| 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 "common/config.h" |
| 23 | |
| 24 | #include "Shader.h" |
| 25 | #include "Graphics.h" |
| 26 | |
| 27 | // C++ |
| 28 | #include <algorithm> |
| 29 | #include <limits> |
| 30 | #include <sstream> |
| 31 | |
| 32 | namespace love |
| 33 | { |
| 34 | namespace graphics |
| 35 | { |
| 36 | namespace opengl |
| 37 | { |
| 38 | |
| 39 | Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel) |
| 40 | : love::graphics::Shader(vertex, pixel) |
| 41 | , program(0) |
| 42 | , builtinUniforms() |
| 43 | , builtinUniformInfo() |
| 44 | , builtinAttributes() |
| 45 | , canvasWasActive(false) |
| 46 | , lastViewport() |
| 47 | , lastPointSize(0.0f) |
| 48 | { |
| 49 | // load shader source and create program object |
| 50 | loadVolatile(); |
| 51 | } |
| 52 | |
| 53 | Shader::~Shader() |
| 54 | { |
| 55 | unloadVolatile(); |
| 56 | |
| 57 | for (const auto &p : uniforms) |
| 58 | { |
| 59 | // Allocated with malloc(). |
| 60 | if (p.second.data != nullptr) |
| 61 | free(p.second.data); |
| 62 | |
| 63 | if (p.second.baseType == UNIFORM_SAMPLER) |
| 64 | { |
| 65 | for (int i = 0; i < p.second.count; i++) |
| 66 | { |
| 67 | if (p.second.textures[i] != nullptr) |
| 68 | p.second.textures[i]->release(); |
| 69 | } |
| 70 | |
| 71 | delete[] p.second.textures; |
| 72 | } |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | void Shader::mapActiveUniforms() |
| 77 | { |
| 78 | // Built-in uniform locations default to -1 (nonexistent.) |
| 79 | for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) |
| 80 | { |
| 81 | builtinUniforms[i] = -1; |
| 82 | builtinUniformInfo[i] = nullptr; |
| 83 | } |
| 84 | |
| 85 | GLint activeprogram = 0; |
| 86 | glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram); |
| 87 | |
| 88 | gl.useProgram(program); |
| 89 | |
| 90 | GLint numuniforms; |
| 91 | glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms); |
| 92 | |
| 93 | GLchar cname[256]; |
| 94 | const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar)); |
| 95 | |
| 96 | std::map<std::string, UniformInfo> olduniforms = uniforms; |
| 97 | uniforms.clear(); |
| 98 | |
| 99 | for (int uindex = 0; uindex < numuniforms; uindex++) |
| 100 | { |
| 101 | GLsizei namelen = 0; |
| 102 | GLenum gltype = 0; |
| 103 | UniformInfo u = {}; |
| 104 | |
| 105 | glGetActiveUniform(program, (GLuint) uindex, bufsize, &namelen, &u.count, &gltype, cname); |
| 106 | |
| 107 | u.name = std::string(cname, (size_t) namelen); |
| 108 | u.location = glGetUniformLocation(program, u.name.c_str()); |
| 109 | u.baseType = getUniformBaseType(gltype); |
| 110 | u.textureType = getUniformTextureType(gltype); |
| 111 | u.isDepthSampler = isDepthTextureType(gltype); |
| 112 | |
| 113 | if (u.baseType == UNIFORM_MATRIX) |
| 114 | u.matrix = getMatrixSize(gltype); |
| 115 | else |
| 116 | u.components = getUniformTypeComponents(gltype); |
| 117 | |
| 118 | // glGetActiveUniform appends "[0]" to the end of array uniform names... |
| 119 | if (u.name.length() > 3) |
| 120 | { |
| 121 | size_t findpos = u.name.find("[0]" ); |
| 122 | if (findpos != std::string::npos && findpos == u.name.length() - 3) |
| 123 | u.name.erase(u.name.length() - 3); |
| 124 | } |
| 125 | |
| 126 | // If this is a built-in (LOVE-created) uniform, store the location. |
| 127 | BuiltinUniform builtin = BUILTIN_MAX_ENUM; |
| 128 | if (getConstant(u.name.c_str(), builtin)) |
| 129 | builtinUniforms[int(builtin)] = u.location; |
| 130 | |
| 131 | if (u.location == -1) |
| 132 | continue; |
| 133 | |
| 134 | if (u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) |
| 135 | { |
| 136 | TextureUnit unit; |
| 137 | unit.type = u.textureType; |
| 138 | unit.active = true; |
| 139 | unit.texture = gl.getDefaultTexture(u.textureType); |
| 140 | |
| 141 | for (int i = 0; i < u.count; i++) |
| 142 | textureUnits.push_back(unit); |
| 143 | } |
| 144 | |
| 145 | // Make sure previously set uniform data is preserved, and shader- |
| 146 | // initialized values are retrieved. |
| 147 | auto oldu = olduniforms.find(u.name); |
| 148 | if (oldu != olduniforms.end()) |
| 149 | { |
| 150 | u.data = oldu->second.data; |
| 151 | u.dataSize = oldu->second.dataSize; |
| 152 | u.textures = oldu->second.textures; |
| 153 | |
| 154 | updateUniform(&u, u.count, true); |
| 155 | } |
| 156 | else |
| 157 | { |
| 158 | u.dataSize = 0; |
| 159 | |
| 160 | switch (u.baseType) |
| 161 | { |
| 162 | case UNIFORM_FLOAT: |
| 163 | u.dataSize = sizeof(float) * u.components * u.count; |
| 164 | u.data = malloc(u.dataSize); |
| 165 | break; |
| 166 | case UNIFORM_INT: |
| 167 | case UNIFORM_BOOL: |
| 168 | case UNIFORM_SAMPLER: |
| 169 | u.dataSize = sizeof(int) * u.components * u.count; |
| 170 | u.data = malloc(u.dataSize); |
| 171 | break; |
| 172 | case UNIFORM_UINT: |
| 173 | u.dataSize = sizeof(unsigned int) * u.components * u.count; |
| 174 | u.data = malloc(u.dataSize); |
| 175 | break; |
| 176 | case UNIFORM_MATRIX: |
| 177 | u.dataSize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count; |
| 178 | u.data = malloc(u.dataSize); |
| 179 | break; |
| 180 | default: |
| 181 | break; |
| 182 | } |
| 183 | |
| 184 | if (u.dataSize > 0) |
| 185 | { |
| 186 | memset(u.data, 0, u.dataSize); |
| 187 | |
| 188 | if (u.baseType == UNIFORM_SAMPLER) |
| 189 | { |
| 190 | int startunit = (int) textureUnits.size() - u.count; |
| 191 | |
| 192 | if (builtin == BUILTIN_TEXTURE_MAIN) |
| 193 | startunit = 0; |
| 194 | |
| 195 | for (int i = 0; i < u.count; i++) |
| 196 | u.ints[i] = startunit + i; |
| 197 | |
| 198 | glUniform1iv(u.location, u.count, u.ints); |
| 199 | |
| 200 | u.textures = new Texture*[u.count]; |
| 201 | memset(u.textures, 0, sizeof(Texture *) * u.count); |
| 202 | } |
| 203 | } |
| 204 | |
| 205 | size_t offset = 0; |
| 206 | |
| 207 | // Store any shader-initialized values in our own memory. |
| 208 | for (int i = 0; i < u.count; i++) |
| 209 | { |
| 210 | GLint location = u.location; |
| 211 | |
| 212 | if (u.count > 1) |
| 213 | { |
| 214 | std::ostringstream ss; |
| 215 | ss << i; |
| 216 | |
| 217 | std::string indexname = u.name + "[" + ss.str() + "]" ; |
| 218 | location = glGetUniformLocation(program, indexname.c_str()); |
| 219 | } |
| 220 | |
| 221 | if (location == -1) |
| 222 | continue; |
| 223 | |
| 224 | switch (u.baseType) |
| 225 | { |
| 226 | case UNIFORM_FLOAT: |
| 227 | glGetUniformfv(program, location, &u.floats[offset]); |
| 228 | offset += u.components; |
| 229 | break; |
| 230 | case UNIFORM_INT: |
| 231 | case UNIFORM_BOOL: |
| 232 | glGetUniformiv(program, location, &u.ints[offset]); |
| 233 | offset += u.components; |
| 234 | break; |
| 235 | case UNIFORM_UINT: |
| 236 | glGetUniformuiv(program, location, &u.uints[offset]); |
| 237 | offset += u.components; |
| 238 | break; |
| 239 | case UNIFORM_MATRIX: |
| 240 | glGetUniformfv(program, location, &u.floats[offset]); |
| 241 | offset += u.matrix.rows * u.matrix.columns; |
| 242 | break; |
| 243 | default: |
| 244 | break; |
| 245 | } |
| 246 | } |
| 247 | } |
| 248 | |
| 249 | uniforms[u.name] = u; |
| 250 | |
| 251 | if (builtin != BUILTIN_MAX_ENUM) |
| 252 | builtinUniformInfo[(int)builtin] = &uniforms[u.name]; |
| 253 | |
| 254 | if (u.baseType == UNIFORM_SAMPLER) |
| 255 | { |
| 256 | // Make sure all stored textures have their Volatiles loaded before |
| 257 | // the sendTextures call, since it calls getHandle(). |
| 258 | for (int i = 0; i < u.count; i++) |
| 259 | { |
| 260 | if (u.textures[i] == nullptr) |
| 261 | continue; |
| 262 | |
| 263 | Volatile *v = dynamic_cast<Volatile *>(u.textures[i]); |
| 264 | if (v != nullptr) |
| 265 | v->loadVolatile(); |
| 266 | } |
| 267 | |
| 268 | sendTextures(&u, u.textures, u.count, true); |
| 269 | } |
| 270 | } |
| 271 | |
| 272 | // Make sure uniforms that existed before but don't exist anymore are |
| 273 | // cleaned up. This theoretically shouldn't happen, but... |
| 274 | for (const auto &p : olduniforms) |
| 275 | { |
| 276 | if (uniforms.find(p.first) == uniforms.end()) |
| 277 | { |
| 278 | free(p.second.data); |
| 279 | |
| 280 | if (p.second.baseType != UNIFORM_SAMPLER) |
| 281 | continue; |
| 282 | |
| 283 | for (int i = 0; i < p.second.count; i++) |
| 284 | { |
| 285 | if (p.second.textures[i] != nullptr) |
| 286 | p.second.textures[i]->release(); |
| 287 | } |
| 288 | |
| 289 | delete[] p.second.textures; |
| 290 | } |
| 291 | } |
| 292 | |
| 293 | gl.useProgram(activeprogram); |
| 294 | } |
| 295 | |
| 296 | bool Shader::loadVolatile() |
| 297 | { |
| 298 | OpenGL::TempDebugGroup debuggroup("Shader load" ); |
| 299 | |
| 300 | // Recreating the shader program will invalidate uniforms that rely on these. |
| 301 | canvasWasActive = false; |
| 302 | lastViewport = Rect(); |
| 303 | |
| 304 | lastPointSize = -1.0f; |
| 305 | |
| 306 | // Invalidate the cached matrices by setting some elements to NaN. |
| 307 | float nan = std::numeric_limits<float>::quiet_NaN(); |
| 308 | lastProjectionMatrix.setTranslation(nan, nan); |
| 309 | lastTransformMatrix.setTranslation(nan, nan); |
| 310 | |
| 311 | // zero out active texture list |
| 312 | textureUnits.clear(); |
| 313 | textureUnits.push_back(TextureUnit()); |
| 314 | |
| 315 | for (const auto &stage : stages) |
| 316 | { |
| 317 | if (stage.get() != nullptr) |
| 318 | stage->loadVolatile(); |
| 319 | } |
| 320 | |
| 321 | program = glCreateProgram(); |
| 322 | |
| 323 | if (program == 0) |
| 324 | throw love::Exception("Cannot create shader program object." ); |
| 325 | |
| 326 | for (const auto &stage : stages) |
| 327 | { |
| 328 | if (stage.get() != nullptr) |
| 329 | glAttachShader(program, (GLuint) stage->getHandle()); |
| 330 | } |
| 331 | |
| 332 | // Bind generic vertex attribute indices to names in the shader. |
| 333 | for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) |
| 334 | { |
| 335 | const char *name = nullptr; |
| 336 | if (vertex::getConstant((BuiltinVertexAttribute) i, name)) |
| 337 | glBindAttribLocation(program, i, (const GLchar *) name); |
| 338 | } |
| 339 | |
| 340 | glLinkProgram(program); |
| 341 | |
| 342 | GLint status; |
| 343 | glGetProgramiv(program, GL_LINK_STATUS, &status); |
| 344 | |
| 345 | if (status == GL_FALSE) |
| 346 | { |
| 347 | std::string warnings = getProgramWarnings(); |
| 348 | glDeleteProgram(program); |
| 349 | program = 0; |
| 350 | throw love::Exception("Cannot link shader program object:\n%s" , warnings.c_str()); |
| 351 | } |
| 352 | |
| 353 | // Get all active uniform variables in this shader from OpenGL. |
| 354 | mapActiveUniforms(); |
| 355 | |
| 356 | for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) |
| 357 | { |
| 358 | const char *name = nullptr; |
| 359 | if (vertex::getConstant(BuiltinVertexAttribute(i), name)) |
| 360 | builtinAttributes[i] = glGetAttribLocation(program, name); |
| 361 | else |
| 362 | builtinAttributes[i] = -1; |
| 363 | } |
| 364 | |
| 365 | if (current == this) |
| 366 | { |
| 367 | // make sure glUseProgram gets called. |
| 368 | current = nullptr; |
| 369 | attach(); |
| 370 | updateBuiltinUniforms(); |
| 371 | } |
| 372 | |
| 373 | return true; |
| 374 | } |
| 375 | |
| 376 | void Shader::unloadVolatile() |
| 377 | { |
| 378 | if (program != 0) |
| 379 | { |
| 380 | if (current == this) |
| 381 | gl.useProgram(0); |
| 382 | |
| 383 | glDeleteProgram(program); |
| 384 | program = 0; |
| 385 | } |
| 386 | |
| 387 | // active texture list is probably invalid, clear it |
| 388 | textureUnits.clear(); |
| 389 | textureUnits.push_back(TextureUnit()); |
| 390 | |
| 391 | attributes.clear(); |
| 392 | |
| 393 | // And the locations of any built-in uniform variables. |
| 394 | for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) |
| 395 | builtinUniforms[i] = -1; |
| 396 | } |
| 397 | |
| 398 | std::string Shader::getProgramWarnings() const |
| 399 | { |
| 400 | GLint strsize, nullpos; |
| 401 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize); |
| 402 | |
| 403 | if (strsize == 0) |
| 404 | return "" ; |
| 405 | |
| 406 | char *tempstr = new char[strsize]; |
| 407 | // be extra sure that the error string will be 0-terminated |
| 408 | memset(tempstr, '\0', strsize); |
| 409 | glGetProgramInfoLog(program, strsize, &nullpos, tempstr); |
| 410 | tempstr[nullpos] = '\0'; |
| 411 | |
| 412 | std::string warnings(tempstr); |
| 413 | delete[] tempstr; |
| 414 | |
| 415 | return warnings; |
| 416 | } |
| 417 | |
| 418 | std::string Shader::getWarnings() const |
| 419 | { |
| 420 | std::string warnings; |
| 421 | const char *stagestr; |
| 422 | |
| 423 | for (const auto &stage : stages) |
| 424 | { |
| 425 | if (stage.get() == nullptr) |
| 426 | continue; |
| 427 | |
| 428 | const std::string &stagewarnings = stage->getWarnings(); |
| 429 | |
| 430 | if (ShaderStage::getConstant(stage->getStageType(), stagestr)) |
| 431 | warnings += std::string(stagestr) + std::string(" shader:\n" ) + stagewarnings; |
| 432 | } |
| 433 | |
| 434 | warnings += getProgramWarnings(); |
| 435 | |
| 436 | return warnings; |
| 437 | } |
| 438 | |
| 439 | void Shader::attach() |
| 440 | { |
| 441 | if (current != this) |
| 442 | { |
| 443 | Graphics::flushStreamDrawsGlobal(); |
| 444 | |
| 445 | gl.useProgram(program); |
| 446 | current = this; |
| 447 | // retain/release happens in Graphics::setShader. |
| 448 | |
| 449 | // Make sure all textures are bound to their respective texture units. |
| 450 | for (int i = 0; i < (int) textureUnits.size(); ++i) |
| 451 | { |
| 452 | const TextureUnit &unit = textureUnits[i]; |
| 453 | if (unit.active) |
| 454 | gl.bindTextureToUnit(unit.type, unit.texture, i, false, false); |
| 455 | } |
| 456 | |
| 457 | // send any pending uniforms to the shader program. |
| 458 | for (const auto &p : pendingUniformUpdates) |
| 459 | updateUniform(p.first, p.second, true); |
| 460 | |
| 461 | pendingUniformUpdates.clear(); |
| 462 | } |
| 463 | } |
| 464 | |
| 465 | const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const |
| 466 | { |
| 467 | const auto it = uniforms.find(name); |
| 468 | |
| 469 | if (it == uniforms.end()) |
| 470 | return nullptr; |
| 471 | |
| 472 | return &(it->second); |
| 473 | } |
| 474 | |
| 475 | const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const |
| 476 | { |
| 477 | return builtinUniformInfo[(int)builtin]; |
| 478 | } |
| 479 | |
| 480 | void Shader::updateUniform(const UniformInfo *info, int count) |
| 481 | { |
| 482 | updateUniform(info, count, false); |
| 483 | } |
| 484 | |
| 485 | void Shader::updateUniform(const UniformInfo *info, int count, bool internalupdate) |
| 486 | { |
| 487 | if (current != this && !internalupdate) |
| 488 | { |
| 489 | pendingUniformUpdates.push_back(std::make_pair(info, count)); |
| 490 | return; |
| 491 | } |
| 492 | |
| 493 | if (!internalupdate) |
| 494 | flushStreamDraws(); |
| 495 | |
| 496 | int location = info->location; |
| 497 | UniformType type = info->baseType; |
| 498 | |
| 499 | if (type == UNIFORM_FLOAT) |
| 500 | { |
| 501 | switch (info->components) |
| 502 | { |
| 503 | case 1: |
| 504 | glUniform1fv(location, count, info->floats); |
| 505 | break; |
| 506 | case 2: |
| 507 | glUniform2fv(location, count, info->floats); |
| 508 | break; |
| 509 | case 3: |
| 510 | glUniform3fv(location, count, info->floats); |
| 511 | break; |
| 512 | case 4: |
| 513 | glUniform4fv(location, count, info->floats); |
| 514 | break; |
| 515 | } |
| 516 | } |
| 517 | else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER) |
| 518 | { |
| 519 | switch (info->components) |
| 520 | { |
| 521 | case 1: |
| 522 | glUniform1iv(location, count, info->ints); |
| 523 | break; |
| 524 | case 2: |
| 525 | glUniform2iv(location, count, info->ints); |
| 526 | break; |
| 527 | case 3: |
| 528 | glUniform3iv(location, count, info->ints); |
| 529 | break; |
| 530 | case 4: |
| 531 | glUniform4iv(location, count, info->ints); |
| 532 | break; |
| 533 | } |
| 534 | } |
| 535 | else if (type == UNIFORM_UINT) |
| 536 | { |
| 537 | switch (info->components) |
| 538 | { |
| 539 | case 1: |
| 540 | glUniform1uiv(location, count, info->uints); |
| 541 | break; |
| 542 | case 2: |
| 543 | glUniform2uiv(location, count, info->uints); |
| 544 | break; |
| 545 | case 3: |
| 546 | glUniform3uiv(location, count, info->uints); |
| 547 | break; |
| 548 | case 4: |
| 549 | glUniform4uiv(location, count, info->uints); |
| 550 | break; |
| 551 | } |
| 552 | } |
| 553 | else if (type == UNIFORM_MATRIX) |
| 554 | { |
| 555 | int columns = info->matrix.columns; |
| 556 | int rows = info->matrix.rows; |
| 557 | |
| 558 | if (columns == 2 && rows == 2) |
| 559 | glUniformMatrix2fv(location, count, GL_FALSE, info->floats); |
| 560 | else if (columns == 3 && rows == 3) |
| 561 | glUniformMatrix3fv(location, count, GL_FALSE, info->floats); |
| 562 | else if (columns == 4 && rows == 4) |
| 563 | glUniformMatrix4fv(location, count, GL_FALSE, info->floats); |
| 564 | else if (columns == 2 && rows == 3) |
| 565 | glUniformMatrix2x3fv(location, count, GL_FALSE, info->floats); |
| 566 | else if (columns == 2 && rows == 4) |
| 567 | glUniformMatrix2x4fv(location, count, GL_FALSE, info->floats); |
| 568 | else if (columns == 3 && rows == 2) |
| 569 | glUniformMatrix3x2fv(location, count, GL_FALSE, info->floats); |
| 570 | else if (columns == 3 && rows == 4) |
| 571 | glUniformMatrix3x4fv(location, count, GL_FALSE, info->floats); |
| 572 | else if (columns == 4 && rows == 2) |
| 573 | glUniformMatrix4x2fv(location, count, GL_FALSE, info->floats); |
| 574 | else if (columns == 4 && rows == 3) |
| 575 | glUniformMatrix4x3fv(location, count, GL_FALSE, info->floats); |
| 576 | } |
| 577 | } |
| 578 | |
| 579 | void Shader::sendTextures(const UniformInfo *info, Texture **textures, int count) |
| 580 | { |
| 581 | Shader::sendTextures(info, textures, count, false); |
| 582 | } |
| 583 | |
| 584 | void Shader::sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate) |
| 585 | { |
| 586 | if (info->baseType != UNIFORM_SAMPLER) |
| 587 | return; |
| 588 | |
| 589 | bool shaderactive = current == this; |
| 590 | |
| 591 | if (!internalUpdate && shaderactive) |
| 592 | flushStreamDraws(); |
| 593 | |
| 594 | count = std::min(count, info->count); |
| 595 | |
| 596 | // Bind the textures to the texture units. |
| 597 | for (int i = 0; i < count; i++) |
| 598 | { |
| 599 | Texture *tex = textures[i]; |
| 600 | |
| 601 | if (tex != nullptr) |
| 602 | { |
| 603 | if (!tex->isReadable()) |
| 604 | { |
| 605 | if (internalUpdate) |
| 606 | continue; |
| 607 | else |
| 608 | throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader." ); |
| 609 | } |
| 610 | else if (info->isDepthSampler != tex->getDepthSampleMode().hasValue) |
| 611 | { |
| 612 | if (internalUpdate) |
| 613 | continue; |
| 614 | else if (info->isDepthSampler) |
| 615 | throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set." ); |
| 616 | else |
| 617 | throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders." ); |
| 618 | } |
| 619 | else if (tex->getTextureType() != info->textureType) |
| 620 | { |
| 621 | if (internalUpdate) |
| 622 | continue; |
| 623 | else |
| 624 | { |
| 625 | const char *textypestr = "unknown" ; |
| 626 | const char *shadertextypestr = "unknown" ; |
| 627 | Texture::getConstant(tex->getTextureType(), textypestr); |
| 628 | Texture::getConstant(info->textureType, shadertextypestr); |
| 629 | throw love::Exception("Texture's type (%s) must match the type of %s (%s)." , textypestr, info->name.c_str(), shadertextypestr); |
| 630 | } |
| 631 | } |
| 632 | |
| 633 | tex->retain(); |
| 634 | } |
| 635 | |
| 636 | if (info->textures[i] != nullptr) |
| 637 | info->textures[i]->release(); |
| 638 | |
| 639 | info->textures[i] = tex; |
| 640 | |
| 641 | GLuint gltex = 0; |
| 642 | if (textures[i] != nullptr) |
| 643 | gltex = (GLuint) tex->getHandle(); |
| 644 | else |
| 645 | gltex = gl.getDefaultTexture(info->textureType); |
| 646 | |
| 647 | int texunit = info->ints[i]; |
| 648 | |
| 649 | if (shaderactive) |
| 650 | gl.bindTextureToUnit(info->textureType, gltex, texunit, false, false); |
| 651 | |
| 652 | // Store texture id so it can be re-bound to the texture unit later. |
| 653 | textureUnits[texunit].texture = gltex; |
| 654 | } |
| 655 | } |
| 656 | |
| 657 | void Shader::flushStreamDraws() const |
| 658 | { |
| 659 | if (current == this) |
| 660 | Graphics::flushStreamDrawsGlobal(); |
| 661 | } |
| 662 | |
| 663 | bool Shader::hasUniform(const std::string &name) const |
| 664 | { |
| 665 | return uniforms.find(name) != uniforms.end(); |
| 666 | } |
| 667 | |
| 668 | ptrdiff_t Shader::getHandle() const |
| 669 | { |
| 670 | return program; |
| 671 | } |
| 672 | |
| 673 | int Shader::getVertexAttributeIndex(const std::string &name) |
| 674 | { |
| 675 | auto it = attributes.find(name); |
| 676 | if (it != attributes.end()) |
| 677 | return it->second; |
| 678 | |
| 679 | GLint location = glGetAttribLocation(program, name.c_str()); |
| 680 | |
| 681 | attributes[name] = location; |
| 682 | return location; |
| 683 | } |
| 684 | |
| 685 | void Shader::setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *crtexture) |
| 686 | { |
| 687 | const BuiltinUniform builtins[3] = { |
| 688 | BUILTIN_TEXTURE_VIDEO_Y, |
| 689 | BUILTIN_TEXTURE_VIDEO_CB, |
| 690 | BUILTIN_TEXTURE_VIDEO_CR, |
| 691 | }; |
| 692 | |
| 693 | Texture *textures[3] = {ytexture, cbtexture, crtexture}; |
| 694 | |
| 695 | for (int i = 0; i < 3; i++) |
| 696 | { |
| 697 | const UniformInfo *info = builtinUniformInfo[builtins[i]]; |
| 698 | |
| 699 | if (info != nullptr) |
| 700 | sendTextures(info, &textures[i], 1, true); |
| 701 | } |
| 702 | } |
| 703 | |
| 704 | void Shader::updateScreenParams() |
| 705 | { |
| 706 | Rect view = gl.getViewport(); |
| 707 | |
| 708 | auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS); |
| 709 | bool canvasActive = gfx->isCanvasActive(); |
| 710 | |
| 711 | if ((view == lastViewport && canvasWasActive == canvasActive) || current != this) |
| 712 | return; |
| 713 | |
| 714 | // In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w. |
| 715 | // This lets us flip pixcoord.y when needed, to be consistent (drawing with |
| 716 | // no Canvas active makes the y-values for pixel coordinates flipped.) |
| 717 | GLfloat params[] = { |
| 718 | (GLfloat) view.w, (GLfloat) view.h, |
| 719 | 0.0f, 0.0f, |
| 720 | }; |
| 721 | |
| 722 | if (canvasActive) |
| 723 | { |
| 724 | // No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0. |
| 725 | params[2] = 1.0f; |
| 726 | params[3] = 0.0f; |
| 727 | } |
| 728 | else |
| 729 | { |
| 730 | // gl_FragCoord.y is flipped when drawing to the screen, so we un-flip: |
| 731 | // pixcoord.y = gl_FragCoord.y * -1.0 + height. |
| 732 | params[2] = -1.0f; |
| 733 | params[3] = (GLfloat) view.h; |
| 734 | } |
| 735 | |
| 736 | GLint location = builtinUniforms[BUILTIN_SCREEN_SIZE]; |
| 737 | if (location >= 0) |
| 738 | glUniform4fv(location, 1, params); |
| 739 | |
| 740 | canvasWasActive = canvasActive; |
| 741 | lastViewport = view; |
| 742 | } |
| 743 | |
| 744 | void Shader::updatePointSize(float size) |
| 745 | { |
| 746 | if (size == lastPointSize || current != this) |
| 747 | return; |
| 748 | |
| 749 | GLint location = builtinUniforms[BUILTIN_POINT_SIZE]; |
| 750 | if (location >= 0) |
| 751 | glUniform1f(location, size); |
| 752 | |
| 753 | lastPointSize = size; |
| 754 | } |
| 755 | |
| 756 | void Shader::updateBuiltinUniforms() |
| 757 | { |
| 758 | if (current != this) |
| 759 | return; |
| 760 | |
| 761 | updateScreenParams(); |
| 762 | |
| 763 | if (GLAD_ES_VERSION_2_0) |
| 764 | updatePointSize(gl.getPointSize()); |
| 765 | |
| 766 | auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS); |
| 767 | |
| 768 | const Matrix4 &curproj = gfx->getProjection(); |
| 769 | const Matrix4 &curxform = gfx->getTransform(); |
| 770 | |
| 771 | bool tpmatrixneedsupdate = false; |
| 772 | |
| 773 | // Only upload the matrices if they've changed. |
| 774 | if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0) |
| 775 | { |
| 776 | GLint location = builtinUniforms[BUILTIN_MATRIX_VIEW_FROM_LOCAL]; |
| 777 | if (location >= 0) |
| 778 | glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements()); |
| 779 | |
| 780 | // Also upload the re-calculated normal matrix, if possible. The normal |
| 781 | // matrix is the transpose of the inverse of the rotation portion |
| 782 | // (top-left 3x3) of the transform matrix. |
| 783 | location = builtinUniforms[BUILTIN_MATRIX_VIEW_NORMAL_FROM_LOCAL]; |
| 784 | if (location >= 0) |
| 785 | { |
| 786 | Matrix3 normalmatrix = Matrix3(curxform).transposedInverse(); |
| 787 | glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements()); |
| 788 | } |
| 789 | |
| 790 | tpmatrixneedsupdate = true; |
| 791 | lastTransformMatrix = curxform; |
| 792 | } |
| 793 | |
| 794 | if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0) |
| 795 | { |
| 796 | GLint location = builtinUniforms[BUILTIN_MATRIX_CLIP_FROM_VIEW]; |
| 797 | if (location >= 0) |
| 798 | glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements()); |
| 799 | |
| 800 | tpmatrixneedsupdate = true; |
| 801 | lastProjectionMatrix = curproj; |
| 802 | } |
| 803 | |
| 804 | if (tpmatrixneedsupdate) |
| 805 | { |
| 806 | GLint location = builtinUniforms[BUILTIN_MATRIX_CLIP_FROM_LOCAL]; |
| 807 | if (location >= 0) |
| 808 | { |
| 809 | Matrix4 tp_matrix(curproj, curxform); |
| 810 | glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements()); |
| 811 | } |
| 812 | } |
| 813 | } |
| 814 | |
| 815 | std::string Shader::getGLSLVersion() |
| 816 | { |
| 817 | const char *tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION); |
| 818 | |
| 819 | if (tmp == nullptr) |
| 820 | return "0.0" ; |
| 821 | |
| 822 | // the version string always begins with a version number of the format |
| 823 | // major_number.minor_number |
| 824 | // or |
| 825 | // major_number.minor_number.release_number |
| 826 | // we can keep release_number, since it does not affect the check below. |
| 827 | std::string versionstring(tmp); |
| 828 | size_t minorendpos = versionstring.find(' '); |
| 829 | return versionstring.substr(0, minorendpos); |
| 830 | } |
| 831 | |
| 832 | bool Shader::isSupported() |
| 833 | { |
| 834 | return GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2" ); |
| 835 | } |
| 836 | |
| 837 | int Shader::getUniformTypeComponents(GLenum type) const |
| 838 | { |
| 839 | if (getUniformBaseType(type) == UNIFORM_SAMPLER) |
| 840 | return 1; |
| 841 | |
| 842 | switch (type) |
| 843 | { |
| 844 | case GL_INT: |
| 845 | case GL_UNSIGNED_INT: |
| 846 | case GL_FLOAT: |
| 847 | case GL_BOOL: |
| 848 | return 1; |
| 849 | case GL_INT_VEC2: |
| 850 | case GL_UNSIGNED_INT_VEC2: |
| 851 | case GL_FLOAT_VEC2: |
| 852 | case GL_FLOAT_MAT2: |
| 853 | case GL_BOOL_VEC2: |
| 854 | return 2; |
| 855 | case GL_INT_VEC3: |
| 856 | case GL_UNSIGNED_INT_VEC3: |
| 857 | case GL_FLOAT_VEC3: |
| 858 | case GL_FLOAT_MAT3: |
| 859 | case GL_BOOL_VEC3: |
| 860 | return 3; |
| 861 | case GL_INT_VEC4: |
| 862 | case GL_UNSIGNED_INT_VEC4: |
| 863 | case GL_FLOAT_VEC4: |
| 864 | case GL_FLOAT_MAT4: |
| 865 | case GL_BOOL_VEC4: |
| 866 | return 4; |
| 867 | default: |
| 868 | return 1; |
| 869 | } |
| 870 | } |
| 871 | |
| 872 | Shader::MatrixSize Shader::getMatrixSize(GLenum type) const |
| 873 | { |
| 874 | MatrixSize m; |
| 875 | |
| 876 | switch (type) |
| 877 | { |
| 878 | case GL_FLOAT_MAT2: |
| 879 | m.columns = m.rows = 2; |
| 880 | break; |
| 881 | case GL_FLOAT_MAT3: |
| 882 | m.columns = m.rows = 3; |
| 883 | break; |
| 884 | case GL_FLOAT_MAT4: |
| 885 | m.columns = m.rows = 4; |
| 886 | break; |
| 887 | case GL_FLOAT_MAT2x3: |
| 888 | m.columns = 2; |
| 889 | m.rows = 3; |
| 890 | break; |
| 891 | case GL_FLOAT_MAT2x4: |
| 892 | m.columns = 2; |
| 893 | m.rows = 4; |
| 894 | break; |
| 895 | case GL_FLOAT_MAT3x2: |
| 896 | m.columns = 3; |
| 897 | m.rows = 2; |
| 898 | break; |
| 899 | case GL_FLOAT_MAT3x4: |
| 900 | m.columns = 3; |
| 901 | m.rows = 4; |
| 902 | break; |
| 903 | case GL_FLOAT_MAT4x2: |
| 904 | m.columns = 4; |
| 905 | m.rows = 2; |
| 906 | break; |
| 907 | case GL_FLOAT_MAT4x3: |
| 908 | m.columns = 4; |
| 909 | m.rows = 3; |
| 910 | break; |
| 911 | } |
| 912 | |
| 913 | return m; |
| 914 | } |
| 915 | |
| 916 | Shader::UniformType Shader::getUniformBaseType(GLenum type) const |
| 917 | { |
| 918 | switch (type) |
| 919 | { |
| 920 | case GL_INT: |
| 921 | case GL_INT_VEC2: |
| 922 | case GL_INT_VEC3: |
| 923 | case GL_INT_VEC4: |
| 924 | return UNIFORM_INT; |
| 925 | case GL_UNSIGNED_INT: |
| 926 | case GL_UNSIGNED_INT_VEC2: |
| 927 | case GL_UNSIGNED_INT_VEC3: |
| 928 | case GL_UNSIGNED_INT_VEC4: |
| 929 | return UNIFORM_UINT; |
| 930 | case GL_FLOAT: |
| 931 | case GL_FLOAT_VEC2: |
| 932 | case GL_FLOAT_VEC3: |
| 933 | case GL_FLOAT_VEC4: |
| 934 | return UNIFORM_FLOAT; |
| 935 | case GL_FLOAT_MAT2: |
| 936 | case GL_FLOAT_MAT3: |
| 937 | case GL_FLOAT_MAT4: |
| 938 | case GL_FLOAT_MAT2x3: |
| 939 | case GL_FLOAT_MAT2x4: |
| 940 | case GL_FLOAT_MAT3x2: |
| 941 | case GL_FLOAT_MAT3x4: |
| 942 | case GL_FLOAT_MAT4x2: |
| 943 | case GL_FLOAT_MAT4x3: |
| 944 | return UNIFORM_MATRIX; |
| 945 | case GL_BOOL: |
| 946 | case GL_BOOL_VEC2: |
| 947 | case GL_BOOL_VEC3: |
| 948 | case GL_BOOL_VEC4: |
| 949 | return UNIFORM_BOOL; |
| 950 | case GL_SAMPLER_1D: |
| 951 | case GL_SAMPLER_1D_SHADOW: |
| 952 | case GL_SAMPLER_1D_ARRAY: |
| 953 | case GL_SAMPLER_1D_ARRAY_SHADOW: |
| 954 | case GL_SAMPLER_2D: |
| 955 | case GL_SAMPLER_2D_MULTISAMPLE: |
| 956 | case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: |
| 957 | case GL_SAMPLER_2D_RECT: |
| 958 | case GL_SAMPLER_2D_RECT_SHADOW: |
| 959 | case GL_SAMPLER_2D_SHADOW: |
| 960 | case GL_SAMPLER_2D_ARRAY: |
| 961 | case GL_SAMPLER_2D_ARRAY_SHADOW: |
| 962 | case GL_SAMPLER_3D: |
| 963 | case GL_SAMPLER_CUBE: |
| 964 | case GL_SAMPLER_CUBE_SHADOW: |
| 965 | case GL_SAMPLER_CUBE_MAP_ARRAY: |
| 966 | case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: |
| 967 | return UNIFORM_SAMPLER; |
| 968 | default: |
| 969 | return UNIFORM_UNKNOWN; |
| 970 | } |
| 971 | } |
| 972 | |
| 973 | TextureType Shader::getUniformTextureType(GLenum type) const |
| 974 | { |
| 975 | switch (type) |
| 976 | { |
| 977 | case GL_SAMPLER_1D: |
| 978 | case GL_SAMPLER_1D_SHADOW: |
| 979 | case GL_SAMPLER_1D_ARRAY: |
| 980 | case GL_SAMPLER_1D_ARRAY_SHADOW: |
| 981 | // 1D-typed textures are not supported. |
| 982 | return TEXTURE_MAX_ENUM; |
| 983 | case GL_SAMPLER_2D: |
| 984 | case GL_SAMPLER_2D_SHADOW: |
| 985 | return TEXTURE_2D; |
| 986 | case GL_SAMPLER_2D_MULTISAMPLE: |
| 987 | case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: |
| 988 | // Multisample textures are not supported. |
| 989 | return TEXTURE_MAX_ENUM; |
| 990 | case GL_SAMPLER_2D_RECT: |
| 991 | case GL_SAMPLER_2D_RECT_SHADOW: |
| 992 | // Rectangle textures are not supported. |
| 993 | return TEXTURE_MAX_ENUM; |
| 994 | case GL_SAMPLER_2D_ARRAY: |
| 995 | case GL_SAMPLER_2D_ARRAY_SHADOW: |
| 996 | return TEXTURE_2D_ARRAY; |
| 997 | case GL_SAMPLER_3D: |
| 998 | return TEXTURE_VOLUME; |
| 999 | case GL_SAMPLER_CUBE: |
| 1000 | case GL_SAMPLER_CUBE_SHADOW: |
| 1001 | return TEXTURE_CUBE; |
| 1002 | case GL_SAMPLER_CUBE_MAP_ARRAY: |
| 1003 | case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: |
| 1004 | // Cubemap array textures are not supported. |
| 1005 | return TEXTURE_MAX_ENUM; |
| 1006 | default: |
| 1007 | return TEXTURE_MAX_ENUM; |
| 1008 | } |
| 1009 | } |
| 1010 | |
| 1011 | bool Shader::isDepthTextureType(GLenum type) const |
| 1012 | { |
| 1013 | switch (type) |
| 1014 | { |
| 1015 | case GL_SAMPLER_1D_SHADOW: |
| 1016 | case GL_SAMPLER_1D_ARRAY_SHADOW: |
| 1017 | case GL_SAMPLER_2D_SHADOW: |
| 1018 | case GL_SAMPLER_2D_ARRAY_SHADOW: |
| 1019 | case GL_SAMPLER_CUBE_SHADOW: |
| 1020 | case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: |
| 1021 | return true; |
| 1022 | default: |
| 1023 | return false; |
| 1024 | } |
| 1025 | } |
| 1026 | |
| 1027 | } // opengl |
| 1028 | } // graphics |
| 1029 | } // love |
| 1030 | |