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blender-archive/intern/gawain/src/gwn_shader_interface.c

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// Gawain shader interface (C --> GLSL)
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2017 Mike Erwin
//
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
#include "gwn_shader_interface.h"
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#define SUPPORT_LEGACY_GLSL 1
#define DEBUG_SHADER_INTERFACE 0
#if DEBUG_SHADER_INTERFACE
#include <stdio.h>
#endif
static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
{
static const char* names[] =
{
[GWN_UNIFORM_NONE] = NULL,
[GWN_UNIFORM_MODELVIEW] = "ModelViewMatrix",
[GWN_UNIFORM_PROJECTION] = "ProjectionMatrix",
[GWN_UNIFORM_MVP] = "ModelViewProjectionMatrix",
[GWN_UNIFORM_MODELVIEW_INV] = "ModelViewInverseMatrix",
[GWN_UNIFORM_PROJECTION_INV] = "ProjectionInverseMatrix",
[GWN_UNIFORM_NORMAL] = "NormalMatrix",
[GWN_UNIFORM_COLOR] = "color",
[GWN_UNIFORM_CUSTOM] = NULL,
[GWN_NUM_UNIFORMS] = NULL,
};
return names[u];
}
GWN_INLINE bool match(const char* a, const char* b)
{
return strcmp(a, b) == 0;
}
GWN_INLINE unsigned hash_string(const char *str)
{
unsigned i = 0, c;
while ((c = *str++))
{
i = i * 37 + c;
}
return i;
}
GWN_INLINE void set_input_name(Gwn_ShaderInput* input, const char* name)
{
input->name = name;
input->name_hash = hash_string(name);
}
GWN_INLINE void shader_input_to_bucket(Gwn_ShaderInput* input,
Gwn_ShaderInput_Entry* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
{
Gwn_ShaderInput_Entry* entry = malloc(sizeof(Gwn_ShaderInput_Entry));
const unsigned bucket_index = input->name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS;
entry->next = buckets[bucket_index];
entry->shader_input = input;
buckets[bucket_index] = entry;
}
GWN_INLINE Gwn_ShaderInput* buckets_lookup(Gwn_ShaderInput_Entry* const buckets[GWN_NUM_SHADERINTERFACE_BUCKETS],
const char *name)
{
const unsigned name_hash = hash_string(name);
const unsigned bucket_index = name_hash % GWN_NUM_SHADERINTERFACE_BUCKETS;
const Gwn_ShaderInput_Entry* entry = buckets[bucket_index];
if (entry == NULL)
{
// Requested uniform is not found at all.
return NULL;
}
// Optimization bit: if there is no hash collision detected when constructing shader interface
// it means we can only request the single possible uniform. Surely, it's possible we request
// uniform which causes hash collision, but that will be detected in debug builds.
if (entry->next == NULL)
{
if (name_hash == entry->shader_input->name_hash)
{
#if TRUST_NO_ONE
assert(match(entry->shader_input->name, name));
#endif
return entry->shader_input;
}
return NULL;
}
// Work through possible collisions.
while (entry != NULL)
{
Gwn_ShaderInput* uniform = entry->shader_input;
entry = entry->next;
#if SUPPORT_LEGACY_GLSL
if (uniform->name == NULL) continue;
#endif
if (uniform->name_hash != name_hash)
{
continue;
}
if (match(uniform->name, name))
{
return uniform;
}
}
return NULL; // not found
}
GWN_INLINE void buckets_free(Gwn_ShaderInput_Entry* buckets[GWN_NUM_SHADERINTERFACE_BUCKETS])
{
for (unsigned bucket_index = 0; bucket_index < GWN_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index)
{
Gwn_ShaderInput_Entry *entry = buckets[bucket_index];
while (entry != NULL)
{
Gwn_ShaderInput_Entry *entry_next = entry->next;
free(entry);
entry = entry_next;
}
}
}
// keep these in sync with Gwn_UniformBuiltin order
#define FIRST_MAT4_UNIFORM GWN_UNIFORM_MODELVIEW
#define LAST_MAT4_UNIFORM GWN_UNIFORM_PROJECTION_INV
static bool setup_builtin_uniform(Gwn_ShaderInput* input, const char* name)
{
// TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types
// detect built-in uniforms (gl_type and name must match)
// if a match is found, use BuiltinUniform_name so name buffer space can be reclaimed
switch (input->gl_type)
{
case GL_FLOAT_MAT4:
for (Gwn_UniformBuiltin u = FIRST_MAT4_UNIFORM; u <= LAST_MAT4_UNIFORM; ++u)
{
const char* builtin_name = BuiltinUniform_name(u);
if (match(name, builtin_name))
{
set_input_name(input, builtin_name);
input->builtin_type = u;
return true;
}
}
break;
case GL_FLOAT_MAT3:
{
const char* builtin_name = BuiltinUniform_name(GWN_UNIFORM_NORMAL);
if (match(name, builtin_name))
{
set_input_name(input, builtin_name);
input->builtin_type = GWN_UNIFORM_NORMAL;
return true;
}
}
break;
case GL_FLOAT_VEC4:
{
const char* builtin_name = BuiltinUniform_name(GWN_UNIFORM_COLOR);
if (match(name, builtin_name))
{
set_input_name(input, builtin_name);
input->builtin_type = GWN_UNIFORM_COLOR;
return true;
}
}
break;
default:
;
}
input->builtin_type = GWN_UNIFORM_CUSTOM;
return false;
}
Gwn_ShaderInterface* GWN_shaderinterface_create(GLint program)
{
#if DEBUG_SHADER_INTERFACE
printf("%s {\n", __func__); // enter function
#endif
GLint uniform_ct, attrib_ct;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniform_ct);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attrib_ct);
const GLint input_ct = uniform_ct + attrib_ct;
GLint max_uniform_name_len, max_attrib_name_len;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attrib_name_len);
const uint32_t name_buffer_len = uniform_ct * max_uniform_name_len + attrib_ct * max_attrib_name_len;
// allocate enough space for input counts, details for each input, and a buffer for name strings
Gwn_ShaderInterface* shaderface = calloc(1, offsetof(Gwn_ShaderInterface, inputs) + input_ct * sizeof(Gwn_ShaderInput) + name_buffer_len);
shaderface->uniform_ct = uniform_ct;
shaderface->attrib_ct = attrib_ct;
char* name_buffer = (char*)shaderface + offsetof(Gwn_ShaderInterface, inputs) + input_ct * sizeof(Gwn_ShaderInput);
uint32_t name_buffer_offset = 0;
for (uint32_t i = 0; i < uniform_ct; ++i)
{
Gwn_ShaderInput* input = shaderface->inputs + i;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
char* name = name_buffer + name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniform(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
input->location = glGetUniformLocation(program, name);
#if SUPPORT_LEGACY_GLSL
if (input->location != -1)
{
#elif TRUST_NO_ONE
assert(input->location != -1);
#endif
if (setup_builtin_uniform(input, name))
; // reclaim space from name buffer (don't advance offset)
else
{
set_input_name(input, name);
name_buffer_offset += name_len + 1; // include NULL terminator
}
#if SUPPORT_LEGACY_GLSL
}
#endif
#if DEBUG_SHADER_INTERFACE
printf("uniform[%u] '%s' at location %d\n", i, name, input->location);
#endif
}
for (uint32_t i = 0; i < attrib_ct; ++i)
{
Gwn_ShaderInput* input = shaderface->inputs + uniform_ct + i;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
char* name = name_buffer + name_buffer_offset;
GLsizei name_len = 0;
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
// TODO: reject DOUBLE gl_types
input->location = glGetAttribLocation(program, name);
#if SUPPORT_LEGACY_GLSL
if (input->location != -1)
{
#elif TRUST_NO_ONE
assert(input->location != -1);
#endif
set_input_name(input, name);
name_buffer_offset += name_len + 1; // include NULL terminator
#if SUPPORT_LEGACY_GLSL
}
#endif
#if DEBUG_SHADER_INTERFACE
printf("attrib[%u] '%s' at location %d\n", i, name, input->location);
#endif
}
const uint32_t name_buffer_used = name_buffer_offset;
#if DEBUG_SHADER_INTERFACE
printf("using %u of %u bytes from name buffer\n", name_buffer_used, name_buffer_len);
printf("}\n"); // exit function
#endif
if (name_buffer_used < name_buffer_len)
{
// realloc shaderface to shrink name buffer
const size_t shaderface_alloc =
offsetof(Gwn_ShaderInterface, inputs) + (input_ct * sizeof(Gwn_ShaderInput)) + name_buffer_used;
const char* shaderface_orig_start = (const char*)shaderface;
const char* shaderface_orig_end = &shaderface_orig_start[shaderface_alloc];
shaderface = realloc(shaderface, shaderface_alloc);
const ptrdiff_t delta = (char*)shaderface - shaderface_orig_start;
if (delta)
{
// each input->name will need adjustment (except static built-in names)
for (uint32_t i = 0; i < input_ct; ++i)
{
Gwn_ShaderInput* input = shaderface->inputs + i;
if (input->name >= shaderface_orig_start && input->name < shaderface_orig_end)
input->name += delta;
}
}
}
memset(shaderface->builtin_uniforms, 0, sizeof(shaderface->builtin_uniforms));
for (uint32_t i = 0; i < shaderface->uniform_ct; ++i)
{
Gwn_ShaderInput* input = &shaderface->inputs[i];
shader_input_to_bucket(input, shaderface->uniform_buckets);
if (input->builtin_type != GWN_UNIFORM_NONE &&
input->builtin_type != GWN_UNIFORM_CUSTOM)
{
shaderface->builtin_uniforms[input->builtin_type] = input;
}
}
for (uint32_t i = 0; i < shaderface->attrib_ct; ++i)
{
Gwn_ShaderInput* input = &shaderface->inputs[i + shaderface->uniform_ct];
shader_input_to_bucket(input, shaderface->attrib_buckets);
}
return shaderface;
}
void GWN_shaderinterface_discard(Gwn_ShaderInterface* shaderface)
{
// Free memory used by buckets and has entries.
buckets_free(shaderface->uniform_buckets);
buckets_free(shaderface->attrib_buckets);
// Free memory used by shader interface by its self.
free(shaderface);
}
const Gwn_ShaderInput* GWN_shaderinterface_uniform(const Gwn_ShaderInterface* shaderface, const char* name)
{
// TODO: Warn if we find a matching builtin, since these can be looked up much quicker.
return buckets_lookup(shaderface->uniform_buckets, name);
}
const Gwn_ShaderInput* GWN_shaderinterface_uniform_builtin(const Gwn_ShaderInterface* shaderface, Gwn_UniformBuiltin builtin)
{
#if TRUST_NO_ONE
assert(builtin != GWN_UNIFORM_NONE);
assert(builtin != GWN_UNIFORM_CUSTOM);
assert(builtin != GWN_NUM_UNIFORMS);
#endif
return shaderface->builtin_uniforms[builtin];
}
const Gwn_ShaderInput* GWN_shaderinterface_attr(const Gwn_ShaderInterface* shaderface, const char* name)
{
return buckets_lookup(shaderface->attrib_buckets, name);
}