303 lines
8.3 KiB
C++
303 lines
8.3 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2020 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#include "BLI_string.h"
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#include "GPU_extensions.h"
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#include "GPU_platform.h"
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#include "gl_shader.hh"
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using namespace blender;
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using namespace blender::gpu;
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/* -------------------------------------------------------------------- */
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/** \name Creation / Destruction
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* \{ */
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GLShader::GLShader(const char *name) : Shader(name)
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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* does not have a GPUContext. */
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BLI_assert(GPU_context_active_get() != NULL);
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#endif
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shader_program_ = glCreateProgram();
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}
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GLShader::~GLShader(void)
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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* does not have a GPUContext. */
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BLI_assert(GPU_context_active_get() != NULL);
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#endif
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/* Invalid handles are silently ignored. */
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glDeleteShader(vert_shader_);
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glDeleteShader(geom_shader_);
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glDeleteShader(frag_shader_);
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glDeleteProgram(shader_program_);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Shader stage creation
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* \{ */
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char *GLShader::glsl_patch_get(void)
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{
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/** Used for shader patching. Init once. */
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static char patch[512] = "\0";
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if (patch[0] != '\0') {
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return patch;
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}
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size_t slen = 0;
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/* Version need to go first. */
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STR_CONCAT(patch, slen, "#version 330\n");
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/* Enable extensions for features that are not part of our base GLSL version
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* don't use an extension for something already available! */
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if (GLEW_ARB_texture_gather) {
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/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
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* is reported to be supported but yield a compile error (see T55802). */
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if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
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STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
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/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
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* shader so double check the preprocessor define (see T56544). */
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if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
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STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
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STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
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STR_CONCAT(patch, slen, "#endif\n");
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}
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else {
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STR_CONCAT(patch, slen, "#define GPU_ARB_texture_gather\n");
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}
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}
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}
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if (GLEW_ARB_shader_draw_parameters) {
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STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
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STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
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}
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if (GPU_arb_texture_cube_map_array_is_supported()) {
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STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
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STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
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}
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/* Derivative sign can change depending on implementation. */
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float derivatives[2];
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GPU_get_dfdy_factors(derivatives);
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STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", derivatives[0]);
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STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", derivatives[1]);
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BLI_assert(slen < sizeof(patch));
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return patch;
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}
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/* Create, compile and attach the shader stage to the shader program. */
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GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
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{
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GLuint shader = glCreateShader(gl_stage);
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if (shader == 0) {
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fprintf(stderr, "GLShader: Error: Could not create shader object.");
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return 0;
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}
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/* Patch the shader code using the first source slot. */
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sources[0] = glsl_patch_get();
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glShaderSource(shader, sources.size(), sources.data(), NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (!status) {
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char log[5000];
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glGetShaderInfoLog(shader, sizeof(log), NULL, log);
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this->print_errors(sources, log);
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glDeleteShader(shader);
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return 0;
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}
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glAttachShader(shader_program_, shader);
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return shader;
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}
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void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
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{
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vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
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}
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void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
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{
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geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
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}
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void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
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{
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frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
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}
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bool GLShader::finalize(void)
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{
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glLinkProgram(shader_program_);
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GLint status;
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glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
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if (!status) {
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char log[5000];
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glGetProgramInfoLog(shader_program_, sizeof(log), NULL, log);
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fprintf(stderr, "\nLinking Error:\n\n%s", log);
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return false;
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}
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/* TODO(fclem) We need this to modify the image binding points using glUniform.
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* This could be avoided using glProgramUniform in GL 4.1. */
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glUseProgram(shader_program_);
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interface = GPU_shaderinterface_create(shader_program_);
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return true;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Binding
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* \{ */
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void GLShader::bind(void)
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{
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BLI_assert(shader_program_ != 0);
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glUseProgram(shader_program_);
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}
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void GLShader::unbind(void)
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{
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#ifndef NDEBUG
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glUseProgram(0);
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#endif
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Transform feedback
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*
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* TODO(fclem) Should be replaced by compute shaders.
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* \{ */
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/* Should be called before linking. */
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void GLShader::transform_feedback_names_set(Span<const char *> name_list,
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const eGPUShaderTFBType geom_type)
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{
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glTransformFeedbackVaryings(
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shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
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transform_feedback_type_ = geom_type;
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}
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bool GLShader::transform_feedback_enable(GPUVertBuf *buf)
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{
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if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
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return false;
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}
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BLI_assert(buf->vbo_id != 0);
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glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id);
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switch (transform_feedback_type_) {
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case GPU_SHADER_TFB_POINTS:
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glBeginTransformFeedback(GL_POINTS);
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break;
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case GPU_SHADER_TFB_LINES:
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glBeginTransformFeedback(GL_LINES);
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break;
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case GPU_SHADER_TFB_TRIANGLES:
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glBeginTransformFeedback(GL_TRIANGLES);
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break;
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default:
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return false;
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}
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return true;
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}
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void GLShader::transform_feedback_disable(void)
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{
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glEndTransformFeedback();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniforms setters
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* \{ */
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void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
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{
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switch (comp_len) {
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case 1:
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glUniform1fv(location, array_size, data);
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break;
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case 2:
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glUniform2fv(location, array_size, data);
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break;
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case 3:
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glUniform3fv(location, array_size, data);
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break;
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case 4:
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glUniform4fv(location, array_size, data);
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break;
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case 9:
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glUniformMatrix3fv(location, array_size, 0, data);
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break;
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case 16:
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glUniformMatrix4fv(location, array_size, 0, data);
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break;
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default:
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BLI_assert(0);
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break;
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}
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}
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void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
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{
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switch (comp_len) {
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case 1:
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glUniform1iv(location, array_size, data);
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break;
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case 2:
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glUniform2iv(location, array_size, data);
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break;
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case 3:
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glUniform3iv(location, array_size, data);
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break;
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case 4:
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glUniform4iv(location, array_size, data);
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break;
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default:
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BLI_assert(0);
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break;
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}
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}
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/** \} */
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