/** * Copyright (c) 2006-2015 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 "Canvas.h" // C++ #include namespace love { namespace graphics { namespace opengl { namespace { // temporarily attaches a shader program (for setting uniforms, etc) // reattaches the originally active program when destroyed struct TemporaryAttacher { TemporaryAttacher(Shader *shader) : curShader(shader) , prevShader(Shader::current) { curShader->attach(true); } ~TemporaryAttacher() { if (prevShader != nullptr) prevShader->attach(); else curShader->detach(); } Shader *curShader; Shader *prevShader; }; } // anonymous namespace Shader *Shader::current = nullptr; Shader *Shader::defaultShader = nullptr; Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM]; GLint Shader::maxTexUnits = 0; std::vector Shader::textureCounters; Shader::Shader(const ShaderSource &source) : shaderSource(source) , program(0) , builtinUniforms() , builtinAttributes() , lastCanvas((Canvas *) -1) , lastViewport() { if (source.vertex.empty() && source.pixel.empty()) throw love::Exception("Cannot create shader: no source code!"); if (maxTexUnits <= 0) { GLint maxtexunits; glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtexunits); maxTexUnits = std::max(maxtexunits - 1, 0); } // initialize global texture id counters if needed if (textureCounters.size() < (size_t) maxTexUnits) textureCounters.resize(maxTexUnits, 0); // load shader source and create program object loadVolatile(); } Shader::~Shader() { if (current == this) detach(); for (const auto &retainable : boundRetainables) retainable.second->release(); boundRetainables.clear(); unloadVolatile(); } GLuint Shader::compileCode(ShaderStage stage, const std::string &code) { GLenum glstage; const char *typestr; if (!stageNames.find(stage, typestr)) typestr = ""; switch (stage) { case STAGE_VERTEX: glstage = GL_VERTEX_SHADER; break; case STAGE_PIXEL: glstage = GL_FRAGMENT_SHADER; break; default: throw love::Exception("Cannot create shader object: unknown shader type."); break; } GLuint shaderid = glCreateShader(glstage); if (shaderid == 0) { if (glGetError() == GL_INVALID_ENUM) throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr); else throw love::Exception("Cannot create %s shader object.", typestr); } const char *src = code.c_str(); GLint srclen = (GLint) code.length(); glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen); glCompileShader(shaderid); GLint infologlen; glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen); // Get any warnings the shader compiler may have produced. if (infologlen > 0) { GLchar *infolog = new GLchar[infologlen]; glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog); // Save any warnings for later querying. shaderWarnings[stage] = infolog; delete[] infolog; } GLint status; glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { glDeleteShader(shaderid); throw love::Exception("Cannot compile %s shader code:\n%s", typestr, shaderWarnings[stage].c_str()); } return shaderid; } void Shader::mapActiveUniforms() { // Built-in uniform locations default to -1 (nonexistant.) for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) builtinUniforms[i] = -1; uniforms.clear(); GLint numuniforms; glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms); GLchar cname[256]; const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar)); for (int i = 0; i < numuniforms; i++) { GLsizei namelen = 0; Uniform u = {}; glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname); u.name = std::string(cname, (size_t) namelen); u.location = glGetUniformLocation(program, u.name.c_str()); u.baseType = getUniformBaseType(u.type); // 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; if (builtinNames.find(u.name.c_str(), builtin)) builtinUniforms[int(builtin)] = u.location; if (u.location != -1) uniforms[u.name] = u; } } bool Shader::loadVolatile() { // Recreating the shader program will invalidate uniforms that rely on these. lastCanvas = (Canvas *) -1; lastViewport = OpenGL::Viewport(); // zero out active texture list activeTexUnits.clear(); activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0); std::vector shaderids; const ShaderSource *defaults = &defaultCode[Graphics::RENDERER_OPENGL]; if (GLAD_ES_VERSION_2_0) defaults = &defaultCode[Graphics::RENDERER_OPENGLES]; // The shader program must have both vertex and pixel shader stages. const std::string &vertexcode = shaderSource.vertex.empty() ? defaults->vertex : shaderSource.vertex; const std::string &pixelcode = shaderSource.pixel.empty() ? defaults->pixel : shaderSource.pixel; try { shaderids.push_back(compileCode(STAGE_VERTEX, vertexcode)); shaderids.push_back(compileCode(STAGE_PIXEL, pixelcode)); } catch (love::Exception &) { for (GLuint id : shaderids) glDeleteShader(id); throw; } program = glCreateProgram(); if (program == 0) { for (GLuint id : shaderids) glDeleteShader(id); throw love::Exception("Cannot create shader program object."); } for (GLuint id : shaderids) glAttachShader(program, id); // Bind generic vertex attribute indices to names in the shader. for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) { VertexAttribID attrib = (VertexAttribID) i; // FIXME: We skip this both because pseudo-instancing is temporarily // disabled (see graphics.lua), and because binding a non-existant // attribute name to a location causes a shader linker warning. if (attrib == ATTRIB_PSEUDO_INSTANCE_ID) continue; const char *name = nullptr; if (attribNames.find(attrib, name)) glBindAttribLocation(program, i, (const GLchar *) name); } glLinkProgram(program); // Flag shaders for auto-deletion when the program object is deleted. for (GLuint id : shaderids) glDeleteShader(id); 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()); } // Retreive all active uniform variables in this shader from OpenGL. mapActiveUniforms(); for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) { const char *name = nullptr; if (attribNames.find(VertexAttribID(i), name)) builtinAttributes[i] = glGetAttribLocation(program, name); else builtinAttributes[i] = -1; } if (current == this) { // make sure glUseProgram gets called. current = nullptr; attach(); checkSetScreenParams(); } return true; } void Shader::unloadVolatile() { if (current == this) glUseProgram(0); if (program != 0) { glDeleteProgram(program); program = 0; } // decrement global texture id counters for texture units which had textures bound from this shader for (size_t i = 0; i < activeTexUnits.size(); ++i) { if (activeTexUnits[i] > 0) textureCounters[i] = std::max(textureCounters[i] - 1, 0); } // active texture list is probably invalid, clear it activeTexUnits.clear(); activeTexUnits.resize(maxTexUnits, 0); // same with uniform location list uniforms.clear(); // And the locations of any built-in uniform variables. for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) builtinUniforms[i] = -1; shaderWarnings.clear(); } 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; // Get the individual shader stage warnings for (const auto &warning : shaderWarnings) { if (stageNames.find(warning.first, stagestr)) warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second; } warnings += getProgramWarnings(); return warnings; } void Shader::attach(bool temporary) { if (current != this) { glUseProgram(program); current = this; // retain/release happens in Graphics::setShader. } if (!temporary) { // make sure all sent textures are properly bound to their respective texture units // note: list potentially contains texture ids of deleted/invalid textures! for (size_t i = 0; i < activeTexUnits.size(); ++i) { if (activeTexUnits[i] > 0) gl.bindTextureToUnit(activeTexUnits[i], (int) i + 1, false); } // We always want to use texture unit 0 for everyhing else. gl.setTextureUnit(0); } } void Shader::detach() { if (defaultShader) { if (current != defaultShader) defaultShader->attach(); return; } if (current != nullptr) glUseProgram(0); current = nullptr; } const Shader::Uniform &Shader::getUniform(const std::string &name) const { std::map::const_iterator it = uniforms.find(name); if (it == uniforms.end()) throw love::Exception("Variable '%s' does not exist.\n" "A common error is to define but not use the variable.", name.c_str()); return it->second; } void Shader::checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const { if (!program) throw love::Exception("No active shader program."); int realsize = getUniformTypeSize(u.type); if (size != realsize) throw love::Exception("Value size of %d does not match variable size of %d.", size, realsize); if ((u.count == 1 && count > 1) || count < 0) throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count); if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType) throw love::Exception("Cannot send a value of this type to an Image variable."); if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT)) throw love::Exception("Cannot convert between float and int."); } void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count) { TemporaryAttacher attacher(this); const Uniform &u = getUniform(name); checkSetUniformError(u, size, count, UNIFORM_INT); switch (size) { case 4: glUniform4iv(u.location, count, vec); break; case 3: glUniform3iv(u.location, count, vec); break; case 2: glUniform2iv(u.location, count, vec); break; case 1: default: glUniform1iv(u.location, count, vec); break; } } void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count) { TemporaryAttacher attacher(this); const Uniform &u = getUniform(name); checkSetUniformError(u, size, count, UNIFORM_FLOAT); switch (size) { case 4: glUniform4fv(u.location, count, vec); break; case 3: glUniform3fv(u.location, count, vec); break; case 2: glUniform2fv(u.location, count, vec); break; case 1: default: glUniform1fv(u.location, count, vec); break; } } void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count) { TemporaryAttacher attacher(this); if (size < 2 || size > 4) { throw love::Exception("Invalid matrix size: %dx%d " "(can only set 2x2, 3x3 or 4x4 matrices.)", size,size); } const Uniform &u = getUniform(name); checkSetUniformError(u, size, count, UNIFORM_FLOAT); switch (size) { case 4: glUniformMatrix4fv(u.location, count, GL_FALSE, m); break; case 3: glUniformMatrix3fv(u.location, count, GL_FALSE, m); break; case 2: default: glUniformMatrix2fv(u.location, count, GL_FALSE, m); break; } } void Shader::sendTexture(const std::string &name, Texture *texture) { GLuint gltex = texture->getGLTexture(); TemporaryAttacher attacher(this); int texunit = getTextureUnit(name); const Uniform &u = getUniform(name); checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER); // bind texture to assigned texture unit and send uniform to shader program gl.bindTextureToUnit(gltex, texunit, false); glUniform1i(u.location, texunit); // reset texture unit gl.setTextureUnit(0); // increment global shader texture id counter for this texture unit, if we haven't already if (activeTexUnits[texunit-1] == 0) ++textureCounters[texunit-1]; // store texture id so it can be re-bound to the proper texture unit later activeTexUnits[texunit-1] = gltex; retainObject(name, texture); } void Shader::retainObject(const std::string &name, Object *object) { object->retain(); auto it = boundRetainables.find(name); if (it != boundRetainables.end()) it->second->release(); boundRetainables[name] = object; } int Shader::getTextureUnit(const std::string &name) { auto it = texUnitPool.find(name); if (it != texUnitPool.end()) return it->second; int texunit = 1; // prefer texture units which are unused by all other shaders auto freeunit_it = std::find(textureCounters.begin(), textureCounters.end(), 0); if (freeunit_it != textureCounters.end()) { // we don't want to use unit 0 texunit = (int) std::distance(textureCounters.begin(), freeunit_it) + 1; } else { // no completely unused texture units exist, try to use next free slot in our own list auto nextunit_it = std::find(activeTexUnits.begin(), activeTexUnits.end(), 0); if (nextunit_it == activeTexUnits.end()) throw love::Exception("No more texture units available for shader."); // we don't want to use unit 0 texunit = (int) std::distance(activeTexUnits.begin(), nextunit_it) + 1; } texUnitPool[name] = texunit; return texunit; } Shader::UniformType Shader::getExternVariable(const std::string &name, int &components, int &count) { auto it = uniforms.find(name); if (it == uniforms.end()) { components = 0; count = 0; return UNIFORM_UNKNOWN; } components = getUniformTypeSize(it->second.type); count = (int) it->second.count; return it->second.baseType; } bool Shader::hasVertexAttrib(VertexAttribID attrib) const { return builtinAttributes[int(attrib)] != -1; } bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const { return builtinUniforms[int(builtin)] != -1; } bool Shader::sendBuiltinMatrix(BuiltinUniform builtin, int size, const GLfloat *m, int count) { if (!hasBuiltinUniform(builtin)) return false; GLint location = builtinUniforms[GLint(builtin)]; TemporaryAttacher attacher(this); switch (size) { case 2: glUniformMatrix2fv(location, count, GL_FALSE, m); break; case 3: glUniformMatrix3fv(location, count, GL_FALSE, m); break; case 4: glUniformMatrix4fv(location, count, GL_FALSE, m); break; default: return false; } return true; } bool Shader::sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *vec, int count) { if (!hasBuiltinUniform(builtin)) return false; GLint location = builtinUniforms[int(builtin)]; TemporaryAttacher attacher(this); switch (size) { case 1: glUniform1fv(location, count, vec); break; case 2: glUniform2fv(location, count, vec); break; case 3: glUniform3fv(location, count, vec); break; case 4: glUniform4fv(location, count, vec); break; default: return false; } return true; } void Shader::checkSetScreenParams() { OpenGL::Viewport view = gl.getViewport(); if (view == lastViewport && lastCanvas == Canvas::current) return; // In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w. // This lets us flip pixcoord.y when needed, to be consistent (drawing with // no Canvas active makes the y-values for pixel coordinates flipped.) GLfloat params[] = { (GLfloat) view.w, (GLfloat) view.h, 0.0f, 0.0f, }; if (Canvas::current != nullptr) { // No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0. params[2] = 1.0f; params[3] = 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. params[2] = -1.0f; params[3] = (GLfloat) view.h; } sendBuiltinFloat(BUILTIN_SCREEN_SIZE, 4, params, 1); lastCanvas = Canvas::current; lastViewport = view; } const std::map &Shader::getBoundRetainables() const { return boundRetainables; } std::string Shader::getGLSLVersion() { const char *tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION); if (tmp == nullptr) return "0.0"; // the version string always begins with a version number of the format // major_number.minor_number // or // major_number.minor_number.release_number // we can keep release_number, since it does not affect the check below. std::string versionstring(tmp); size_t minorendpos = versionstring.find(' '); return versionstring.substr(0, minorendpos); } bool Shader::isSupported() { return GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2"); } int Shader::getUniformTypeSize(GLenum type) const { switch (type) { case GL_INT: case GL_FLOAT: case GL_BOOL: case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: return 1; case GL_INT_VEC2: case GL_FLOAT_VEC2: case GL_FLOAT_MAT2: case GL_BOOL_VEC2: return 2; case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_FLOAT_MAT3: case GL_BOOL_VEC3: return 3; case GL_INT_VEC4: case GL_FLOAT_VEC4: case GL_FLOAT_MAT4: case GL_BOOL_VEC4: return 4; default: return 1; } } Shader::UniformType Shader::getUniformBaseType(GLenum type) const { switch (type) { case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: return UNIFORM_INT; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: case GL_FLOAT_MAT2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT4: return UNIFORM_FLOAT; case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return UNIFORM_BOOL; case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: return UNIFORM_SAMPLER; default: return UNIFORM_UNKNOWN; } } bool Shader::getConstant(const char *in, UniformType &out) { return uniformTypes.find(in, out); } bool Shader::getConstant(UniformType in, const char *&out) { return uniformTypes.find(in, out); } StringMap::Entry Shader::stageNameEntries[] = { {"vertex", Shader::STAGE_VERTEX}, {"pixel", Shader::STAGE_PIXEL}, }; StringMap Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries)); StringMap::Entry Shader::uniformTypeEntries[] = { {"float", Shader::UNIFORM_FLOAT}, {"int", Shader::UNIFORM_INT}, {"bool", Shader::UNIFORM_BOOL}, {"image", Shader::UNIFORM_SAMPLER}, {"unknown", Shader::UNIFORM_UNKNOWN}, }; StringMap Shader::uniformTypes(Shader::uniformTypeEntries, sizeof(Shader::uniformTypeEntries)); StringMap::Entry Shader::attribNameEntries[] = { {"VertexPosition", ATTRIB_POS}, {"VertexTexCoord", ATTRIB_TEXCOORD}, {"VertexColor", ATTRIB_COLOR}, {"love_PseudoInstanceID", ATTRIB_PSEUDO_INSTANCE_ID}, }; StringMap Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries)); StringMap::Entry Shader::builtinNameEntries[] = { {"TransformMatrix", Shader::BUILTIN_TRANSFORM_MATRIX}, {"ProjectionMatrix", Shader::BUILTIN_PROJECTION_MATRIX}, {"TransformProjectionMatrix", Shader::BUILTIN_TRANSFORM_PROJECTION_MATRIX}, {"love_PointSize", Shader::BUILTIN_POINT_SIZE}, {"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE}, }; StringMap Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries)); } // opengl } // graphics } // love