/** * Copyright (c) 2006-2023 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ // LOVE #include "common/config.h" #include "Shader.h" #include "ShaderStage.h" #include "Graphics.h" #include "graphics/vertex.h" // C++ #include #include #include namespace love { namespace graphics { namespace opengl { static bool isBuffer(Shader::UniformType utype) { return utype == Shader::UNIFORM_TEXELBUFFER || utype == Shader::UNIFORM_STORAGEBUFFER; } Shader::Shader(StrongRef stages[SHADERSTAGE_MAX_ENUM], const CompileOptions &options) : love::graphics::Shader(stages, options) , program(0) , splitUniformsPerDraw(false) , builtinUniforms() , builtinUniformInfo() { // load shader source and create program object loadVolatile(); } Shader::~Shader() { unloadVolatile(); for (const auto &p : uniforms) { // Allocated with malloc(). if (p.second.data != nullptr) free(p.second.data); if (p.second.baseType == UNIFORM_SAMPLER || p.second.baseType == UNIFORM_STORAGETEXTURE) { for (int i = 0; i < p.second.count; i++) { if (p.second.textures[i] != nullptr) p.second.textures[i]->release(); } delete[] p.second.textures; } else if (isBuffer(p.second.baseType)) { for (int i = 0; i < p.second.count; i++) { if (p.second.buffers[i] != nullptr) p.second.buffers[i]->release(); } delete[] p.second.buffers; } } } void Shader::mapActiveUniforms() { // Built-in uniform locations default to -1 (nonexistent.) for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) { builtinUniforms[i] = -1; builtinUniformInfo[i] = nullptr; } GLint activeprogram = 0; glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram); gl.useProgram(program); GLint numuniforms; glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms); GLchar cname[256]; const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar)); std::map olduniforms = uniforms; uniforms.clear(); auto gfx = Module::getInstance(Module::M_GRAPHICS); for (int uindex = 0; uindex < numuniforms; uindex++) { GLsizei namelen = 0; GLenum gltype = 0; UniformInfo u = {}; glGetActiveUniform(program, (GLuint) uindex, bufsize, &namelen, &u.count, &gltype, cname); u.name = std::string(cname, (size_t) namelen); u.location = glGetUniformLocation(program, u.name.c_str()); u.access = ACCESS_READ; computeUniformTypeInfo(gltype, u); // glGetActiveUniform appends "[0]" to the end of array uniform names... if (u.name.length() > 3) { size_t findpos = u.name.find("[0]"); if (findpos != std::string::npos && findpos == u.name.length() - 3) u.name.erase(u.name.length() - 3); } // If this is a built-in (LOVE-created) uniform, store the location. BuiltinUniform builtin = BUILTIN_MAX_ENUM; if (getConstant(u.name.c_str(), builtin)) builtinUniforms[int(builtin)] = u.location; if (u.location == -1) continue; if (!fillUniformReflectionData(u)) continue; if ((u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) || u.baseType == UNIFORM_TEXELBUFFER) { TextureUnit unit; unit.type = u.textureType; unit.active = true; if (u.baseType == UNIFORM_TEXELBUFFER) { unit.isTexelBuffer = true; unit.texture = gl.getDefaultTexelBuffer(); } else { unit.isTexelBuffer = false; unit.texture = 0; // Handled below. } for (int i = 0; i < u.count; i++) textureUnits.push_back(unit); } else if (u.baseType == UNIFORM_STORAGETEXTURE) { StorageTextureBinding binding = {}; binding.gltexture = 0; // Handled below. binding.type = u.textureType; if ((u.access & (ACCESS_READ | ACCESS_WRITE)) != 0) binding.access = GL_READ_WRITE; else if ((u.access & ACCESS_WRITE) != 0) binding.access = GL_WRITE_ONLY; else if ((u.access & ACCESS_READ) != 0) binding.access = GL_READ_ONLY; auto fmt = OpenGL::convertPixelFormat(u.storageTextureFormat, false); binding.internalFormat = fmt.internalformat; for (int i = 0; i < u.count; i++) storageTextureBindings.push_back(binding); } // Make sure previously set uniform data is preserved, and shader- // initialized values are retrieved. auto oldu = olduniforms.find(u.name); if (oldu != olduniforms.end()) { u.data = oldu->second.data; u.dataSize = oldu->second.dataSize; u.textures = oldu->second.textures; updateUniform(&u, u.count, true); } else { u.dataSize = 0; switch (u.baseType) { case UNIFORM_FLOAT: u.dataSize = sizeof(float) * u.components * u.count; u.data = malloc(u.dataSize); break; case UNIFORM_INT: case UNIFORM_BOOL: case UNIFORM_SAMPLER: case UNIFORM_STORAGETEXTURE: case UNIFORM_TEXELBUFFER: u.dataSize = sizeof(int) * u.components * u.count; u.data = malloc(u.dataSize); break; case UNIFORM_UINT: u.dataSize = sizeof(unsigned int) * u.components * u.count; u.data = malloc(u.dataSize); break; case UNIFORM_MATRIX: u.dataSize = sizeof(float) * ((size_t)u.matrix.rows * u.matrix.columns) * u.count; u.data = malloc(u.dataSize); break; default: break; } if (u.dataSize > 0) { memset(u.data, 0, u.dataSize); if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_TEXELBUFFER) { int startunit = (int) textureUnits.size() - u.count; if (builtin == BUILTIN_TEXTURE_MAIN) startunit = 0; for (int i = 0; i < u.count; i++) u.ints[i] = startunit + i; glUniform1iv(u.location, u.count, u.ints); if (u.baseType == UNIFORM_TEXELBUFFER) { u.buffers = new love::graphics::Buffer*[u.count]; memset(u.buffers, 0, sizeof(Buffer *) * u.count); } else { u.textures = new love::graphics::Texture*[u.count]; auto *tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType); for (int i = 0; i < u.count; i++) { tex->retain(); u.textures[i] = tex; } } } else if (u.baseType == UNIFORM_STORAGETEXTURE) { int startbinding = (int) storageTextureBindings.size() - u.count; for (int i = 0; i < u.count; i++) u.ints[i] = startbinding + i; glUniform1iv(u.location, u.count, u.ints); u.textures = new love::graphics::Texture*[u.count]; if ((u.access & ACCESS_WRITE) != 0) { memset(u.textures, 0, sizeof(Texture *) * u.count); } else { auto *tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType); for (int i = 0; i < u.count; i++) { tex->retain(); u.textures[i] = tex; } } } } size_t offset = 0; // Store any shader-initialized values in our own memory. for (int i = 0; i < u.count; i++) { GLint location = u.location; if (u.count > 1) { std::ostringstream ss; ss << i; std::string indexname = u.name + "[" + ss.str() + "]"; location = glGetUniformLocation(program, indexname.c_str()); } if (location == -1) continue; switch (u.baseType) { case UNIFORM_FLOAT: glGetUniformfv(program, location, &u.floats[offset]); offset += u.components; break; case UNIFORM_INT: case UNIFORM_BOOL: glGetUniformiv(program, location, &u.ints[offset]); offset += u.components; break; case UNIFORM_UINT: glGetUniformuiv(program, location, &u.uints[offset]); offset += u.components; break; case UNIFORM_MATRIX: glGetUniformfv(program, location, &u.floats[offset]); offset += (size_t)u.matrix.rows * u.matrix.columns; break; default: break; } } } uniforms[u.name] = u; if (builtin != BUILTIN_MAX_ENUM) builtinUniformInfo[(int)builtin] = &uniforms[u.name]; if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE) { // Make sure all stored textures have their Volatiles loaded before // the sendTextures call, since it calls getHandle(). for (int i = 0; i < u.count; i++) { if (u.textures[i] == nullptr) continue; Volatile *v = dynamic_cast(u.textures[i]); if (v != nullptr) v->loadVolatile(); } sendTextures(&u, u.textures, u.count, true); } else if (u.baseType == UNIFORM_TEXELBUFFER) { for (int i = 0; i < u.count; i++) { if (u.buffers[i] == nullptr) continue; Volatile *v = dynamic_cast(u.buffers[i]); if (v != nullptr) v->loadVolatile(); } sendBuffers(&u, u.buffers, u.count, true); } } if (gl.isBufferUsageSupported(BUFFERUSAGE_SHADER_STORAGE)) { GLint numstoragebuffers = 0; glGetProgramInterfaceiv(program, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &numstoragebuffers); char namebuffer[2048] = { '\0' }; int nextstoragebufferbinding = 0; for (int sindex = 0; sindex < numstoragebuffers; sindex++) { UniformInfo u = {}; u.baseType = UNIFORM_STORAGEBUFFER; u.access = ACCESS_READ; GLsizei namelength = 0; glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, sindex, 2048, &namelength, namebuffer); u.name = std::string(namebuffer, namelength); u.count = 1; if (!fillUniformReflectionData(u)) continue; // Make sure previously set uniform data is preserved, and shader- // initialized values are retrieved. auto oldu = olduniforms.find(u.name); if (oldu != olduniforms.end()) { u.data = oldu->second.data; u.dataSize = oldu->second.dataSize; u.buffers = oldu->second.buffers; } else { u.dataSize = sizeof(int) * 1; u.data = malloc(u.dataSize); u.ints[0] = -1; u.buffers = new love::graphics::Buffer * [u.count]; memset(u.buffers, 0, sizeof(Buffer*)* u.count); } // Unlike local uniforms and attributes, OpenGL doesn't auto-assign storage // block bindings if they're unspecified in the shader. So we overwrite them // regardless, here. u.ints[0] = nextstoragebufferbinding++; glShaderStorageBlockBinding(program, sindex, u.ints[0]); BufferBinding binding; binding.bindingindex = u.ints[0]; binding.buffer = gl.getDefaultStorageBuffer(); if (binding.bindingindex >= 0) { int activeindex = (int)activeStorageBufferBindings.size(); activeStorageBufferBindings.push_back(binding); auto p = std::make_pair(activeindex, -1); if (u.access & ACCESS_WRITE) { p.second = (int)activeWritableStorageBuffers.size(); activeWritableStorageBuffers.push_back(u.buffers[0]); } storageBufferBindingIndexToActiveBinding[binding.bindingindex] = p; } uniforms[u.name] = u; for (int i = 0; i < u.count; i++) { if (u.buffers[i] == nullptr) continue; Volatile* v = dynamic_cast(u.buffers[i]); if (v != nullptr) v->loadVolatile(); } sendBuffers(&u, u.buffers, u.count, true); } } // Make sure uniforms that existed before but don't exist anymore are // cleaned up. This theoretically shouldn't happen, but... for (const auto &p : olduniforms) { if (uniforms.find(p.first) == uniforms.end()) { if (p.second.data != nullptr) free(p.second.data); if (p.second.baseType == UNIFORM_SAMPLER || p.second.baseType == UNIFORM_STORAGETEXTURE) { for (int i = 0; i < p.second.count; i++) { if (p.second.textures[i] != nullptr) p.second.textures[i]->release(); } delete[] p.second.textures; } else if (isBuffer(p.second.baseType)) { for (int i = 0; i < p.second.count; i++) { if (p.second.buffers[i] != nullptr) p.second.buffers[i]->release(); } delete[] p.second.buffers; } } } gl.useProgram(activeprogram); } bool Shader::loadVolatile() { OpenGL::TempDebugGroup debuggroup("Shader load"); // love::graphics::Shader sets up the shader code-side of this. auto gfx = Module::getInstance(Module::M_GRAPHICS); if (gfx != nullptr) splitUniformsPerDraw = !gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP]; // zero out active texture list textureUnits.clear(); textureUnits.push_back(TextureUnit()); activeStorageBufferBindings.clear(); storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), std::make_pair(-1, -1)); activeStorageBufferBindings.clear(); activeWritableStorageBuffers.clear(); for (const auto &stage : stages) { if (stage.get() != nullptr) ((ShaderStage*)stage.get())->loadVolatile(); } program = glCreateProgram(); if (program == 0) throw love::Exception("Cannot create shader program object."); if (!debugName.empty() && (GLAD_VERSION_4_3 || GLAD_ES_VERSION_3_2)) glObjectLabel(GL_PROGRAM, program, -1, debugName.c_str()); for (const auto &stage : stages) { if (stage.get() != nullptr) glAttachShader(program, (GLuint) stage->getHandle()); } // Bind generic vertex attribute indices to names in the shader. for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) { const char *name = nullptr; if (graphics::getConstant((BuiltinVertexAttribute) i, name)) glBindAttribLocation(program, i, (const GLchar *) name); } glLinkProgram(program); GLint status; glGetProgramiv(program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { std::string warnings = getProgramWarnings(); glDeleteProgram(program); program = 0; throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str()); } // Get all active uniform variables in this shader from OpenGL. mapActiveUniforms(); if (current == this) { // make sure glUseProgram gets called. current = nullptr; attach(); } return true; } void Shader::unloadVolatile() { if (program != 0) { if (current == this) gl.useProgram(0); glDeleteProgram(program); program = 0; } // active texture list is probably invalid, clear it textureUnits.clear(); textureUnits.push_back(TextureUnit()); attributes.clear(); // And the locations of any built-in uniform variables. for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) builtinUniforms[i] = -1; } std::string Shader::getProgramWarnings() const { GLint strsize, nullpos; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize); if (strsize == 0) return ""; char *tempstr = new char[strsize]; // be extra sure that the error string will be 0-terminated memset(tempstr, '\0', strsize); glGetProgramInfoLog(program, strsize, &nullpos, tempstr); tempstr[nullpos] = '\0'; std::string warnings(tempstr); delete[] tempstr; return warnings; } std::string Shader::getWarnings() const { std::string warnings; const char *stagestr; for (const auto &stage : stages) { if (stage.get() == nullptr) continue; const std::string &stagewarnings = stage->getWarnings(); if (ShaderStage::getConstant(stage->getStageType(), stagestr)) warnings += std::string(stagestr) + std::string(" shader:\n") + stagewarnings; } warnings += getProgramWarnings(); return warnings; } void Shader::attach() { if (current != this) { Graphics::flushBatchedDrawsGlobal(); gl.useProgram(program); current = this; // retain/release happens in Graphics::setShader. // Make sure all textures are bound to their respective texture units. for (int i = 0; i < (int) textureUnits.size(); i++) { const TextureUnit &unit = textureUnits[i]; if (unit.active) { if (unit.isTexelBuffer) gl.bindBufferTextureToUnit(unit.texture, i, false, false); else gl.bindTextureToUnit(unit.type, unit.texture, i, false, false); } } for (size_t i = 0; i < storageTextureBindings.size(); i++) { const auto &binding = storageTextureBindings[i]; glBindImageTexture((GLuint) i, binding.gltexture, 0, GL_TRUE, 0, binding.access, binding.internalFormat); } for (auto bufferbinding : activeStorageBufferBindings) gl.bindIndexedBuffer(bufferbinding.buffer, BUFFERUSAGE_SHADER_STORAGE, bufferbinding.bindingindex); // send any pending uniforms to the shader program. for (const auto &p : pendingUniformUpdates) updateUniform(p.first, p.second, true); pendingUniformUpdates.clear(); } } const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const { const auto it = uniforms.find(name); if (it == uniforms.end()) return nullptr; return &(it->second); } const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const { return builtinUniformInfo[(int)builtin]; } void Shader::updateUniform(const UniformInfo *info, int count) { updateUniform(info, count, false); } void Shader::updateUniform(const UniformInfo *info, int count, bool internalupdate) { if (current != this && !internalupdate) { pendingUniformUpdates.push_back(std::make_pair(info, count)); return; } if (!internalupdate) flushBatchedDraws(); int location = info->location; UniformType type = info->baseType; if (type == UNIFORM_FLOAT) { switch (info->components) { case 1: glUniform1fv(location, count, info->floats); break; case 2: glUniform2fv(location, count, info->floats); break; case 3: glUniform3fv(location, count, info->floats); break; case 4: glUniform4fv(location, count, info->floats); break; } } else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER || type == UNIFORM_STORAGETEXTURE || type == UNIFORM_TEXELBUFFER) { switch (info->components) { case 1: glUniform1iv(location, count, info->ints); break; case 2: glUniform2iv(location, count, info->ints); break; case 3: glUniform3iv(location, count, info->ints); break; case 4: glUniform4iv(location, count, info->ints); break; } } else if (type == UNIFORM_UINT) { switch (info->components) { case 1: glUniform1uiv(location, count, info->uints); break; case 2: glUniform2uiv(location, count, info->uints); break; case 3: glUniform3uiv(location, count, info->uints); break; case 4: glUniform4uiv(location, count, info->uints); break; } } else if (type == UNIFORM_MATRIX) { int columns = info->matrix.columns; int rows = info->matrix.rows; if (columns == 2 && rows == 2) glUniformMatrix2fv(location, count, GL_FALSE, info->floats); else if (columns == 3 && rows == 3) glUniformMatrix3fv(location, count, GL_FALSE, info->floats); else if (columns == 4 && rows == 4) glUniformMatrix4fv(location, count, GL_FALSE, info->floats); else if (columns == 2 && rows == 3) glUniformMatrix2x3fv(location, count, GL_FALSE, info->floats); else if (columns == 2 && rows == 4) glUniformMatrix2x4fv(location, count, GL_FALSE, info->floats); else if (columns == 3 && rows == 2) glUniformMatrix3x2fv(location, count, GL_FALSE, info->floats); else if (columns == 3 && rows == 4) glUniformMatrix3x4fv(location, count, GL_FALSE, info->floats); else if (columns == 4 && rows == 2) glUniformMatrix4x2fv(location, count, GL_FALSE, info->floats); else if (columns == 4 && rows == 3) glUniformMatrix4x3fv(location, count, GL_FALSE, info->floats); } } void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count) { Shader::sendTextures(info, textures, count, false); } void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count, bool internalUpdate) { bool issampler = info->baseType == UNIFORM_SAMPLER; bool isstoragetex = info->baseType == UNIFORM_STORAGETEXTURE; if (!issampler && !isstoragetex) return; bool shaderactive = current == this; if (!internalUpdate && shaderactive) flushBatchedDraws(); count = std::min(count, info->count); // Bind the textures to the texture units. for (int i = 0; i < count; i++) { love::graphics::Texture *tex = textures[i]; if (tex != nullptr) { if (!validateTexture(info, tex, internalUpdate)) continue; } else { auto gfx = Module::getInstance(Module::M_GRAPHICS); tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType); } tex->retain(); if (info->textures[i] != nullptr) info->textures[i]->release(); info->textures[i] = tex; if (isstoragetex) { GLuint gltex = (GLuint) tex->getHandle(); int bindingindex = info->ints[i]; auto &binding = storageTextureBindings[bindingindex]; binding.texture = tex; binding.gltexture = gltex; if (shaderactive) glBindImageTexture(bindingindex, binding.gltexture, 0, GL_TRUE, 0, binding.access, binding.internalFormat); } else { GLuint gltex = (GLuint) tex->getHandle(); int texunit = info->ints[i]; if (shaderactive) gl.bindTextureToUnit(info->textureType, gltex, texunit, false, false); // Store texture id so it can be re-bound to the texture unit later. textureUnits[texunit].texture = gltex; } } } void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count) { Shader::sendBuffers(info, buffers, count, false); } void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count, bool internalUpdate) { bool texelbinding = info->baseType == UNIFORM_TEXELBUFFER; bool storagebinding = info->baseType == UNIFORM_STORAGEBUFFER; if (!texelbinding && !storagebinding) return; bool shaderactive = current == this; if (!internalUpdate && shaderactive) flushBatchedDraws(); count = std::min(count, info->count); // Bind the textures to the texture units. for (int i = 0; i < count; i++) { love::graphics::Buffer *buffer = buffers[i]; if (buffer != nullptr) { if (!validateBuffer(info, buffer, internalUpdate)) continue; buffer->retain(); } if (info->buffers[i] != nullptr) info->buffers[i]->release(); info->buffers[i] = buffer; if (texelbinding) { GLuint gltex = 0; if (buffer != nullptr) gltex = (GLuint) buffer->getTexelBufferHandle(); else gltex = gl.getDefaultTexelBuffer(); int texunit = info->ints[i]; if (shaderactive) gl.bindBufferTextureToUnit(gltex, texunit, false, false); // Store texture id so it can be re-bound to the texture unit later. textureUnits[texunit].texture = gltex; } else if (storagebinding) { int bindingindex = info->ints[i]; GLuint glbuffer = 0; if (buffer != nullptr) glbuffer = (GLuint) buffer->getHandle(); else glbuffer = gl.getDefaultStorageBuffer(); if (shaderactive) gl.bindIndexedBuffer(glbuffer, BUFFERUSAGE_SHADER_STORAGE, bindingindex); auto activeindex = storageBufferBindingIndexToActiveBinding[bindingindex]; if (activeindex.first >= 0) activeStorageBufferBindings[activeindex.first].buffer = glbuffer; if (activeindex.second >= 0) activeWritableStorageBuffers[activeindex.second] = buffer; } } } void Shader::flushBatchedDraws() const { if (current == this) Graphics::flushBatchedDrawsGlobal(); } bool Shader::hasUniform(const std::string &name) const { return uniforms.find(name) != uniforms.end(); } ptrdiff_t Shader::getHandle() const { return program; } int Shader::getVertexAttributeIndex(const std::string &name) { auto it = attributes.find(name); if (it != attributes.end()) return it->second; GLint location = glGetAttribLocation(program, name.c_str()); attributes[name] = location; return location; } void Shader::setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture) { const BuiltinUniform builtins[3] = { BUILTIN_TEXTURE_VIDEO_Y, BUILTIN_TEXTURE_VIDEO_CB, BUILTIN_TEXTURE_VIDEO_CR, }; love::graphics::Texture *textures[3] = {ytexture, cbtexture, crtexture}; for (int i = 0; i < 3; i++) { const UniformInfo *info = builtinUniformInfo[builtins[i]]; if (info != nullptr) sendTextures(info, &textures[i], 1, true); } } void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW, int viewportH) { if (current != this) return; BuiltinUniformData data; data.transformMatrix = gfx->getTransform(); data.projectionMatrix = gfx->getDeviceProjection(); // The normal matrix is the transpose of the inverse of the rotation portion // (top-left 3x3) of the transform matrix. { Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse(); const float *e = normalmatrix.getElements(); for (int i = 0; i < 3; i++) { data.normalMatrix[i].x = e[i * 3 + 0]; data.normalMatrix[i].y = e[i * 3 + 1]; data.normalMatrix[i].z = e[i * 3 + 2]; data.normalMatrix[i].w = 0.0f; } } // Store DPI scale in an unused component of another vector. data.normalMatrix[0].w = (float) gfx->getCurrentDPIScale(); // Same with point size. data.normalMatrix[1].w = gfx->getPointSize(); data.screenSizeParams.x = viewportW; data.screenSizeParams.y = viewportH; // The shader does pixcoord.y = gl_FragCoord.y * params.z + params.w. // This lets us flip pixcoord.y when needed, to be consistent (drawing // with no RT active makes the pixel coordinates y-flipped.) if (gfx->isRenderTargetActive()) { // No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0. data.screenSizeParams.z = 1.0f; data.screenSizeParams.w = 0.0f; } else { // gl_FragCoord.y is flipped when drawing to the screen, so we // un-flip: pixcoord.y = gl_FragCoord.y * -1.0 + height. data.screenSizeParams.z = -1.0f; data.screenSizeParams.w = viewportH; } data.constantColor = gfx->getColor(); gammaCorrectColor(data.constantColor); // This branch is to avoid always declaring the whole array as highp in the // vertex shader and mediump in the pixel shader for love's default shaders, // on systems that don't support highp in pixel shaders. The default shaders // use the transform matrices in vertex shaders and screen size params in // pixel shaders. If there's a single array containing both and each shader // stage declares a different precision, that's a compile error. if (splitUniformsPerDraw) { GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW]; if (location >= 0) glUniform4fv(location, 12, (const GLfloat *) &data); GLint location2 = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW_2]; if (location2 >= 0) glUniform4fv(location2, 1, (const GLfloat *) &data.screenSizeParams); } else { GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW]; if (location >= 0) glUniform4fv(location, 13, (const GLfloat *) &data); } } int Shader::getUniformTypeComponents(GLenum type) const { switch (type) { case GL_INT: case GL_UNSIGNED_INT: case GL_FLOAT: case GL_BOOL: return 1; case GL_INT_VEC2: case GL_UNSIGNED_INT_VEC2: case GL_FLOAT_VEC2: case GL_FLOAT_MAT2: case GL_BOOL_VEC2: return 2; case GL_INT_VEC3: case GL_UNSIGNED_INT_VEC3: case GL_FLOAT_VEC3: case GL_FLOAT_MAT3: case GL_BOOL_VEC3: return 3; case GL_INT_VEC4: case GL_UNSIGNED_INT_VEC4: case GL_FLOAT_VEC4: case GL_FLOAT_MAT4: case GL_BOOL_VEC4: return 4; default: return 1; } } Shader::MatrixSize Shader::getMatrixSize(GLenum type) const { MatrixSize m; switch (type) { case GL_FLOAT_MAT2: m.columns = m.rows = 2; break; case GL_FLOAT_MAT3: m.columns = m.rows = 3; break; case GL_FLOAT_MAT4: m.columns = m.rows = 4; break; case GL_FLOAT_MAT2x3: m.columns = 2; m.rows = 3; break; case GL_FLOAT_MAT2x4: m.columns = 2; m.rows = 4; break; case GL_FLOAT_MAT3x2: m.columns = 3; m.rows = 2; break; case GL_FLOAT_MAT3x4: m.columns = 3; m.rows = 4; break; case GL_FLOAT_MAT4x2: m.columns = 4; m.rows = 2; break; case GL_FLOAT_MAT4x3: m.columns = 4; m.rows = 3; break; default: m.columns = m.rows = 0; break; } return m; } void Shader::computeUniformTypeInfo(GLenum type, UniformInfo &u) { u.isDepthSampler = false; u.components = getUniformTypeComponents(type); u.baseType = UNIFORM_UNKNOWN; switch (type) { case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: u.baseType = UNIFORM_INT; u.dataBaseType = DATA_BASETYPE_INT; break; case GL_UNSIGNED_INT: case GL_UNSIGNED_INT_VEC2: case GL_UNSIGNED_INT_VEC3: case GL_UNSIGNED_INT_VEC4: u.baseType = UNIFORM_UINT; u.dataBaseType = DATA_BASETYPE_UINT; break; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: u.baseType = UNIFORM_FLOAT; u.dataBaseType = DATA_BASETYPE_FLOAT; break; case GL_FLOAT_MAT2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT4: case GL_FLOAT_MAT2x3: case GL_FLOAT_MAT2x4: case GL_FLOAT_MAT3x2: case GL_FLOAT_MAT3x4: case GL_FLOAT_MAT4x2: case GL_FLOAT_MAT4x3: u.baseType = UNIFORM_MATRIX; u.dataBaseType = DATA_BASETYPE_FLOAT; u.matrix = getMatrixSize(type); break; case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: u.baseType = UNIFORM_BOOL; u.dataBaseType = DATA_BASETYPE_BOOL; break; case GL_SAMPLER_2D: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_2D; break; case GL_SAMPLER_2D_SHADOW: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_2D; u.isDepthSampler = true; break; case GL_INT_SAMPLER_2D: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_2D; break; case GL_UNSIGNED_INT_SAMPLER_2D: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_2D; break; case GL_SAMPLER_2D_ARRAY: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_2D_ARRAY; break; case GL_SAMPLER_2D_ARRAY_SHADOW: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_2D_ARRAY; u.isDepthSampler = true; break; case GL_INT_SAMPLER_2D_ARRAY: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_2D_ARRAY; break; case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_2D_ARRAY; break; case GL_SAMPLER_3D: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_VOLUME; break; case GL_INT_SAMPLER_3D: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_VOLUME; break; case GL_UNSIGNED_INT_SAMPLER_3D: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_VOLUME; break; case GL_SAMPLER_CUBE: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_CUBE; break; case GL_SAMPLER_CUBE_SHADOW: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_CUBE; u.isDepthSampler = true; break; case GL_INT_SAMPLER_CUBE: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_CUBE; break; case GL_UNSIGNED_INT_SAMPLER_CUBE: u.baseType = UNIFORM_SAMPLER; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_CUBE; break; case GL_SAMPLER_BUFFER: u.baseType = UNIFORM_TEXELBUFFER; u.dataBaseType = DATA_BASETYPE_FLOAT; break; case GL_INT_SAMPLER_BUFFER: u.baseType = UNIFORM_TEXELBUFFER; u.dataBaseType = DATA_BASETYPE_INT; break; case GL_UNSIGNED_INT_SAMPLER_BUFFER: u.baseType = UNIFORM_TEXELBUFFER; u.dataBaseType = DATA_BASETYPE_UINT; break; case GL_IMAGE_2D: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_2D; break; case GL_INT_IMAGE_2D: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_2D; break; case GL_UNSIGNED_INT_IMAGE_2D: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_2D; break; case GL_IMAGE_2D_ARRAY: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_2D_ARRAY; break; case GL_INT_IMAGE_2D_ARRAY: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_2D_ARRAY; break; case GL_UNSIGNED_INT_IMAGE_2D_ARRAY: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_2D_ARRAY; break; case GL_IMAGE_3D: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_VOLUME; break; case GL_INT_IMAGE_3D: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_VOLUME; break; case GL_UNSIGNED_INT_IMAGE_3D: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_VOLUME; break; case GL_IMAGE_CUBE: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_FLOAT; u.textureType = TEXTURE_CUBE; break; case GL_INT_IMAGE_CUBE: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_INT; u.textureType = TEXTURE_CUBE; break; case GL_UNSIGNED_INT_IMAGE_CUBE: u.baseType = UNIFORM_STORAGETEXTURE; u.dataBaseType = DATA_BASETYPE_UINT; u.textureType = TEXTURE_CUBE; break; default: break; } } } // opengl } // graphics } // love