| 1 | /** | 
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| 2 | * Copyright (c) 2006-2023 LOVE Development Team | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * | 
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| 8 | * Permission is granted to anyone to use this software for any purpose, | 
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| 9 | * including commercial applications, and to alter it and redistribute it | 
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| 10 | * freely, subject to the following restrictions: | 
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| 11 | * | 
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| 12 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 13 | *    claim that you wrote the original software. If you use this software | 
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| 14 | *    in a product, an acknowledgment in the product documentation would be | 
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| 15 | *    appreciated but is not required. | 
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| 16 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 17 | *    misrepresented as being the original software. | 
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| 18 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 19 | **/ | 
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| 20 |  | 
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| 21 | // LOVE | 
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| 22 | #include "common/config.h" | 
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| 23 |  | 
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| 24 | #include "Shader.h" | 
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| 25 | #include "Graphics.h" | 
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| 26 |  | 
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| 27 | // C++ | 
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| 28 | #include <algorithm> | 
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| 29 | #include <limits> | 
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| 30 | #include <sstream> | 
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| 31 |  | 
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| 32 | namespace love | 
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| 33 | { | 
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| 34 | namespace graphics | 
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| 35 | { | 
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| 36 | namespace opengl | 
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| 37 | { | 
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| 38 |  | 
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| 39 | Shader::Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel) | 
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| 40 | : love::graphics::Shader(vertex, pixel) | 
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| 41 | , program(0) | 
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| 42 | , builtinUniforms() | 
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| 43 | , builtinUniformInfo() | 
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| 44 | , builtinAttributes() | 
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| 45 | , canvasWasActive(false) | 
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| 46 | , lastViewport() | 
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| 47 | , lastPointSize(0.0f) | 
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| 48 | { | 
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| 49 | // load shader source and create program object | 
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| 50 | loadVolatile(); | 
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| 51 | } | 
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| 52 |  | 
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| 53 | Shader::~Shader() | 
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| 54 | { | 
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| 55 | unloadVolatile(); | 
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| 56 |  | 
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| 57 | for (const auto &p : uniforms) | 
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| 58 | { | 
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| 59 | // Allocated with malloc(). | 
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| 60 | if (p.second.data != nullptr) | 
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| 61 | free(p.second.data); | 
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| 62 |  | 
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| 63 | if (p.second.baseType == UNIFORM_SAMPLER) | 
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| 64 | { | 
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| 65 | for (int i = 0; i < p.second.count; i++) | 
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| 66 | { | 
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| 67 | if (p.second.textures[i] != nullptr) | 
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| 68 | p.second.textures[i]->release(); | 
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| 69 | } | 
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| 70 |  | 
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| 71 | delete[] p.second.textures; | 
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| 72 | } | 
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| 73 | } | 
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| 74 | } | 
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| 75 |  | 
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| 76 | void Shader::mapActiveUniforms() | 
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| 77 | { | 
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| 78 | // Built-in uniform locations default to -1 (nonexistent.) | 
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| 79 | for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) | 
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| 80 | { | 
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| 81 | builtinUniforms[i] = -1; | 
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| 82 | builtinUniformInfo[i] = nullptr; | 
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| 83 | } | 
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| 84 |  | 
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| 85 | GLint activeprogram = 0; | 
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| 86 | glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram); | 
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| 87 |  | 
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| 88 | gl.useProgram(program); | 
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| 89 |  | 
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| 90 | GLint numuniforms; | 
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| 91 | glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms); | 
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| 92 |  | 
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| 93 | GLchar cname[256]; | 
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| 94 | const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar)); | 
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| 95 |  | 
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| 96 | std::map<std::string, UniformInfo> olduniforms = uniforms; | 
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| 97 | uniforms.clear(); | 
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| 98 |  | 
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| 99 | for (int uindex = 0; uindex < numuniforms; uindex++) | 
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| 100 | { | 
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| 101 | GLsizei namelen = 0; | 
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| 102 | GLenum gltype = 0; | 
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| 103 | UniformInfo u = {}; | 
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| 104 |  | 
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| 105 | glGetActiveUniform(program, (GLuint) uindex, bufsize, &namelen, &u.count, &gltype, cname); | 
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| 106 |  | 
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| 107 | u.name = std::string(cname, (size_t) namelen); | 
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| 108 | u.location = glGetUniformLocation(program, u.name.c_str()); | 
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| 109 | u.baseType = getUniformBaseType(gltype); | 
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| 110 | u.textureType = getUniformTextureType(gltype); | 
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| 111 | u.isDepthSampler = isDepthTextureType(gltype); | 
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| 112 |  | 
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| 113 | if (u.baseType == UNIFORM_MATRIX) | 
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| 114 | u.matrix = getMatrixSize(gltype); | 
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| 115 | else | 
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| 116 | u.components = getUniformTypeComponents(gltype); | 
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| 117 |  | 
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| 118 | // glGetActiveUniform appends "[0]" to the end of array uniform names... | 
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| 119 | if (u.name.length() > 3) | 
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| 120 | { | 
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| 121 | size_t findpos = u.name.find( "[0]"); | 
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| 122 | if (findpos != std::string::npos && findpos == u.name.length() - 3) | 
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| 123 | u.name.erase(u.name.length() - 3); | 
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| 124 | } | 
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| 125 |  | 
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| 126 | // If this is a built-in (LOVE-created) uniform, store the location. | 
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| 127 | BuiltinUniform builtin = BUILTIN_MAX_ENUM; | 
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| 128 | if (getConstant(u.name.c_str(), builtin)) | 
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| 129 | builtinUniforms[int(builtin)] = u.location; | 
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| 130 |  | 
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| 131 | if (u.location == -1) | 
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| 132 | continue; | 
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| 133 |  | 
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| 134 | if (u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) | 
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| 135 | { | 
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| 136 | TextureUnit unit; | 
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| 137 | unit.type = u.textureType; | 
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| 138 | unit.active = true; | 
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| 139 | unit.texture = gl.getDefaultTexture(u.textureType); | 
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| 140 |  | 
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| 141 | for (int i = 0; i < u.count; i++) | 
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| 142 | textureUnits.push_back(unit); | 
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| 143 | } | 
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| 144 |  | 
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| 145 | // Make sure previously set uniform data is preserved, and shader- | 
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| 146 | // initialized values are retrieved. | 
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| 147 | auto oldu = olduniforms.find(u.name); | 
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| 148 | if (oldu != olduniforms.end()) | 
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| 149 | { | 
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| 150 | u.data = oldu->second.data; | 
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| 151 | u.dataSize = oldu->second.dataSize; | 
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| 152 | u.textures = oldu->second.textures; | 
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| 153 |  | 
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| 154 | updateUniform(&u, u.count, true); | 
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| 155 | } | 
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| 156 | else | 
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| 157 | { | 
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| 158 | u.dataSize = 0; | 
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| 159 |  | 
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| 160 | switch (u.baseType) | 
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| 161 | { | 
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| 162 | case UNIFORM_FLOAT: | 
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| 163 | u.dataSize = sizeof(float) * u.components * u.count; | 
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| 164 | u.data = malloc(u.dataSize); | 
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| 165 | break; | 
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| 166 | case UNIFORM_INT: | 
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| 167 | case UNIFORM_BOOL: | 
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| 168 | case UNIFORM_SAMPLER: | 
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| 169 | u.dataSize = sizeof(int) * u.components * u.count; | 
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| 170 | u.data = malloc(u.dataSize); | 
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| 171 | break; | 
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| 172 | case UNIFORM_UINT: | 
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| 173 | u.dataSize = sizeof(unsigned int) * u.components * u.count; | 
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| 174 | u.data = malloc(u.dataSize); | 
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| 175 | break; | 
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| 176 | case UNIFORM_MATRIX: | 
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| 177 | u.dataSize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count; | 
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| 178 | u.data = malloc(u.dataSize); | 
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| 179 | break; | 
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| 180 | default: | 
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| 181 | break; | 
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| 182 | } | 
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| 183 |  | 
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| 184 | if (u.dataSize > 0) | 
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| 185 | { | 
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| 186 | memset(u.data, 0, u.dataSize); | 
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| 187 |  | 
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| 188 | if (u.baseType == UNIFORM_SAMPLER) | 
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| 189 | { | 
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| 190 | int startunit = (int) textureUnits.size() - u.count; | 
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| 191 |  | 
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| 192 | if (builtin == BUILTIN_TEXTURE_MAIN) | 
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| 193 | startunit = 0; | 
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| 194 |  | 
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| 195 | for (int i = 0; i < u.count; i++) | 
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| 196 | u.ints[i] = startunit + i; | 
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| 197 |  | 
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| 198 | glUniform1iv(u.location, u.count, u.ints); | 
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| 199 |  | 
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| 200 | u.textures = new Texture*[u.count]; | 
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| 201 | memset(u.textures, 0, sizeof(Texture *) * u.count); | 
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| 202 | } | 
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| 203 | } | 
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| 204 |  | 
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| 205 | size_t offset = 0; | 
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| 206 |  | 
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| 207 | // Store any shader-initialized values in our own memory. | 
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| 208 | for (int i = 0; i < u.count; i++) | 
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| 209 | { | 
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| 210 | GLint location = u.location; | 
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| 211 |  | 
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| 212 | if (u.count > 1) | 
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| 213 | { | 
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| 214 | std::ostringstream ss; | 
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| 215 | ss << i; | 
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| 216 |  | 
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| 217 | std::string indexname = u.name + "["+ ss.str() + "]"; | 
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| 218 | location = glGetUniformLocation(program, indexname.c_str()); | 
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| 219 | } | 
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| 220 |  | 
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| 221 | if (location == -1) | 
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| 222 | continue; | 
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| 223 |  | 
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| 224 | switch (u.baseType) | 
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| 225 | { | 
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| 226 | case UNIFORM_FLOAT: | 
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| 227 | glGetUniformfv(program, location, &u.floats[offset]); | 
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| 228 | offset += u.components; | 
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| 229 | break; | 
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| 230 | case UNIFORM_INT: | 
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| 231 | case UNIFORM_BOOL: | 
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| 232 | glGetUniformiv(program, location, &u.ints[offset]); | 
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| 233 | offset += u.components; | 
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| 234 | break; | 
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| 235 | case UNIFORM_UINT: | 
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| 236 | glGetUniformuiv(program, location, &u.uints[offset]); | 
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| 237 | offset += u.components; | 
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| 238 | break; | 
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| 239 | case UNIFORM_MATRIX: | 
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| 240 | glGetUniformfv(program, location, &u.floats[offset]); | 
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| 241 | offset += u.matrix.rows * u.matrix.columns; | 
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| 242 | break; | 
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| 243 | default: | 
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| 244 | break; | 
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| 245 | } | 
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| 246 | } | 
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| 247 | } | 
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| 248 |  | 
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| 249 | uniforms[u.name] = u; | 
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| 250 |  | 
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| 251 | if (builtin != BUILTIN_MAX_ENUM) | 
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| 252 | builtinUniformInfo[(int)builtin] = &uniforms[u.name]; | 
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| 253 |  | 
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| 254 | if (u.baseType == UNIFORM_SAMPLER) | 
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| 255 | { | 
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| 256 | // Make sure all stored textures have their Volatiles loaded before | 
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| 257 | // the sendTextures call, since it calls getHandle(). | 
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| 258 | for (int i = 0; i < u.count; i++) | 
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| 259 | { | 
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| 260 | if (u.textures[i] == nullptr) | 
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| 261 | continue; | 
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| 262 |  | 
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| 263 | Volatile *v = dynamic_cast<Volatile *>(u.textures[i]); | 
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| 264 | if (v != nullptr) | 
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| 265 | v->loadVolatile(); | 
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| 266 | } | 
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| 267 |  | 
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| 268 | sendTextures(&u, u.textures, u.count, true); | 
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| 269 | } | 
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| 270 | } | 
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| 271 |  | 
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| 272 | // Make sure uniforms that existed before but don't exist anymore are | 
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| 273 | // cleaned up. This theoretically shouldn't happen, but... | 
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| 274 | for (const auto &p : olduniforms) | 
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| 275 | { | 
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| 276 | if (uniforms.find(p.first) == uniforms.end()) | 
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| 277 | { | 
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| 278 | free(p.second.data); | 
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| 279 |  | 
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| 280 | if (p.second.baseType != UNIFORM_SAMPLER) | 
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| 281 | continue; | 
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| 282 |  | 
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| 283 | for (int i = 0; i < p.second.count; i++) | 
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| 284 | { | 
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| 285 | if (p.second.textures[i] != nullptr) | 
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| 286 | p.second.textures[i]->release(); | 
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| 287 | } | 
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| 288 |  | 
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| 289 | delete[] p.second.textures; | 
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| 290 | } | 
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| 291 | } | 
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| 292 |  | 
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| 293 | gl.useProgram(activeprogram); | 
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| 294 | } | 
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| 295 |  | 
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| 296 | bool Shader::loadVolatile() | 
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| 297 | { | 
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| 298 | OpenGL::TempDebugGroup debuggroup( "Shader load"); | 
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| 299 |  | 
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| 300 | // Recreating the shader program will invalidate uniforms that rely on these. | 
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| 301 | canvasWasActive = false; | 
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| 302 | lastViewport = Rect(); | 
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| 303 |  | 
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| 304 | lastPointSize = -1.0f; | 
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| 305 |  | 
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| 306 | // Invalidate the cached matrices by setting some elements to NaN. | 
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| 307 | float nan = std::numeric_limits<float>::quiet_NaN(); | 
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| 308 | lastProjectionMatrix.setTranslation(nan, nan); | 
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| 309 | lastTransformMatrix.setTranslation(nan, nan); | 
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| 310 |  | 
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| 311 | // zero out active texture list | 
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| 312 | textureUnits.clear(); | 
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| 313 | textureUnits.push_back(TextureUnit()); | 
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| 314 |  | 
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| 315 | for (const auto &stage : stages) | 
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| 316 | { | 
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| 317 | if (stage.get() != nullptr) | 
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| 318 | stage->loadVolatile(); | 
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| 319 | } | 
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| 320 |  | 
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| 321 | program = glCreateProgram(); | 
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| 322 |  | 
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| 323 | if (program == 0) | 
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| 324 | throw love::Exception( "Cannot create shader program object."); | 
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| 325 |  | 
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| 326 | for (const auto &stage : stages) | 
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| 327 | { | 
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| 328 | if (stage.get() != nullptr) | 
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| 329 | glAttachShader(program, (GLuint) stage->getHandle()); | 
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| 330 | } | 
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| 331 |  | 
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| 332 | // Bind generic vertex attribute indices to names in the shader. | 
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| 333 | for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) | 
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| 334 | { | 
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| 335 | const char *name = nullptr; | 
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| 336 | if (vertex::getConstant((BuiltinVertexAttribute) i, name)) | 
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| 337 | glBindAttribLocation(program, i, (const GLchar *) name); | 
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| 338 | } | 
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| 339 |  | 
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| 340 | glLinkProgram(program); | 
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| 341 |  | 
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| 342 | GLint status; | 
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| 343 | glGetProgramiv(program, GL_LINK_STATUS, &status); | 
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| 344 |  | 
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| 345 | if (status == GL_FALSE) | 
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| 346 | { | 
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| 347 | std::string warnings = getProgramWarnings(); | 
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| 348 | glDeleteProgram(program); | 
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| 349 | program = 0; | 
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| 350 | throw love::Exception( "Cannot link shader program object:\n%s", warnings.c_str()); | 
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| 351 | } | 
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| 352 |  | 
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| 353 | // Get all active uniform variables in this shader from OpenGL. | 
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| 354 | mapActiveUniforms(); | 
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| 355 |  | 
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| 356 | for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) | 
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| 357 | { | 
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| 358 | const char *name = nullptr; | 
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| 359 | if (vertex::getConstant(BuiltinVertexAttribute(i), name)) | 
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| 360 | builtinAttributes[i] = glGetAttribLocation(program, name); | 
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| 361 | else | 
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| 362 | builtinAttributes[i] = -1; | 
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| 363 | } | 
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| 364 |  | 
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| 365 | if (current == this) | 
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| 366 | { | 
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| 367 | // make sure glUseProgram gets called. | 
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| 368 | current = nullptr; | 
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| 369 | attach(); | 
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| 370 | updateBuiltinUniforms(); | 
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| 371 | } | 
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| 372 |  | 
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| 373 | return true; | 
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| 374 | } | 
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| 375 |  | 
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| 376 | void Shader::unloadVolatile() | 
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| 377 | { | 
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| 378 | if (program != 0) | 
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| 379 | { | 
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| 380 | if (current == this) | 
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| 381 | gl.useProgram(0); | 
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| 382 |  | 
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| 383 | glDeleteProgram(program); | 
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| 384 | program = 0; | 
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| 385 | } | 
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| 386 |  | 
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| 387 | // active texture list is probably invalid, clear it | 
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| 388 | textureUnits.clear(); | 
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| 389 | textureUnits.push_back(TextureUnit()); | 
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| 390 |  | 
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| 391 | attributes.clear(); | 
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| 392 |  | 
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| 393 | // And the locations of any built-in uniform variables. | 
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| 394 | for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) | 
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| 395 | builtinUniforms[i] = -1; | 
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| 396 | } | 
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| 397 |  | 
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| 398 | std::string Shader::getProgramWarnings() const | 
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| 399 | { | 
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| 400 | GLint strsize, nullpos; | 
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| 401 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize); | 
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| 402 |  | 
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| 403 | if (strsize == 0) | 
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| 404 | return ""; | 
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| 405 |  | 
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| 406 | char *tempstr = new char[strsize]; | 
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| 407 | // be extra sure that the error string will be 0-terminated | 
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| 408 | memset(tempstr, '\0', strsize); | 
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| 409 | glGetProgramInfoLog(program, strsize, &nullpos, tempstr); | 
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| 410 | tempstr[nullpos] = '\0'; | 
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| 411 |  | 
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| 412 | std::string warnings(tempstr); | 
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| 413 | delete[] tempstr; | 
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| 414 |  | 
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| 415 | return warnings; | 
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| 416 | } | 
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| 417 |  | 
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| 418 | std::string Shader::getWarnings() const | 
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| 419 | { | 
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| 420 | std::string warnings; | 
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| 421 | const char *stagestr; | 
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| 422 |  | 
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| 423 | for (const auto &stage : stages) | 
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| 424 | { | 
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| 425 | if (stage.get() == nullptr) | 
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| 426 | continue; | 
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| 427 |  | 
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| 428 | const std::string &stagewarnings = stage->getWarnings(); | 
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| 429 |  | 
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| 430 | if (ShaderStage::getConstant(stage->getStageType(), stagestr)) | 
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| 431 | warnings += std::string(stagestr) + std::string( " shader:\n") + stagewarnings; | 
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| 432 | } | 
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| 433 |  | 
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| 434 | warnings += getProgramWarnings(); | 
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| 435 |  | 
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| 436 | return warnings; | 
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| 437 | } | 
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| 438 |  | 
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| 439 | void Shader::attach() | 
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| 440 | { | 
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| 441 | if (current != this) | 
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| 442 | { | 
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| 443 | Graphics::flushStreamDrawsGlobal(); | 
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| 444 |  | 
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| 445 | gl.useProgram(program); | 
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| 446 | current = this; | 
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| 447 | // retain/release happens in Graphics::setShader. | 
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| 448 |  | 
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| 449 | // Make sure all textures are bound to their respective texture units. | 
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| 450 | for (int i = 0; i < (int) textureUnits.size(); ++i) | 
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| 451 | { | 
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| 452 | const TextureUnit &unit = textureUnits[i]; | 
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| 453 | if (unit.active) | 
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| 454 | gl.bindTextureToUnit(unit.type, unit.texture, i, false, false); | 
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| 455 | } | 
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| 456 |  | 
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| 457 | // send any pending uniforms to the shader program. | 
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| 458 | for (const auto &p : pendingUniformUpdates) | 
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| 459 | updateUniform(p.first, p.second, true); | 
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| 460 |  | 
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| 461 | pendingUniformUpdates.clear(); | 
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| 462 | } | 
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| 463 | } | 
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| 464 |  | 
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| 465 | const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const | 
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| 466 | { | 
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| 467 | const auto it = uniforms.find(name); | 
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| 468 |  | 
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| 469 | if (it == uniforms.end()) | 
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| 470 | return nullptr; | 
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| 471 |  | 
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| 472 | return &(it->second); | 
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| 473 | } | 
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| 474 |  | 
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| 475 | const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const | 
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| 476 | { | 
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| 477 | return builtinUniformInfo[(int)builtin]; | 
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| 478 | } | 
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| 479 |  | 
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| 480 | void Shader::updateUniform(const UniformInfo *info, int count) | 
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| 481 | { | 
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| 482 | updateUniform(info, count, false); | 
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| 483 | } | 
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| 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: | 
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| 939 | case GL_FLOAT_MAT2x4: | 
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| 940 | case GL_FLOAT_MAT3x2: | 
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| 941 | case GL_FLOAT_MAT3x4: | 
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| 942 | case GL_FLOAT_MAT4x2: | 
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| 943 | case GL_FLOAT_MAT4x3: | 
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| 944 | return UNIFORM_MATRIX; | 
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| 945 | case GL_BOOL: | 
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| 946 | case GL_BOOL_VEC2: | 
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| 947 | case GL_BOOL_VEC3: | 
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| 948 | case GL_BOOL_VEC4: | 
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| 949 | return UNIFORM_BOOL; | 
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| 950 | case GL_SAMPLER_1D: | 
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| 951 | case GL_SAMPLER_1D_SHADOW: | 
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| 952 | case GL_SAMPLER_1D_ARRAY: | 
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| 953 | case GL_SAMPLER_1D_ARRAY_SHADOW: | 
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| 954 | case GL_SAMPLER_2D: | 
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| 955 | case GL_SAMPLER_2D_MULTISAMPLE: | 
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| 956 | case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: | 
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| 957 | case GL_SAMPLER_2D_RECT: | 
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| 958 | case GL_SAMPLER_2D_RECT_SHADOW: | 
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| 959 | case GL_SAMPLER_2D_SHADOW: | 
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| 960 | case GL_SAMPLER_2D_ARRAY: | 
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| 961 | case GL_SAMPLER_2D_ARRAY_SHADOW: | 
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| 962 | case GL_SAMPLER_3D: | 
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| 963 | case GL_SAMPLER_CUBE: | 
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| 964 | case GL_SAMPLER_CUBE_SHADOW: | 
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| 965 | case GL_SAMPLER_CUBE_MAP_ARRAY: | 
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| 966 | case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: | 
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| 967 | return UNIFORM_SAMPLER; | 
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| 968 | default: | 
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| 969 | return UNIFORM_UNKNOWN; | 
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| 970 | } | 
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| 971 | } | 
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| 972 |  | 
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| 973 | TextureType Shader::getUniformTextureType(GLenum type) const | 
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| 974 | { | 
|---|
| 975 | switch (type) | 
|---|
| 976 | { | 
|---|
| 977 | case GL_SAMPLER_1D: | 
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| 978 | case GL_SAMPLER_1D_SHADOW: | 
|---|
| 979 | case GL_SAMPLER_1D_ARRAY: | 
|---|
| 980 | case GL_SAMPLER_1D_ARRAY_SHADOW: | 
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| 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 |  | 
|---|