| 1 | /** |
| 2 | * Copyright (c) 2006-2023 LOVE Development Team |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * |
| 8 | * Permission is granted to anyone to use this software for any purpose, |
| 9 | * including commercial applications, and to alter it and redistribute it |
| 10 | * freely, subject to the following restrictions: |
| 11 | * |
| 12 | * 1. The origin of this software must not be misrepresented; you must not |
| 13 | * claim that you wrote the original software. If you use this software |
| 14 | * in a product, an acknowledgment in the product documentation would be |
| 15 | * appreciated but is not required. |
| 16 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 17 | * misrepresented as being the original software. |
| 18 | * 3. This notice may not be removed or altered from any source distribution. |
| 19 | **/ |
| 20 | |
| 21 | // LOVE |
| 22 | #include "Shader.h" |
| 23 | #include "Graphics.h" |
| 24 | #include "math/MathModule.h" |
| 25 | |
| 26 | // glslang |
| 27 | #include "libraries/glslang/glslang/Public/ShaderLang.h" |
| 28 | |
| 29 | // C++ |
| 30 | #include <string> |
| 31 | |
| 32 | namespace love |
| 33 | { |
| 34 | namespace graphics |
| 35 | { |
| 36 | |
| 37 | love::Type Shader::type("Shader" , &Object::type); |
| 38 | |
| 39 | Shader *Shader::current = nullptr; |
| 40 | Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr}; |
| 41 | |
| 42 | Shader::Shader(ShaderStage *vertex, ShaderStage *pixel) |
| 43 | : stages() |
| 44 | { |
| 45 | std::string err; |
| 46 | if (!validate(vertex, pixel, err)) |
| 47 | throw love::Exception("%s" , err.c_str()); |
| 48 | |
| 49 | stages[ShaderStage::STAGE_VERTEX] = vertex; |
| 50 | stages[ShaderStage::STAGE_PIXEL] = pixel; |
| 51 | } |
| 52 | |
| 53 | Shader::~Shader() |
| 54 | { |
| 55 | for (int i = 0; i < STANDARD_MAX_ENUM; i++) |
| 56 | { |
| 57 | if (this == standardShaders[i]) |
| 58 | standardShaders[i] = nullptr; |
| 59 | } |
| 60 | |
| 61 | if (current == this) |
| 62 | attachDefault(STANDARD_DEFAULT); |
| 63 | } |
| 64 | |
| 65 | void Shader::attachDefault(StandardShader defaultType) |
| 66 | { |
| 67 | Shader *defaultshader = standardShaders[defaultType]; |
| 68 | |
| 69 | if (defaultshader == nullptr) |
| 70 | { |
| 71 | current = nullptr; |
| 72 | return; |
| 73 | } |
| 74 | |
| 75 | if (current != defaultshader) |
| 76 | defaultshader->attach(); |
| 77 | } |
| 78 | |
| 79 | bool Shader::isDefaultActive() |
| 80 | { |
| 81 | for (int i = 0; i < STANDARD_MAX_ENUM; i++) |
| 82 | { |
| 83 | if (current == standardShaders[i]) |
| 84 | return true; |
| 85 | } |
| 86 | |
| 87 | return false; |
| 88 | } |
| 89 | |
| 90 | TextureType Shader::getMainTextureType() const |
| 91 | { |
| 92 | const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN); |
| 93 | return info != nullptr ? info->textureType : TEXTURE_MAX_ENUM; |
| 94 | } |
| 95 | |
| 96 | void Shader::checkMainTextureType(TextureType textype, bool isDepthSampler) const |
| 97 | { |
| 98 | const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN); |
| 99 | |
| 100 | if (info == nullptr) |
| 101 | return; |
| 102 | |
| 103 | if (info->textureType != TEXTURE_MAX_ENUM && info->textureType != textype) |
| 104 | { |
| 105 | const char *textypestr = "unknown" ; |
| 106 | const char *shadertextypestr = "unknown" ; |
| 107 | Texture::getConstant(textype, textypestr); |
| 108 | Texture::getConstant(info->textureType, shadertextypestr); |
| 109 | throw love::Exception("Texture's type (%s) must match the type of the shader's main texture type (%s)." , textypestr, shadertextypestr); |
| 110 | } |
| 111 | |
| 112 | if (info->isDepthSampler != isDepthSampler) |
| 113 | { |
| 114 | if (info->isDepthSampler) |
| 115 | throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set." ); |
| 116 | else |
| 117 | throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders." ); |
| 118 | } |
| 119 | } |
| 120 | |
| 121 | void Shader::checkMainTexture(Texture *tex) const |
| 122 | { |
| 123 | if (!tex->isReadable()) |
| 124 | throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader." ); |
| 125 | |
| 126 | checkMainTextureType(tex->getTextureType(), tex->getDepthSampleMode().hasValue); |
| 127 | } |
| 128 | |
| 129 | bool Shader::validate(ShaderStage *vertex, ShaderStage *pixel, std::string &err) |
| 130 | { |
| 131 | glslang::TProgram program; |
| 132 | |
| 133 | if (vertex != nullptr) |
| 134 | program.addShader(vertex->getGLSLangShader()); |
| 135 | |
| 136 | if (pixel != nullptr) |
| 137 | program.addShader(pixel->getGLSLangShader()); |
| 138 | |
| 139 | if (!program.link(EShMsgDefault)) |
| 140 | { |
| 141 | err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog()); |
| 142 | return false; |
| 143 | } |
| 144 | |
| 145 | return true; |
| 146 | } |
| 147 | |
| 148 | bool Shader::initialize() |
| 149 | { |
| 150 | return glslang::InitializeProcess(); |
| 151 | } |
| 152 | |
| 153 | void Shader::deinitialize() |
| 154 | { |
| 155 | glslang::FinalizeProcess(); |
| 156 | } |
| 157 | |
| 158 | bool Shader::getConstant(const char *in, Language &out) |
| 159 | { |
| 160 | return languages.find(in, out); |
| 161 | } |
| 162 | |
| 163 | bool Shader::getConstant(Language in, const char *&out) |
| 164 | { |
| 165 | return languages.find(in, out); |
| 166 | } |
| 167 | |
| 168 | bool Shader::getConstant(const char *in, BuiltinUniform &out) |
| 169 | { |
| 170 | return builtinNames.find(in, out); |
| 171 | } |
| 172 | |
| 173 | bool Shader::getConstant(BuiltinUniform in, const char *&out) |
| 174 | { |
| 175 | return builtinNames.find(in, out); |
| 176 | } |
| 177 | |
| 178 | StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry Shader::languageEntries[] = |
| 179 | { |
| 180 | { "glsl1" , LANGUAGE_GLSL1 }, |
| 181 | { "essl1" , LANGUAGE_ESSL1 }, |
| 182 | { "glsl3" , LANGUAGE_GLSL3 }, |
| 183 | { "essl3" , LANGUAGE_ESSL3 }, |
| 184 | }; |
| 185 | |
| 186 | StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> Shader::languages(Shader::languageEntries, sizeof(Shader::languageEntries)); |
| 187 | |
| 188 | StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] = |
| 189 | { |
| 190 | { "MainTex" , BUILTIN_TEXTURE_MAIN }, |
| 191 | { "love_VideoYChannel" , BUILTIN_TEXTURE_VIDEO_Y }, |
| 192 | { "love_VideoCbChannel" , BUILTIN_TEXTURE_VIDEO_CB }, |
| 193 | { "love_VideoCrChannel" , BUILTIN_TEXTURE_VIDEO_CR }, |
| 194 | { "ViewSpaceFromLocal" , BUILTIN_MATRIX_VIEW_FROM_LOCAL }, |
| 195 | { "ClipSpaceFromView" , BUILTIN_MATRIX_CLIP_FROM_VIEW }, |
| 196 | { "ClipSpaceFromLocal" , BUILTIN_MATRIX_CLIP_FROM_LOCAL }, |
| 197 | { "ViewNormalFromLocal" , BUILTIN_MATRIX_VIEW_NORMAL_FROM_LOCAL }, |
| 198 | { "love_PointSize" , BUILTIN_POINT_SIZE }, |
| 199 | { "love_ScreenSize" , BUILTIN_SCREEN_SIZE }, |
| 200 | }; |
| 201 | |
| 202 | StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries)); |
| 203 | |
| 204 | } // graphics |
| 205 | } // love |
| 206 | |