }
- }
- String cleanParamName = paramName; // Param name without array indexes
- // Check if the parameter is in an array
- UINT32 arrayIdx = 0;
- bool isInArray = false;
- if (inStruct)
- {
- // If the uniform name has a "[" in it then its an array element uniform.
- String::size_type arrayStart = structName.find("[");
- String::size_type arrayEnd = structName.find("]");
- if (arrayStart != String::npos)
- {
- String strArrIdx = structName.substr(arrayStart + 1, arrayEnd - (arrayStart + 1));
- arrayIdx = parseUnsignedInt(strArrIdx, 0);
- isInArray = true;
- structName = structName.substr(0, arrayStart);
- }
- }
- else
- {
- // If the uniform name has a "[" in it then its an array element uniform.
- String::size_type arrayStart = cleanParamName.find("[");
- String::size_type arrayEnd = cleanParamName.find("]");
- if (arrayStart != String::npos)
- {
- String strArrIdx = cleanParamName.substr(arrayStart + 1, arrayEnd - (arrayStart + 1));
- arrayIdx = parseUnsignedInt(strArrIdx, 0);
- isInArray = true;
- cleanParamName = cleanParamName.substr(0, arrayStart);
- }
- }
- if (inStruct)
- {
- // OpenGL makes struct management really difficult, which is why I have given up on implementing this so far
- // Some of the issues I encountered:
- // - Elements will be optimized out if they are not used. This makes it hard to determine proper structure size.
- // - If struct is within a Uniform buffer block, then it is possible because the element won't be optimized out of the buffer
- // - If the struct is within a global buffer, it is impossible to determine actual size, since the element will be optimized out of the buffer too
- // - Same issue happens with arrays, as OpenGL will optimize out array elements. With global buffers this makes it impossible to determine
- // actual array size (e.g. suppose OpenGL optimized out few last elements)
- // - Normal arrays work fine as OpenGL has utilities for reporting their actual size, but those do not work with structs
- BS_EXCEPT(NotImplementedException, "Structs are not supported.")
- }
- // GLSL will optimize out unused array indexes, so there's no guarantee that 0 is the first,
- // so we store the first one here
- int firstArrayIndex = 0;
- if (isInArray)
- {
- String& nameToSearch = cleanParamName;
- if (inStruct)
- nameToSearch = structName;
- auto arrayIndexFind = foundFirstArrayIndex.find(nameToSearch);
- if (arrayIndexFind == foundFirstArrayIndex.end())
- {
- foundFirstArrayIndex[nameToSearch] = arrayIdx;
- }
- firstArrayIndex = foundFirstArrayIndex[nameToSearch];
- }
- GLint uniformType;
- glGetActiveUniformsiv(glProgram, 1, &index, GL_UNIFORM_TYPE, &uniformType);
- bool isSampler = false;
- bool isImage = false;
- switch (uniformType)
- {
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_2D_MULTISAMPLE:
- case GL_SAMPLER_CUBE:
- isSampler = true;
- break;
- case GL_IMAGE_1D:
- case GL_IMAGE_2D:
- case GL_IMAGE_3D:
- case GL_IMAGE_CUBE:
- case GL_IMAGE_2D_MULTISAMPLE:
- isImage = true;
- break;
- }
- if (isSampler)
- {
- GpuParamObjectDesc samplerParam;
- samplerParam.name = paramName;
- samplerParam.slot = glGetUniformLocation(glProgram, uniformName);
- GpuParamObjectDesc textureParam;
- textureParam.name = paramName;
- textureParam.slot = samplerParam.slot;
- switch (uniformType)
- {
- case GL_SAMPLER_1D:
- samplerParam.type = GPOT_SAMPLER1D;
- textureParam.type = GPOT_TEXTURE1D;
- break;
- case GL_SAMPLER_2D:
- samplerParam.type = GPOT_SAMPLER2D;
- textureParam.type = GPOT_TEXTURE2D;
- break;
- case GL_SAMPLER_3D:
- samplerParam.type = GPOT_SAMPLER3D;
- textureParam.type = GPOT_TEXTURE3D;
- break;
- case GL_SAMPLER_CUBE:
- samplerParam.type = GPOT_SAMPLERCUBE;
- textureParam.type = GPOT_TEXTURECUBE;
- break;
- case GL_SAMPLER_2D_MULTISAMPLE:
- samplerParam.type = GPOT_SAMPLER2DMS;
- textureParam.type = GPOT_TEXTURE2DMS;
- break;
- }
- returnParamDesc.samplers.insert(std::make_pair(paramName, samplerParam));
- returnParamDesc.textures.insert(std::make_pair(paramName, textureParam));
- }
- else if (isImage)
- {
- GpuParamObjectDesc textureParam;
- textureParam.name = paramName;
- textureParam.slot = glGetUniformLocation(glProgram, uniformName);
- switch (uniformType)
- {
- case GL_IMAGE_1D:
- textureParam.type = GPOT_TEXTURE1D;
- break;
- case GL_IMAGE_2D:
- textureParam.type = GPOT_TEXTURE2D;
- break;
- case GL_IMAGE_3D:
- textureParam.type = GPOT_TEXTURE3D;
- break;
- }
- returnParamDesc.textures.insert(std::make_pair(paramName, textureParam));
- }
- else
- {
- // If array index is larger than 0 and uniform is not a part of a struct,
- // it means we already processed it (struct arrays are processed differently)
- if (!inStruct && arrayIdx != 0)
- continue;
- GLint blockIndex;
- glGetActiveUniformsiv(glProgram, 1, &index, GL_UNIFORM_BLOCK_INDEX, &blockIndex);
- GpuParamDataDesc gpuParam;
- if (isInArray)
- gpuParam.name = cleanParamName;
- else
- gpuParam.name = paramName;
- determineParamInfo(gpuParam, paramName, glProgram, index);
- if (blockIndex != -1)
- {
- GLint blockOffset;
- glGetActiveUniformsiv(glProgram, 1, &index, GL_UNIFORM_OFFSET, &blockOffset);
- blockOffset = blockOffset / 4;
- gpuParam.gpuMemOffset = blockOffset;
- gpuParam.paramBlockSlot = blockIndex + 1; // 0 is reserved for globals
- String& blockName = blockSlotToName[gpuParam.paramBlockSlot];
- GpuParamBlockDesc& curBlockDesc = returnParamDesc.paramBlocks[blockName];
- gpuParam.cpuMemOffset = blockOffset;
- curBlockDesc.blockSize = std::max(curBlockDesc.blockSize, gpuParam.cpuMemOffset + gpuParam.arrayElementStride * gpuParam.arraySize);
- }
- else
- {
- gpuParam.gpuMemOffset = glGetUniformLocation(glProgram, uniformName);
- gpuParam.paramBlockSlot = 0;
- gpuParam.cpuMemOffset = globalBlockDesc.blockSize;
- globalBlockDesc.blockSize = std::max(globalBlockDesc.blockSize, gpuParam.cpuMemOffset + gpuParam.arrayElementStride * gpuParam.arraySize);
- }
- // If parameter is not a part of a struct we're done
- if (!inStruct)
- {
- returnParamDesc.params.insert(std::make_pair(gpuParam.name, gpuParam));
- continue;
- }
- // If the parameter is part of a struct, then we need to update the struct definition
- auto findExistingStruct = foundStructs.find(structName);
- // Create new definition if one doesn't exist
- if (findExistingStruct == foundStructs.end())
- {
- foundStructs[structName] = GpuParamDataDesc();
- GpuParamDataDesc& structDesc = foundStructs[structName];
- structDesc.type = GPDT_STRUCT;
- structDesc.name = structName;
- structDesc.arraySize = 1;
- structDesc.elementSize = 0;
- structDesc.arrayElementStride = 0;
- structDesc.gpuMemOffset = gpuParam.gpuMemOffset;
- structDesc.cpuMemOffset = gpuParam.cpuMemOffset;
- structDesc.paramBlockSlot = gpuParam.paramBlockSlot;
- }
- // Update struct with size of the new parameter
- GpuParamDataDesc& structDesc = foundStructs[structName];
- assert(gpuParam.cpuMemOffset >= structDesc.cpuMemOffset);
- if (arrayIdx == firstArrayIndex) // Determine element size only using the first array element
- {
- structDesc.elementSize = std::max(structDesc.elementSize, (gpuParam.cpuMemOffset - structDesc.cpuMemOffset) + gpuParam.arrayElementStride * gpuParam.arraySize);
- structDesc.arrayElementStride = structDesc.elementSize;
- }
- // New array element reached, determine arrayElementStride
- if (arrayIdx != firstArrayIndex)
- {
- UINT32 numElements = arrayIdx - firstArrayIndex;
- structDesc.arrayElementStride = (gpuParam.cpuMemOffset - structDesc.cpuMemOffset) / numElements;
- }
- structDesc.arraySize = std::max(structDesc.arraySize, arrayIdx + 1);
- }
- }
- for (auto iter = foundStructs.begin(); iter != foundStructs.end(); ++iter)
- returnParamDesc.params.insert(std::make_pair(iter->first, iter->second));
- // Param blocks alway needs to be a multiple of 4, so make it so
- for (auto iter = returnParamDesc.paramBlocks.begin(); iter != returnParamDesc.paramBlocks.end(); ++iter)
- {
- GpuParamBlockDesc& blockDesc = iter->second;
- if (blockDesc.blockSize % 4 != 0)
- blockDesc.blockSize += (4 - (blockDesc.blockSize % 4));
- }
- #if BS_DEBUG_MODE
- // Check if manually calculated and OpenGL buffer sizes match
- for (auto iter = returnParamDesc.paramBlocks.begin(); iter != returnParamDesc.paramBlocks.end(); ++iter)
- {
- if (iter->second.slot == 0)
- continue;
- GLint blockSize = 0;
- glGetActiveUniformBlockiv(glProgram, iter->second.slot - 1, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize);
- assert(blockSize % 4 == 0);
- blockSize = blockSize / 4;
- if (iter->second.blockSize != blockSize)
- BS_EXCEPT(InternalErrorException, "OpenGL specified and manual uniform block buffer sizes don't match!");
- }
- #endif
- bs_free(uniformName);
- }
- void GLSLParamParser::determineParamInfo(GpuParamDataDesc& desc, const String& paramName, GLuint programHandle, GLuint uniformIndex)
- {
- GLint arraySize;
- glGetActiveUniformsiv(programHandle, 1, &uniformIndex, GL_UNIFORM_SIZE, &arraySize);
- desc.arraySize = arraySize;
- GLint uniformType;
- glGetActiveUniformsiv(programHandle, 1, &uniformIndex, GL_UNIFORM_TYPE, &uniformType);
- switch (uniformType)
- {
- case GL_BOOL:
- desc.type = GPDT_BOOL;
- desc.elementSize = 1;
- break;
- case GL_FLOAT:
- desc.type = GPDT_FLOAT1;
- desc.elementSize = 1;
- break;
- case GL_FLOAT_VEC2:
- desc.type = GPDT_FLOAT2;
- desc.elementSize = 2;
- break;
- case GL_FLOAT_VEC3:
- desc.type = GPDT_FLOAT3;
- desc.elementSize = 3;
- break;
- case GL_FLOAT_VEC4:
- desc.type = GPDT_FLOAT4;
- desc.elementSize = 4;
- break;
- case GL_INT:
- desc.type = GPDT_INT1;
- desc.elementSize = 1;
- break;
- case GL_INT_VEC2:
- desc.type = GPDT_INT2;
- desc.elementSize = 2;
- break;
- case GL_INT_VEC3:
- desc.type = GPDT_INT3;
- desc.elementSize = 3;
- break;
- case GL_INT_VEC4:
- desc.type = GPDT_INT4;
- desc.elementSize = 4;
- break;
- case GL_FLOAT_MAT2:
- desc.type = GPDT_MATRIX_2X2;
- desc.elementSize = 4;
- break;
- case GL_FLOAT_MAT3:
- desc.type = GPDT_MATRIX_3X3;
- desc.elementSize = 9;
- break;
- case GL_FLOAT_MAT4:
- desc.type = GPDT_MATRIX_4X4;
- desc.elementSize = 16;
- break;
- case GL_FLOAT_MAT2x3:
- desc.type = GPDT_MATRIX_2X3;
- desc.elementSize = 6;
- break;
- case GL_FLOAT_MAT3x2:
- desc.type = GPDT_MATRIX_3X2;
- desc.elementSize = 6;
- break;
- case GL_FLOAT_MAT2x4:
- desc.type = GPDT_MATRIX_2X4;
- desc.elementSize = 8;
- break;
- case GL_FLOAT_MAT4x2:
- desc.type = GPDT_MATRIX_4X2;
- desc.elementSize = 8;
- break;
- case GL_FLOAT_MAT3x4:
- desc.type = GPDT_MATRIX_3X4;
- desc.elementSize = 12;
- break;
- case GL_FLOAT_MAT4x3:
- desc.type = GPDT_MATRIX_4X3;
- desc.elementSize = 12;
- break;
- default:
- BS_EXCEPT(InternalErrorException, "Invalid shader parameter type: " + toString(uniformType) + " for parameter " + paramName);
- }
- if (arraySize > 1)
- {
- GLint arrayStride;
- glGetActiveUniformsiv(programHandle, 1, &uniformIndex, GL_UNIFORM_ARRAY_STRIDE, &arrayStride);
- if (arrayStride > 0)
- {
- assert(arrayStride % 4 == 0);
- desc.arrayElementStride = arrayStride / 4;
- }
- else
- desc.arrayElementStride = desc.elementSize;
- }
- else
- desc.arrayElementStride = desc.elementSize;
- }
- }
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