| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsGLPrerequisites.h" |
| 6 | #include "RenderAPI/BsVertexDeclaration.h" |
| 7 | #include "Debug/BsDebug.h" |
| 8 | #include "Error/BsException.h" |
| 9 | #include "RenderAPI/BsGpuParamDesc.h" |
| 10 | |
| 11 | namespace bs { namespace ct |
| 12 | { |
| 13 | /** @addtogroup GL |
| 14 | * @{ |
| 15 | */ |
| 16 | |
| 17 | /** Holds a GLSL program input attribute used in vertex programs. */ |
| 18 | struct GLSLAttribute |
| 19 | { |
| 20 | /** Constructs a new attribute from a name and a semantic that represents in which way is the attribute used. */ |
| 21 | GLSLAttribute(const String& name, VertexElementSemantic semantic) |
| 22 | :mName(name), mSemantic(semantic) |
| 23 | { } |
| 24 | |
| 25 | /** |
| 26 | * Return true if attribute name matches the specified name and returns optional semantic index if it exists. Start |
| 27 | * of the two compared strings must match, and the remaining non-matching bit will be assumed to be the semantic |
| 28 | * index. Returns -1 if no match is made. |
| 29 | */ |
| 30 | INT32 matchesName(const String& name); |
| 31 | |
| 32 | /** Returns the semantic of this attribute. */ |
| 33 | VertexElementSemantic getSemantic() const { return mSemantic; } |
| 34 | |
| 35 | private: |
| 36 | String mName; |
| 37 | VertexElementSemantic mSemantic; |
| 38 | }; |
| 39 | |
| 40 | /** Helper class that is able to parse a GLSL GPU program and retrieve used uniforms and input attributes. */ |
| 41 | class GLSLParamParser |
| 42 | { |
| 43 | public: |
| 44 | /** |
| 45 | * Parses a compiled OpenGL program and outputs a parameter description that contains information about used |
| 46 | * uniforms. |
| 47 | * |
| 48 | * @param[in] glProgram OpenGL handle to the GPU program. |
| 49 | * @param[in] type Type of the GPU program we're parsing. |
| 50 | * @param[out] returnParamDesc Output structure containing the parsed data. |
| 51 | */ |
| 52 | void buildUniformDescriptions(GLuint glProgram, GpuProgramType type, GpuParamDesc& returnParamDesc); |
| 53 | |
| 54 | /** |
| 55 | * Parses a compiled OpenGL program and outputs vertex element list that describes input attributes to the program. |
| 56 | * Only valid for vertex programs. |
| 57 | * |
| 58 | * @param[in] glProgram OpenGL handle to the GPU program. |
| 59 | */ |
| 60 | Vector<VertexElement> buildVertexDeclaration(GLuint glProgram); |
| 61 | |
| 62 | /** |
| 63 | * Calculates the size and alignment of a single element within a shader interface block using the std140 layout. |
| 64 | * |
| 65 | * @param[in] type Type of the element. Structs are not supported. |
| 66 | * @param[in] arraySize Number of array elements of the element (1 if it's not an array). |
| 67 | * @param[in, out] offset Current location in some parent buffer at which the element should be placed at. If the |
| 68 | * location doesn't match the element's alignment, the value will be modified to a valid |
| 69 | * alignment. In multiples of 4 bytes. |
| 70 | * @return Size of the element, in multiples of 4 bytes. |
| 71 | */ |
| 72 | static UINT32 calcInterfaceBlockElementSizeAndOffset(GpuParamDataType type, UINT32 arraySize, UINT32& offset); |
| 73 | private: |
| 74 | /** Types of HLSL parameters. */ |
| 75 | enum class ParamType |
| 76 | { |
| 77 | UniformBlock, |
| 78 | Texture, |
| 79 | Sampler, |
| 80 | Image, |
| 81 | StorageBlock, |
| 82 | Count // Keep at end |
| 83 | }; |
| 84 | |
| 85 | /** |
| 86 | * Populates information for uniform with the specified index into the provided structure. |
| 87 | * |
| 88 | * @param[in] desc Output structure containing the parsed data. |
| 89 | * @param[in] paramName Name of the uniform. |
| 90 | * @param[in] programHandle Internal OpenGL handle to the GPU program. |
| 91 | * @param[in] uniformIndex Unique uniform index to retrieve data from. Obtained from OpenGL parsing methods. |
| 92 | */ |
| 93 | void determineParamInfo(GpuParamDataDesc& desc, const String& paramName, GLuint programHandle, GLuint uniformIndex); |
| 94 | |
| 95 | /** |
| 96 | * Attempts to find out a vertex element semantic based on input parameter name. GLSL has no concept of semantics, |
| 97 | * so we require all shaders to use specific names for attributes so that we know what they are used for. |
| 98 | * |
| 99 | * Valid names and semantics: |
| 100 | * bs_position - VES_POSITION |
| 101 | * bs_normal - VES_NORMAL |
| 102 | * bs_tangent - VES_TANGENT |
| 103 | * bs_bitangent - VES_BITANGENT |
| 104 | * bs_texcoord - VES_TEXCOORD |
| 105 | * bs_color - VES_COLOR |
| 106 | * bs_blendweights - VES_BLEND_WEIGHTS |
| 107 | * bs_blendindices - VES_BLEND_INDICES |
| 108 | * |
| 109 | * You may append a number to the end of the name to specify semantic index. |
| 110 | * |
| 111 | * @return True if it succeeds, false if it fails. |
| 112 | */ |
| 113 | bool attribNameToElementSemantic(const String& name, VertexElementSemantic& semantic, UINT16& index); |
| 114 | |
| 115 | /** Converts an OpenGL type to vertex element type. */ |
| 116 | VertexElementType glTypeToAttributeType(GLenum glType); |
| 117 | |
| 118 | /** Maps a parameter in a specific shader stage, of a specific type to a unique set index. */ |
| 119 | static UINT32 mapParameterToSet(GpuProgramType progType, ParamType paramType); |
| 120 | }; |
| 121 | |
| 122 | /** @} */ |
| 123 | }} |