yolobs-studio/libobs-opengl/gl-shader.c
2019-07-27 14:47:10 +02:00

766 lines
19 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <assert.h>
#include <graphics/vec2.h>
#include <graphics/vec3.h>
#include <graphics/vec4.h>
#include <graphics/matrix3.h>
#include <graphics/matrix4.h>
#include "gl-subsystem.h"
#include "gl-shaderparser.h"
static inline void shader_param_init(struct gs_shader_param *param)
{
memset(param, 0, sizeof(struct gs_shader_param));
}
static inline void shader_param_free(struct gs_shader_param *param)
{
bfree(param->name);
da_free(param->cur_value);
da_free(param->def_value);
}
static inline void shader_attrib_free(struct shader_attrib *attrib)
{
bfree(attrib->name);
}
static void gl_get_shader_info(GLuint shader, const char *file,
char **error_string)
{
char *errors;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = bzalloc(info_len+1);
glGetShaderInfoLog(shader, info_len, &chars_written, errors);
gl_success("glGetShaderInfoLog");
blog(LOG_DEBUG, "Compiler warnings/errors for %s:\n%s", file, errors);
if (error_string)
*error_string = errors;
else
bfree(errors);
}
static bool gl_add_param(struct gs_shader *shader, struct shader_var *var,
GLint *texture_id)
{
struct gs_shader_param param = {0};
param.array_count = var->array_count;
param.name = bstrdup(var->name);
param.shader = shader;
param.type = get_shader_param_type(var->type);
if (param.type == GS_SHADER_PARAM_TEXTURE) {
param.sampler_id = var->gl_sampler_id;
param.texture_id = (*texture_id)++;
} else {
param.changed = true;
}
da_move(param.def_value, var->default_val);
da_copy(param.cur_value, param.def_value);
da_push_back(shader->params, &param);
return true;
}
static inline bool gl_add_params(struct gs_shader *shader,
struct gl_shader_parser *glsp)
{
size_t i;
GLint tex_id = 0;
for (i = 0; i < glsp->parser.params.num; i++)
if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id))
return false;
shader->viewproj = gs_shader_get_param_by_name(shader, "ViewProj");
shader->world = gs_shader_get_param_by_name(shader, "World");
return true;
}
static inline void gl_add_sampler(struct gs_shader *shader,
struct shader_sampler *sampler)
{
gs_samplerstate_t *new_sampler;
struct gs_sampler_info info;
shader_sampler_convert(sampler, &info);
new_sampler = device_samplerstate_create(shader->device, &info);
da_push_back(shader->samplers, &new_sampler);
}
static inline void gl_add_samplers(struct gs_shader *shader,
struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->parser.samplers.num; i++) {
struct shader_sampler *sampler = glsp->parser.samplers.array+i;
gl_add_sampler(shader, sampler);
}
}
static void get_attrib_type(const char *mapping, enum attrib_type *type,
size_t *index)
{
if (strcmp(mapping, "POSITION") == 0) {
*type = ATTRIB_POSITION;
} else if (strcmp(mapping, "NORMAL") == 0) {
*type = ATTRIB_NORMAL;
} else if (strcmp(mapping, "TANGENT") == 0) {
*type = ATTRIB_TANGENT;
} else if (strcmp(mapping, "COLOR") == 0) {
*type = ATTRIB_COLOR;
} else if (astrcmp_n(mapping, "TEXCOORD", 8) == 0) {
*type = ATTRIB_TEXCOORD;
*index = (*(mapping+8)) - '0';
return;
} else if (strcmp(mapping, "TARGET") == 0) {
*type = ATTRIB_TARGET;
}
*index = 0;
}
static inline bool gl_process_attrib(struct gs_shader *program,
struct gl_parser_attrib *pa)
{
struct shader_attrib attrib = {0};
/* don't parse output attributes */
if (!pa->input)
return true;
get_attrib_type(pa->mapping, &attrib.type, &attrib.index);
attrib.name = pa->name.array;
pa->name.array = NULL;
pa->name.len = 0;
pa->name.capacity = 0;
da_push_back(program->attribs, &attrib);
return true;
}
static inline bool gl_process_attribs(struct gs_shader *shader,
struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->attribs.num; i++) {
struct gl_parser_attrib *pa = glsp->attribs.array+i;
if (!gl_process_attrib(shader, pa))
return false;
}
return true;
}
static bool gl_shader_init(struct gs_shader *shader,
struct gl_shader_parser *glsp,
const char *file, char **error_string)
{
GLenum type = convert_shader_type(shader->type);
int compiled = 0;
bool success = true;
shader->obj = glCreateShader(type);
if (!gl_success("glCreateShader") || !shader->obj)
return false;
glShaderSource(shader->obj, 1, (const GLchar**)&glsp->gl_string.array,
0);
if (!gl_success("glShaderSource"))
return false;
glCompileShader(shader->obj);
if (!gl_success("glCompileShader"))
return false;
#if 0
blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
blog(LOG_DEBUG, " GL shader string for: %s", file);
blog(LOG_DEBUG, "-----------------------------------");
blog(LOG_DEBUG, "%s", glsp->gl_string.array);
blog(LOG_DEBUG, "+++++++++++++++++++++++++++++++++++");
#endif
glGetShaderiv(shader->obj, GL_COMPILE_STATUS, &compiled);
if (!gl_success("glGetShaderiv"))
return false;
if (!compiled) {
GLint infoLength = 0;
glGetShaderiv(shader->obj, GL_INFO_LOG_LENGTH, &infoLength);
char *infoLog = malloc(sizeof(char) * infoLength);
GLsizei returnedLength = 0;
glGetShaderInfoLog(shader->obj, infoLength, &returnedLength, infoLog);
blog(LOG_ERROR, "Error compiling shader:\n%s\n", infoLog);
free(infoLog);
success = false;
}
gl_get_shader_info(shader->obj, file, error_string);
if (success)
success = gl_add_params(shader, glsp);
/* Only vertex shaders actually require input attributes */
if (success && shader->type == GS_SHADER_VERTEX)
success = gl_process_attribs(shader, glsp);
if (success)
gl_add_samplers(shader, glsp);
return success;
}
static struct gs_shader *shader_create(gs_device_t *device,
enum gs_shader_type type, const char *shader_str,
const char *file, char **error_string)
{
struct gs_shader *shader = bzalloc(sizeof(struct gs_shader));
struct gl_shader_parser glsp;
bool success = true;
shader->device = device;
shader->type = type;
gl_shader_parser_init(&glsp, type);
if (!gl_shader_parse(&glsp, shader_str, file))
success = false;
else
success = gl_shader_init(shader, &glsp, file, error_string);
if (!success) {
gs_shader_destroy(shader);
shader = NULL;
}
gl_shader_parser_free(&glsp);
return shader;
}
gs_shader_t *device_vertexshader_create(gs_device_t *device,
const char *shader, const char *file,
char **error_string)
{
struct gs_shader *ptr;
ptr = shader_create(device, GS_SHADER_VERTEX, shader, file,
error_string);
if (!ptr)
blog(LOG_ERROR, "device_vertexshader_create (GL) failed");
return ptr;
}
gs_shader_t *device_pixelshader_create(gs_device_t *device,
const char *shader, const char *file,
char **error_string)
{
struct gs_shader *ptr;
ptr = shader_create(device, GS_SHADER_PIXEL, shader, file,
error_string);
if (!ptr)
blog(LOG_ERROR, "device_pixelshader_create (GL) failed");
return ptr;
}
static void remove_program_references(struct gs_shader *shader)
{
struct gs_program *program = shader->device->first_program;
while (program) {
struct gs_program *next = program->next;
bool destroy = false;
if (shader->type == GS_SHADER_VERTEX &&
program->vertex_shader == shader)
destroy = true;
else if (shader->type == GS_SHADER_PIXEL &&
program->pixel_shader == shader)
destroy = true;
if (destroy)
gs_program_destroy(program);
program = next;
}
}
void gs_shader_destroy(gs_shader_t *shader)
{
size_t i;
if (!shader)
return;
remove_program_references(shader);
for (i = 0; i < shader->attribs.num; i++)
shader_attrib_free(shader->attribs.array+i);
for (i = 0; i < shader->samplers.num; i++)
gs_samplerstate_destroy(shader->samplers.array[i]);
for (i = 0; i < shader->params.num; i++)
shader_param_free(shader->params.array+i);
if (shader->obj) {
glDeleteShader(shader->obj);
gl_success("glDeleteShader");
}
da_free(shader->samplers);
da_free(shader->params);
da_free(shader->attribs);
bfree(shader);
}
int gs_shader_get_num_params(const gs_shader_t *shader)
{
return (int)shader->params.num;
}
gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param)
{
assert(param < shader->params.num);
return shader->params.array+param;
}
gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name)
{
size_t i;
for (i = 0; i < shader->params.num; i++) {
struct gs_shader_param *param = shader->params.array+i;
if (strcmp(param->name, name) == 0)
return param;
}
return NULL;
}
gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader)
{
return shader->viewproj;
}
gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader)
{
return shader->world;
}
void gs_shader_get_param_info(const gs_sparam_t *param,
struct gs_shader_param_info *info)
{
info->type = param->type;
info->name = param->name;
}
void gs_shader_set_bool(gs_sparam_t *param, bool val)
{
int int_val = val;
da_copy_array(param->cur_value, &int_val, sizeof(int_val));
}
void gs_shader_set_float(gs_sparam_t *param, float val)
{
da_copy_array(param->cur_value, &val, sizeof(val));
}
void gs_shader_set_int(gs_sparam_t *param, int val)
{
da_copy_array(param->cur_value, &val, sizeof(val));
}
void gs_shader_set_matrix3(gs_sparam_t *param, const struct matrix3 *val)
{
struct matrix4 mat;
matrix4_from_matrix3(&mat, val);
da_copy_array(param->cur_value, &mat, sizeof(mat));
}
void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val)
{
da_copy_array(param->cur_value, val, sizeof(*val));
}
void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val)
{
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val)
{
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val)
{
da_copy_array(param->cur_value, val->ptr, sizeof(*val));
}
void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val)
{
param->texture = val;
}
static inline bool validate_param(struct program_param *pp,
size_t expected_size)
{
if (pp->param->cur_value.num != expected_size) {
blog(LOG_ERROR, "Parameter '%s' set to invalid size %u, "
"expected %u",
pp->param->name,
(unsigned int)pp->param->cur_value.num,
(unsigned int)expected_size);
return false;
}
return true;
}
static void program_set_param_data(struct gs_program *program,
struct program_param *pp)
{
void *array = pp->param->cur_value.array;
if (pp->param->type == GS_SHADER_PARAM_BOOL ||
pp->param->type == GS_SHADER_PARAM_INT) {
if (validate_param(pp, sizeof(int))) {
glUniform1iv(pp->obj, 1, (int*)array);
gl_success("glUniform1iv");
}
} else if (pp->param->type == GS_SHADER_PARAM_INT2) {
if (validate_param(pp, sizeof(int) * 2)) {
glUniform2iv(pp->obj, 1, (int*)array);
gl_success("glUniform2iv");
}
} else if (pp->param->type == GS_SHADER_PARAM_INT3) {
if (validate_param(pp, sizeof(int) * 3)) {
glUniform3iv(pp->obj, 1, (int*)array);
gl_success("glUniform3iv");
}
} else if (pp->param->type == GS_SHADER_PARAM_INT4) {
if (validate_param(pp, sizeof(int) * 4)) {
glUniform4iv(pp->obj, 1, (int*)array);
gl_success("glUniform4iv");
}
} else if (pp->param->type == GS_SHADER_PARAM_FLOAT) {
if (validate_param(pp, sizeof(float))) {
glUniform1fv(pp->obj, 1, (float*)array);
gl_success("glUniform1fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_VEC2) {
if (validate_param(pp, sizeof(struct vec2))) {
glUniform2fv(pp->obj, 1, (float*)array);
gl_success("glUniform2fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_VEC3) {
if (validate_param(pp, sizeof(float) * 3)) {
glUniform3fv(pp->obj, 1, (float*)array);
gl_success("glUniform3fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_VEC4) {
if (validate_param(pp, sizeof(struct vec4))) {
glUniform4fv(pp->obj, 1, (float*)array);
gl_success("glUniform4fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_MATRIX4X4) {
if (validate_param(pp, sizeof(struct matrix4))) {
glUniformMatrix4fv(pp->obj, 1, false,
(float*)array);
gl_success("glUniformMatrix4fv");
}
} else if (pp->param->type == GS_SHADER_PARAM_TEXTURE) {
if (pp->param->next_sampler) {
program->device->cur_samplers[pp->param->sampler_id] =
pp->param->next_sampler;
pp->param->next_sampler = NULL;
}
glUniform1i(pp->obj, pp->param->texture_id);
device_load_texture(program->device, pp->param->texture,
pp->param->texture_id);
}
}
void program_update_params(struct gs_program *program)
{
for (size_t i = 0; i < program->params.num; i++) {
struct program_param *pp = program->params.array + i;
program_set_param_data(program, pp);
}
}
static void print_link_errors(GLuint program)
{
char *errors = NULL;
GLint info_len = 0;
GLsizei chars_written = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len);
if (!gl_success("glGetProgramiv") || !info_len)
return;
errors = calloc(1, info_len+1);
glGetProgramInfoLog(program, info_len, &chars_written, errors);
gl_success("glGetShaderInfoLog");
blog(LOG_DEBUG, "Linker warnings/errors:\n%s", errors);
free(errors);
}
static bool assign_program_attrib(struct gs_program *program,
struct shader_attrib *attrib)
{
GLint attrib_obj = glGetAttribLocation(program->obj, attrib->name);
if (!gl_success("glGetAttribLocation"))
return false;
if (attrib_obj == -1) {
blog(LOG_ERROR, "glGetAttribLocation: Could not find "
"attribute '%s'", attrib->name);
return false;
}
da_push_back(program->attribs, &attrib_obj);
return true;
}
static inline bool assign_program_attribs(struct gs_program *program)
{
struct gs_shader *shader = program->vertex_shader;
for (size_t i = 0; i < shader->attribs.num; i++) {
struct shader_attrib *attrib = shader->attribs.array + i;
if (!assign_program_attrib(program, attrib))
return false;
}
return true;
}
static bool assign_program_param(struct gs_program *program,
struct gs_shader_param *param)
{
struct program_param info;
info.obj = glGetUniformLocation(program->obj, param->name);
if (!gl_success("glGetUniformLocation"))
return false;
if (info.obj == -1) {
return true;
}
info.param = param;
da_push_back(program->params, &info);
return true;
}
static inline bool assign_program_shader_params(struct gs_program *program,
struct gs_shader *shader)
{
for (size_t i = 0; i < shader->params.num; i++) {
struct gs_shader_param *param = shader->params.array + i;
if (!assign_program_param(program, param))
return false;
}
return true;
}
static inline bool assign_program_params(struct gs_program *program)
{
if (!assign_program_shader_params(program, program->vertex_shader))
return false;
if (!assign_program_shader_params(program, program->pixel_shader))
return false;
return true;
}
struct gs_program *gs_program_create(struct gs_device *device)
{
struct gs_program *program = bzalloc(sizeof(*program));
int linked = false;
program->device = device;
program->vertex_shader = device->cur_vertex_shader;
program->pixel_shader = device->cur_pixel_shader;
program->obj = glCreateProgram();
if (!gl_success("glCreateProgram"))
goto error_detach_neither;
glAttachShader(program->obj, program->vertex_shader->obj);
if (!gl_success("glAttachShader (vertex)"))
goto error_detach_neither;
glAttachShader(program->obj, program->pixel_shader->obj);
if (!gl_success("glAttachShader (pixel)"))
goto error_detach_vertex;
glLinkProgram(program->obj);
if (!gl_success("glLinkProgram"))
goto error;
glGetProgramiv(program->obj, GL_LINK_STATUS, &linked);
if (!gl_success("glGetProgramiv"))
goto error;
if (linked == GL_FALSE) {
print_link_errors(program->obj);
goto error;
}
if (!assign_program_attribs(program))
goto error;
if (!assign_program_params(program))
goto error;
glDetachShader(program->obj, program->vertex_shader->obj);
gl_success("glDetachShader (vertex)");
glDetachShader(program->obj, program->pixel_shader->obj);
gl_success("glDetachShader (pixel)");
program->next = device->first_program;
program->prev_next = &device->first_program;
device->first_program = program;
if (program->next)
program->next->prev_next = &program->next;
return program;
error:
glDetachShader(program->obj, program->pixel_shader->obj);
gl_success("glDetachShader (pixel)");
error_detach_vertex:
glDetachShader(program->obj, program->vertex_shader->obj);
gl_success("glDetachShader (vertex)");
error_detach_neither:
gs_program_destroy(program);
return NULL;
}
void gs_program_destroy(struct gs_program *program)
{
if (!program)
return;
if (program->device->cur_program == program) {
program->device->cur_program = 0;
glUseProgram(0);
gl_success("glUseProgram (zero)");
}
da_free(program->attribs);
da_free(program->params);
if (program->next)
program->next->prev_next = program->prev_next;
if (program->prev_next)
*program->prev_next = program->next;
glDeleteProgram(program->obj);
gl_success("glDeleteProgram");
bfree(program);
}
void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size)
{
int count = param->array_count;
size_t expected_size = 0;
if (!count)
count = 1;
switch ((uint32_t)param->type) {
case GS_SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
case GS_SHADER_PARAM_BOOL:
case GS_SHADER_PARAM_INT: expected_size = sizeof(int); break;
case GS_SHADER_PARAM_INT2: expected_size = sizeof(int) * 2; break;
case GS_SHADER_PARAM_INT3: expected_size = sizeof(int) * 3; break;
case GS_SHADER_PARAM_INT4: expected_size = sizeof(int) * 4; break;
case GS_SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break;
case GS_SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break;
case GS_SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break;
case GS_SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4;break;
case GS_SHADER_PARAM_TEXTURE: expected_size = sizeof(void*); break;
default: expected_size = 0;
}
expected_size *= count;
if (!expected_size)
return;
if (expected_size != size) {
blog(LOG_ERROR, "gs_shader_set_val (GL): Size of shader "
"param does not match the size of the input");
return;
}
if (param->type == GS_SHADER_PARAM_TEXTURE)
gs_shader_set_texture(param, *(gs_texture_t**)val);
else
da_copy_array(param->cur_value, val, size);
}
void gs_shader_set_default(gs_sparam_t *param)
{
gs_shader_set_val(param, param->def_value.array, param->def_value.num);
}
void gs_shader_set_next_sampler(gs_sparam_t *param, gs_samplerstate_t *sampler)
{
param->next_sampler = sampler;
}