573 lines
19 KiB
C++
573 lines
19 KiB
C++
#include "pch.h"
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#include "log.h"
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#include "shader.h"
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#include "asset.h"
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#include "app.h"
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#include "legacy_gl_shader_dispatch.h"
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#include "renderer_gl/opengl_capabilities.h"
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#include "renderer_gl/shader_bindings.h"
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#include <cstdint>
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std::map<kShader, Shader> ShaderManager::m_shaders;
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Shader* ShaderManager::m_current;
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pp::renderer::RenderDeviceFeatures ShaderManager::m_render_device_features {};
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bool ShaderManager::ext_framebuffer_fetch = false;
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bool ShaderManager::ext_float32 = false;
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bool ShaderManager::ext_float32_linear = false;
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bool ShaderManager::ext_float16 = false;
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bool ShaderManager::ext_map_aligned = false;
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std::string Shader::read(const std::string& path)
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{
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Asset a;
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std::string ret;
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if (a.open(path.c_str()))
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{
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struct stat tmp_info;
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std::string abs_path = Asset::absolute(path);
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if (stat(abs_path.c_str(), &tmp_info) == 0)
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m_deps[path] = tmp_info;
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std::regex reg_include(R"!(#include "([^"]+)")!");
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std::string data((char*)a.read_all(), a.m_len);
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// split path
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std::string base;
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std::regex reg_path(R"((.*)[\\/]([^\\/]+)\.(\w+)$)");
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std::smatch m;
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if (std::regex_search(path, m, reg_path))
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{
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base = m[1].str();
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}
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for (const auto& l : split(data, '\n'))
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{
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std::smatch include_match;
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if (std::regex_search(l, include_match, reg_include))
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{
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std::string inc = base + "/" + include_match[1].str();
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if (Asset::exist(inc.c_str()))
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{
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std::string subdata = read(inc);
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ret.append(subdata + "\n");
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}
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}
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else
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{
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ret.append(l + "\n");
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}
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}
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}
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return ret;
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}
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void Shader::parse_error(const std::string& msg, const std::string& code)
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{
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auto code_lines = split(code, '\n');
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auto error_lines = split(msg, '\n');
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std::smatch m;
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std::regex r(R"(\((\d+)\))");
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for (const auto& line : error_lines)
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{
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LOG("%s", line.c_str());
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if (std::regex_search(line, m, r))
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{
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int ln = std::stoi(m[1].str());
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if (ln < code_lines.size())
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{
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int n = 2;
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int s = std::max(ln - n, 1);
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int e = std::min((int)code_lines.size() - 1, ln + n);
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for (int i = s; i < e; i++)
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{
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LOG("- line %02d: %s", i, code_lines[i - 1].c_str());
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}
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}
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}
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}
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}
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bool Shader::load(const std::string& path)
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{
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std::string data = read(path);
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if (data.empty()) return false;
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std::map<std::string, std::shared_ptr<std::string>> sections;
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std::shared_ptr<std::string> current_section = nullptr;
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std::regex reg_section(R"!(\[\[(.*)\]\])!");
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for (const auto& l : split(data, '\n'))
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{
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std::smatch m;
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if (std::regex_search(l, m, reg_section))
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{
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std::string section_name = m[1].str();
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if (!sections[section_name])
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sections[section_name] = std::make_shared<std::string>();
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current_section = sections[section_name];
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}
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else
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{
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// create an un-named section
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if (!current_section)
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current_section = sections[""] = std::make_shared<std::string>();
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current_section->append(l + "\n");
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}
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}
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if (sections.find("vertex") != sections.end() && sections.find("fragment") != sections.end())
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{
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*sections["vertex"] = SHADER_VERSION + *sections["vertex"];
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*sections["fragment"] = SHADER_VERSION + *sections["fragment"];
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if (create(*sections["vertex"], *sections["fragment"]))
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{
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m_path = path;
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return true;
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}
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}
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else
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{
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LOG("could not find [[vertex]] and [[fragment]] sections on %s", path.c_str());
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}
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return false;
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}
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bool Shader::reload()
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{
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if (m_path.empty())
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return false;
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bool dirty = false;
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struct stat tmp_info;
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for (auto& d : m_deps)
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{
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std::string abs_path = Asset::absolute(d.first);
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if (stat(abs_path.c_str(), &tmp_info) != 0)
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continue;
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if (tmp_info.st_mtime > d.second.st_mtime)
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{
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d.second = tmp_info;
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dirty = true;
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}
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}
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if (dirty)
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{
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LOG("reload shader %s", m_path.c_str());
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destroy();
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return load(m_path);
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}
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return false;
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}
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bool Shader::create(const std::string& vertex, const std::string& fragment)
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{
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bool ret = true;
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App::I->render_task([this, &ret, vertex, fragment]
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{
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static char infolog[4096];
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const auto vertex_shader = pp::renderer::gl::compile_opengl_shader_source(
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pp::renderer::gl::vertex_shader_stage(),
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vertex.c_str(),
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infolog,
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static_cast<std::int32_t>(sizeof(infolog)),
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pp::legacy::gl_shader::shader_compile_dispatch());
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if (!vertex_shader.ok())
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{
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ret = false;
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LOG("Shader::create() vertex compile failed because: %s", vertex_shader.status().message);
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return;
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}
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if (vertex_shader.value().info_log_length > 0)
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{
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LOG("\nVERTEX SHADER: %s", m_path.c_str());
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parse_error(infolog, vertex);
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}
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if (vertex_shader.value().compile_status == 0)
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{
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const auto status = pp::renderer::gl::delete_opengl_shader(
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vertex_shader.value().shader_id,
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pp::legacy::gl_shader::shader_delete_dispatch());
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if (!status.ok())
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LOG("Shader::create() vertex shader cleanup failed because: %s", status.message);
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ret = false;
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return;
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}
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const auto fragment_shader = pp::renderer::gl::compile_opengl_shader_source(
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pp::renderer::gl::fragment_shader_stage(),
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fragment.c_str(),
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infolog,
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static_cast<std::int32_t>(sizeof(infolog)),
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pp::legacy::gl_shader::shader_compile_dispatch());
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if (!fragment_shader.ok())
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{
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const auto status = pp::renderer::gl::delete_opengl_shader(
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vertex_shader.value().shader_id,
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pp::legacy::gl_shader::shader_delete_dispatch());
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if (!status.ok())
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LOG("Shader::create() vertex shader cleanup failed because: %s", status.message);
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ret = false;
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LOG("Shader::create() fragment compile failed because: %s", fragment_shader.status().message);
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return;
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}
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if (fragment_shader.value().info_log_length > 0)
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{
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LOG("\nFRAGMENT SHADER: %s", m_path.c_str());
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parse_error(infolog, fragment);
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}
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if (fragment_shader.value().compile_status == 0)
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{
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const auto vertex_cleanup = pp::renderer::gl::delete_opengl_shader(
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vertex_shader.value().shader_id,
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pp::legacy::gl_shader::shader_delete_dispatch());
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const auto fragment_cleanup = pp::renderer::gl::delete_opengl_shader(
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fragment_shader.value().shader_id,
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pp::legacy::gl_shader::shader_delete_dispatch());
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if (!vertex_cleanup.ok())
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LOG("Shader::create() vertex shader cleanup failed because: %s", vertex_cleanup.message);
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if (!fragment_cleanup.ok())
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LOG("Shader::create() fragment shader cleanup failed because: %s", fragment_cleanup.message);
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ret = false;
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return;
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}
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const auto program = pp::renderer::gl::link_opengl_shader_program(
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vertex_shader.value().shader_id,
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fragment_shader.value().shader_id,
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pp::renderer::gl::panopainter_shader_attribute_bindings(),
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infolog,
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static_cast<std::int32_t>(sizeof(infolog)),
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pp::legacy::gl_shader::program_link_dispatch());
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if (!program.ok())
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{
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const auto vertex_cleanup = pp::renderer::gl::delete_opengl_shader(
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vertex_shader.value().shader_id,
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pp::legacy::gl_shader::shader_delete_dispatch());
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const auto fragment_cleanup = pp::renderer::gl::delete_opengl_shader(
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fragment_shader.value().shader_id,
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pp::legacy::gl_shader::shader_delete_dispatch());
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if (!vertex_cleanup.ok())
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LOG("Shader::create() vertex shader cleanup failed because: %s", vertex_cleanup.message);
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if (!fragment_cleanup.ok())
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LOG("Shader::create() fragment shader cleanup failed because: %s", fragment_cleanup.message);
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ret = false;
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LOG("Shader::create() program link failed because: %s", program.status().message);
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return;
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}
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if (program.value().info_log_length > 0)
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LOG("LINK SHADER: %s\n%s", m_path.c_str(), infolog);
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if (program.value().link_status == 0)
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{
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const auto status = pp::renderer::gl::delete_opengl_program(
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program.value().program_id,
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pp::legacy::gl_shader::program_delete_dispatch());
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if (!status.ok())
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LOG("Shader::create() program cleanup failed because: %s", status.message);
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ret = false;
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return;
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}
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const auto cleanup_program = [](std::uint32_t program_id) noexcept {
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const auto status = pp::renderer::gl::delete_opengl_program(
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program_id,
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pp::legacy::gl_shader::program_delete_dispatch());
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if (!status.ok())
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LOG("Shader::create() program cleanup failed because: %s", status.message);
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};
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// Parse shader uniforms
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{
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const auto uniform_count = pp::renderer::gl::query_opengl_program_integer(
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program.value().program_id,
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pp::renderer::gl::active_uniform_count_query(),
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pp::legacy::gl_shader::program_integer_dispatch());
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if (!uniform_count.ok())
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{
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LOG("Shader::create() uniform discovery failed because: %s", uniform_count.status().message);
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cleanup_program(program.value().program_id);
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ret = false;
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return;
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}
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constexpr std::int32_t bufSize = 64; // maximum name length
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char uniform_name[bufSize]; // variable name in GLSL
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const auto count = uniform_count.value();
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for (int i = 0; i < count; i++)
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{
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const auto uniform = pp::renderer::gl::get_opengl_active_uniform(
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program.value().program_id,
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static_cast<std::uint32_t>(i),
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uniform_name,
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bufSize,
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pp::legacy::gl_shader::active_uniform_dispatch());
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if (!uniform.ok())
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{
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LOG("Shader::create() active uniform discovery failed because: %s", uniform.status().message);
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cleanup_program(program.value().program_id);
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ret = false;
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return;
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}
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kShaderUniform id = static_cast<kShaderUniform>(pp::renderer::gl::shader_uniform_id(uniform_name));
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if (m_umap.find(id) != m_umap.end())
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LOG("UNIFORM ALREADY DEFINED: %s", uniform_name);
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const auto location = pp::renderer::gl::get_opengl_uniform_location(
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program.value().program_id,
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uniform_name,
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pp::legacy::gl_shader::uniform_location_dispatch());
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if (!location.ok())
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{
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LOG("Shader::create() uniform location failed because: %s", location.status().message);
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cleanup_program(program.value().program_id);
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ret = false;
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return;
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}
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m_umap[id] = location.value();
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}
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}
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prog = program.value().program_id;
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});
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return ret;
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}
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void Shader::destroy()
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{
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if (prog)
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{
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App::I->render_task_async([prog=prog]
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{
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const auto status = pp::renderer::gl::delete_opengl_program(
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static_cast<std::uint32_t>(prog),
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pp::legacy::gl_shader::program_delete_dispatch());
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if (!status.ok())
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LOG("Shader::destroy() failed because: %s", status.message);
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});
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prog = 0;
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}
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m_umap.clear();
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}
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void Shader::use()
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{
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const auto status = pp::renderer::gl::use_opengl_program(
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static_cast<std::uint32_t>(prog),
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pp::legacy::gl_shader::program_use_dispatch());
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if (!status.ok())
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LOG("Shader::use() failed because: %s", status.message);
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}
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void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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{
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const auto status = pp::renderer::gl::set_opengl_uniform_vec4(
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static_cast<std::int32_t>(m_umap[id]),
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glm::value_ptr(v),
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pp::legacy::gl_shader::uniform_vec4_dispatch());
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if (!status.ok())
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LOG("Shader::u_vec4() failed because: %s", status.message);
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}
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}
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void Shader::u_vec3(kShaderUniform id, const glm::vec3& v)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec3 %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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{
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const auto status = pp::renderer::gl::set_opengl_uniform_vec3(
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static_cast<std::int32_t>(m_umap[id]),
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glm::value_ptr(v),
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pp::legacy::gl_shader::uniform_vec3_dispatch());
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if (!status.ok())
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LOG("Shader::u_vec3() failed because: %s", status.message);
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}
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}
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void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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{
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const auto status = pp::renderer::gl::set_opengl_uniform_vec2(
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static_cast<std::int32_t>(m_umap[id]),
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glm::value_ptr(v),
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pp::legacy::gl_shader::uniform_vec2_dispatch());
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if (!status.ok())
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LOG("Shader::u_vec2() failed because: %s", status.message);
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}
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}
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void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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{
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const auto status = pp::renderer::gl::set_opengl_uniform_mat4(
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static_cast<std::int32_t>(m_umap[id]),
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glm::value_ptr(m),
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pp::legacy::gl_shader::uniform_mat4_dispatch());
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if (!status.ok())
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LOG("Shader::u_mat4() failed because: %s", status.message);
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}
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}
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void Shader::u_int(kShaderUniform id, int i)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM int %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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{
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const auto status = pp::renderer::gl::set_opengl_uniform_int(
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static_cast<std::int32_t>(m_umap[id]),
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static_cast<std::int32_t>(i),
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pp::legacy::gl_shader::uniform_int_dispatch());
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if (!status.ok())
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LOG("Shader::u_int() failed because: %s", status.message);
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}
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}
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void Shader::u_int(const char* uniform_name, int i)
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{
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const auto location = pp::renderer::gl::get_opengl_attribute_location(
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static_cast<std::uint32_t>(prog),
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uniform_name,
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pp::legacy::gl_shader::attribute_location_dispatch());
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if (!location.ok())
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{
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LOG("Shader::u_int(name) lookup failed because: %s", location.status().message);
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return;
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}
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const auto status = pp::renderer::gl::set_opengl_uniform_int(
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location.value(),
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static_cast<std::int32_t>(i),
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pp::legacy::gl_shader::uniform_int_dispatch());
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if (!status.ok())
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LOG("Shader::u_int(name) failed because: %s", status.message);
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}
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void Shader::u_float(kShaderUniform id, float f)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
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else
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{
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const auto status = pp::renderer::gl::set_opengl_uniform_float(
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static_cast<std::int32_t>(m_umap[id]),
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f,
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pp::legacy::gl_shader::uniform_float_dispatch());
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if (!status.ok())
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LOG("Shader::u_float() failed because: %s", status.message);
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}
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}
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GLint Shader::GetAttribLocation(const char* attribute_name)
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{
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const auto location = pp::renderer::gl::get_opengl_attribute_location(
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static_cast<std::uint32_t>(prog),
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attribute_name,
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pp::legacy::gl_shader::attribute_location_dispatch());
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if (!location.ok())
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{
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LOG("Shader::GetAttribLocation() failed because: %s", location.status().message);
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return -1;
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}
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return static_cast<GLint>(location.value());
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}
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bool ShaderManager::load(kShader id, const std::string& path)
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{
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|
m_shaders[id].name = id;
|
|
return m_shaders[id].load(path);
|
|
}
|
|
|
|
bool ShaderManager::reload()
|
|
{
|
|
bool success = false;
|
|
for (auto& s : m_shaders)
|
|
success |= s.second.reload();
|
|
return success;
|
|
}
|
|
|
|
bool ShaderManager::create(kShader id, const std::string& vertex, const std::string& fragment)
|
|
{
|
|
m_shaders[id].name = id;
|
|
return m_shaders[id].create(vertex, fragment);
|
|
}
|
|
|
|
void ShaderManager::use(kShader id)
|
|
{
|
|
m_current = &m_shaders[id];
|
|
m_current->use();
|
|
}
|
|
|
|
void ShaderManager::use(const char* name)
|
|
{
|
|
m_current = &m_shaders[(kShader)const_hash(name)];
|
|
m_current->use();
|
|
}
|
|
|
|
void ShaderManager::u_vec4(kShaderUniform id, const glm::vec4& v)
|
|
{
|
|
m_current->u_vec4(id, v);
|
|
}
|
|
|
|
void ShaderManager::u_vec3(kShaderUniform id, const glm::vec3& v)
|
|
{
|
|
m_current->u_vec3(id, v);
|
|
}
|
|
|
|
void ShaderManager::u_vec2(kShaderUniform id, const glm::vec2& v)
|
|
{
|
|
m_current->u_vec2(id, v);
|
|
}
|
|
|
|
void ShaderManager::u_mat4(kShaderUniform id, const glm::mat4& m)
|
|
{
|
|
m_current->u_mat4(id, m);
|
|
}
|
|
|
|
void ShaderManager::u_int(kShaderUniform id, int i)
|
|
{
|
|
m_current->u_int(id, i);
|
|
}
|
|
|
|
void ShaderManager::u_int(const char* name, int i)
|
|
{
|
|
m_current->u_int(name, i);
|
|
}
|
|
|
|
Shader* ShaderManager::get(kShader id)
|
|
{
|
|
auto it = m_shaders.find(id);
|
|
return (it == m_shaders.end()) ? nullptr : &it->second;
|
|
}
|
|
|
|
void ShaderManager::u_float(kShaderUniform id, float f)
|
|
{
|
|
m_current->u_float(id, f);
|
|
}
|
|
|
|
void ShaderManager::set_render_device_features(pp::renderer::RenderDeviceFeatures features) noexcept
|
|
{
|
|
m_render_device_features = features;
|
|
}
|
|
|
|
pp::renderer::RenderDeviceFeatures ShaderManager::render_device_features() noexcept
|
|
{
|
|
return m_render_device_features;
|
|
}
|
|
|
|
void ShaderManager::invalidate()
|
|
{
|
|
m_shaders.clear();
|
|
}
|
|
|
|
bool check_uniform_uniqueness()
|
|
{
|
|
return pp::renderer::gl::validate_shader_uniform_names(
|
|
pp::renderer::gl::panopainter_shader_uniform_names())
|
|
.ok();
|
|
}
|