ShaderProgram.cpp 11 KB

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  1. #include "anki/resource/ShaderProgram.h"
  2. #include "anki/resource/ShaderProgramPrePreprocessor.h"
  3. #include "anki/core/App.h" // To get cache dir
  4. #include "anki/gl/GlException.h"
  5. #include "anki/core/Logger.h"
  6. #include "anki/util/Util.h"
  7. #include "anki/core/Globals.h"
  8. #include "anki/util/Exception.h"
  9. #include <boost/filesystem.hpp>
  10. #include <boost/lexical_cast.hpp>
  11. #include <boost/foreach.hpp>
  12. #include <boost/functional/hash.hpp>
  13. #include <fstream>
  14. #include <sstream>
  15. namespace anki {
  16. #define SHADER_PROGRAM_EXCEPTION(x) ANKI_EXCEPTION( \
  17. "Shader program \"" + rsrcFilename + \
  18. "\": " + x)
  19. //==============================================================================
  20. // Statics =
  21. //==============================================================================
  22. const char* ShaderProgram::stdSourceCode =
  23. "#version 330 core\n"
  24. //"precision lowp float;\n"
  25. #if defined(NDEBUG)
  26. "#pragma optimize(on)\n"
  27. "#pragma debug(off)\n";
  28. #else
  29. "#pragma optimize(of)\n"
  30. "#pragma debug(on)\n";
  31. #endif
  32. //==============================================================================
  33. // Destructor =
  34. //==============================================================================
  35. ShaderProgram::~ShaderProgram()
  36. {
  37. /// @todo add code
  38. }
  39. //==============================================================================
  40. // createAndCompileShader =
  41. //==============================================================================
  42. uint ShaderProgram::createAndCompileShader(const char* sourceCode,
  43. const char* preproc, int type) const
  44. {
  45. uint glId = 0;
  46. const char* sourceStrs[2] = {NULL, NULL};
  47. // create the shader
  48. glId = glCreateShader(type);
  49. // attach the source
  50. sourceStrs[1] = sourceCode;
  51. sourceStrs[0] = preproc;
  52. // compile
  53. glShaderSource(glId, 2, sourceStrs, NULL);
  54. glCompileShader(glId);
  55. int success;
  56. glGetShaderiv(glId, GL_COMPILE_STATUS, &success);
  57. if(!success)
  58. {
  59. // print info log
  60. int infoLen = 0;
  61. int charsWritten = 0;
  62. std::vector<char> infoLog;
  63. glGetShaderiv(glId, GL_INFO_LOG_LENGTH, &infoLen);
  64. infoLog.resize(infoLen + 1);
  65. glGetShaderInfoLog(glId, infoLen, &charsWritten, &infoLog[0]);
  66. infoLog[charsWritten] = '\0';
  67. const char* shaderType = "*dummy*";
  68. switch(type)
  69. {
  70. case GL_VERTEX_SHADER:
  71. shaderType = "Vertex shader";
  72. break;
  73. case GL_FRAGMENT_SHADER:
  74. shaderType = "Fragment shader";
  75. break;
  76. default:
  77. ASSERT(0); // Not supported
  78. }
  79. throw SHADER_PROGRAM_EXCEPTION(shaderType +
  80. " compiler error log follows:\n"
  81. "===================================\n" +
  82. &infoLog[0] +
  83. "\n===================================\n" + sourceCode);
  84. }
  85. return glId;
  86. }
  87. //==============================================================================
  88. // link =
  89. //==============================================================================
  90. void ShaderProgram::link() const
  91. {
  92. // link
  93. glLinkProgram(glId);
  94. // check if linked correctly
  95. int success;
  96. glGetProgramiv(glId, GL_LINK_STATUS, &success);
  97. if(!success)
  98. {
  99. int info_len = 0;
  100. int charsWritten = 0;
  101. std::string infoLogTxt;
  102. glGetProgramiv(glId, GL_INFO_LOG_LENGTH, &info_len);
  103. infoLogTxt.resize(info_len + 1);
  104. glGetProgramInfoLog(glId, info_len, &charsWritten, &infoLogTxt[0]);
  105. throw SHADER_PROGRAM_EXCEPTION("Link error log follows:\n" +
  106. infoLogTxt);
  107. }
  108. }
  109. //==============================================================================
  110. // getUniAndAttribVars =
  111. //==============================================================================
  112. void ShaderProgram::getUniAndAttribVars()
  113. {
  114. int num;
  115. boost::array<char, 256> name_;
  116. GLsizei length;
  117. GLint size;
  118. GLenum type;
  119. // attrib locations
  120. glGetProgramiv(glId, GL_ACTIVE_ATTRIBUTES, &num);
  121. for(int i = 0; i < num; i++) // loop all attributes
  122. {
  123. glGetActiveAttrib(glId, i, sizeof(name_) / sizeof(char), &length,
  124. &size, &type, &name_[0]);
  125. name_[length] = '\0';
  126. // check if its FFP location
  127. int loc = glGetAttribLocation(glId, &name_[0]);
  128. if(loc == -1) // if -1 it means that its an FFP var
  129. {
  130. ANKI_WARNING("Shader prog: \"" << rsrcFilename <<
  131. "\": You are using FFP vertex attributes (\"" <<
  132. &name_[0] << "\")");
  133. continue;
  134. }
  135. ShaderProgramAttributeVariable* var =
  136. new ShaderProgramAttributeVariable(loc, &name_[0], type, *this);
  137. vars.push_back(var);
  138. nameToVar[var->getName().c_str()] = var;
  139. nameToAttribVar[var->getName().c_str()] = var;
  140. }
  141. // uni locations
  142. glGetProgramiv(glId, GL_ACTIVE_UNIFORMS, &num);
  143. for(int i = 0; i < num; i++) // loop all uniforms
  144. {
  145. glGetActiveUniform(glId, i, sizeof(name_) / sizeof(char), &length,
  146. &size, &type, &name_[0]);
  147. name_[length] = '\0';
  148. // check if its FFP location
  149. int loc = glGetUniformLocation(glId, &name_[0]);
  150. if(loc == -1) // if -1 it means that its an FFP var
  151. {
  152. ANKI_WARNING("Shader prog: \"" << rsrcFilename <<
  153. "\": You are using FFP vertex uniforms (\"" <<
  154. &name_[0] << "\")");
  155. continue;
  156. }
  157. ShaderProgramUniformVariable* var =
  158. new ShaderProgramUniformVariable(loc, &name_[0], type, *this);
  159. vars.push_back(var);
  160. nameToVar[var->getName().c_str()] = var;
  161. nameToUniVar[var->getName().c_str()] = var;
  162. }
  163. }
  164. //==============================================================================
  165. // load =
  166. //==============================================================================
  167. void ShaderProgram::load(const char* filename)
  168. {
  169. rsrcFilename = filename;
  170. ASSERT(glId == std::numeric_limits<uint>::max());
  171. ShaderProgramPrePreprocessor pars(filename);
  172. // 1) create and compile the shaders
  173. std::string preprocSource = stdSourceCode;
  174. vertShaderGlId = createAndCompileShader(
  175. pars.getShaderSource(ST_VERTEX).c_str(),
  176. preprocSource.c_str(),
  177. GL_VERTEX_SHADER);
  178. fragShaderGlId = createAndCompileShader(
  179. pars.getShaderSource(ST_FRAGMENT).c_str(),
  180. preprocSource.c_str(),
  181. GL_FRAGMENT_SHADER);
  182. // 2) create program and attach shaders
  183. glId = glCreateProgram();
  184. if(glId == 0)
  185. {
  186. throw SHADER_PROGRAM_EXCEPTION("glCreateProgram failed");
  187. }
  188. glAttachShader(glId, vertShaderGlId);
  189. glAttachShader(glId, fragShaderGlId);
  190. // 3) set the TRFFB varyings
  191. if(pars.getTranformFeedbackVaryings().size() > 0)
  192. {
  193. boost::array<const char*, 128> varsArr;
  194. for(uint i = 0; i < pars.getTranformFeedbackVaryings().size(); i++)
  195. {
  196. varsArr[i] = pars.getTranformFeedbackVaryings()[i].c_str();
  197. }
  198. glTransformFeedbackVaryings(glId,
  199. pars.getTranformFeedbackVaryings().size(), &varsArr[0],
  200. GL_SEPARATE_ATTRIBS);
  201. }
  202. // 4) link
  203. link();
  204. // init the rest
  205. getUniAndAttribVars();
  206. }
  207. //==============================================================================
  208. // getVariableByName =
  209. //==============================================================================
  210. const ShaderProgramVariable& ShaderProgram::getVariableByName(
  211. const char* name) const
  212. {
  213. VarsHashMap::const_iterator it = nameToVar.find(name);
  214. if(it == nameToVar.end())
  215. {
  216. throw SHADER_PROGRAM_EXCEPTION("Cannot get variable: " + name);
  217. }
  218. return *(it->second);
  219. }
  220. //==============================================================================
  221. // getAttributeVariableByName =
  222. //==============================================================================
  223. const ShaderProgramAttributeVariable& ShaderProgram::getAttributeVariableByName(
  224. const char* name) const
  225. {
  226. AttribVarsHashMap::const_iterator it = nameToAttribVar.find(name);
  227. if(it == nameToAttribVar.end())
  228. {
  229. throw SHADER_PROGRAM_EXCEPTION("Cannot get attribute loc: " + name);
  230. }
  231. return *(it->second);
  232. }
  233. //==============================================================================
  234. // getUniformVariableByName =
  235. //==============================================================================
  236. const ShaderProgramUniformVariable& ShaderProgram::getUniformVariableByName(
  237. const char* name) const
  238. {
  239. UniVarsHashMap::const_iterator it = nameToUniVar.find(name);
  240. if(it == nameToUniVar.end())
  241. {
  242. throw SHADER_PROGRAM_EXCEPTION("Cannot get uniform loc: " + name);
  243. }
  244. return *(it->second);
  245. }
  246. //==============================================================================
  247. // variableExists =
  248. //==============================================================================
  249. bool ShaderProgram::variableExists(const char* name) const
  250. {
  251. VarsHashMap::const_iterator it = nameToVar.find(name);
  252. return it != nameToVar.end();
  253. }
  254. //==============================================================================
  255. // uniformVariableExists =
  256. //==============================================================================
  257. bool ShaderProgram::uniformVariableExists(const char* name) const
  258. {
  259. UniVarsHashMap::const_iterator it = nameToUniVar.find(name);
  260. return it != nameToUniVar.end();
  261. }
  262. //==============================================================================
  263. // attributeVariableExists =
  264. //==============================================================================
  265. bool ShaderProgram::attributeVariableExists(const char* name) const
  266. {
  267. AttribVarsHashMap::const_iterator it = nameToAttribVar.find(name);
  268. return it != nameToAttribVar.end();
  269. }
  270. //==============================================================================
  271. // createSrcCodeToCache =
  272. //==============================================================================
  273. std::string ShaderProgram::createSrcCodeToCache(const char* sProgFPathName,
  274. const char* preAppendedSrcCode)
  275. {
  276. if(strlen(preAppendedSrcCode) < 1)
  277. {
  278. return sProgFPathName;
  279. }
  280. // Create suffix
  281. boost::hash<std::string> stringHash;
  282. std::size_t h = stringHash(preAppendedSrcCode);
  283. std::string suffix = boost::lexical_cast<std::string>(h);
  284. //
  285. boost::filesystem::path newfPathName =
  286. AppSingleton::get().getCachePath() /
  287. (boost::filesystem::path(sProgFPathName).filename().string()
  288. + "." + suffix);
  289. if(boost::filesystem::exists(newfPathName))
  290. {
  291. return newfPathName.string();
  292. }
  293. std::string src_ = util::readFile(sProgFPathName);
  294. std::string src = preAppendedSrcCode + src_;
  295. std::ofstream f(newfPathName.string().c_str());
  296. if(!f.is_open())
  297. {
  298. throw ANKI_EXCEPTION("Cannot open file for writing \"" +
  299. newfPathName.string() + "\"");
  300. }
  301. f.write(src.c_str(), src.length());
  302. return newfPathName.string();
  303. }
  304. //==============================================================================
  305. // getShaderInfoString =
  306. //==============================================================================
  307. std::string ShaderProgram::getShaderInfoString() const
  308. {
  309. std::stringstream ss;
  310. ss << "Variables:\n";
  311. BOOST_FOREACH(const ShaderProgramVariable& var, vars)
  312. {
  313. ss << var.getName() << " " << var.getLocation() << " ";
  314. if(var.getType() == ShaderProgramVariable::T_ATTRIBUTE)
  315. {
  316. ss << "attribute";
  317. }
  318. else
  319. {
  320. ss << "uniform";
  321. }
  322. ss << std::endl;
  323. }
  324. return ss.str();
  325. }
  326. } // end namespace