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/*
* 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, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "BLI_string.h"
#include "GPU_extensions.h"
#include "GPU_platform.h"
#include "gl_shader.hh"
#include "gl_shader_interface.hh"
using namespace blender;
using namespace blender::gpu;
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
GLShader::GLShader(const char *name) : Shader(name)
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
* does not have a GPUContext. */
BLI_assert(GPU_context_active_get() != NULL);
#endif
shader_program_ = glCreateProgram();
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
SNPRINTF(sh_name, "ShaderProgram-%s", name);
glObjectLabel(GL_PROGRAM, shader_program_, -1, sh_name);
}
#endif
}
GLShader::~GLShader(void)
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
* does not have a GPUContext. */
BLI_assert(GPU_context_active_get() != NULL);
#endif
/* Invalid handles are silently ignored. */
glDeleteShader(vert_shader_);
glDeleteShader(geom_shader_);
glDeleteShader(frag_shader_);
glDeleteProgram(shader_program_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader stage creation
* \{ */
char *GLShader::glsl_patch_get(void)
{
/** Used for shader patching. Init once. */
static char patch[512] = "\0";
if (patch[0] != '\0') {
return patch;
}
size_t slen = 0;
/* Version need to go first. */
STR_CONCAT(patch, slen, "#version 330\n");
/* Enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available! */
if (GLEW_ARB_texture_gather) {
/* There is a bug on older Nvidia GPU where GL_ARB_texture_gather
* is reported to be supported but yield a compile error (see T55802). */
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) || GLEW_VERSION_4_0) {
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
/* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
* shader so double check the preprocessor define (see T56544). */
if (!GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY) && !GLEW_VERSION_4_0) {
STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
STR_CONCAT(patch, slen, "# define GPU_ARB_texture_gather\n");
STR_CONCAT(patch, slen, "#endif\n");
}
else {
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_gather\n");
}
}
}
if (GLEW_ARB_shader_draw_parameters) {
STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
}
if (GPU_arb_texture_cube_map_array_is_supported()) {
STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
}
/* Derivative sign can change depending on implementation. */
float derivatives[2];
GPU_get_dfdy_factors(derivatives);
STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", derivatives[0]);
STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", derivatives[1]);
BLI_assert(slen < sizeof(patch));
return patch;
}
/* Create, compile and attach the shader stage to the shader program. */
GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
{
GLuint shader = glCreateShader(gl_stage);
if (shader == 0) {
fprintf(stderr, "GLShader: Error: Could not create shader object.");
return 0;
}
/* Patch the shader code using the first source slot. */
sources[0] = glsl_patch_get();
glShaderSource(shader, sources.size(), sources.data(), NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status || (G.debug & G_DEBUG_GPU)) {
char log[5000] = "";
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
if (log[0] != '\0') {
this->print_errors(sources, log);
}
}
if (!status) {
glDeleteShader(shader);
return 0;
}
#ifndef __APPLE__
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
char sh_name[64];
switch (gl_stage) {
case GL_VERTEX_SHADER:
BLI_snprintf(sh_name, sizeof(sh_name), "VertShader-%s", name);
break;
case GL_GEOMETRY_SHADER:
BLI_snprintf(sh_name, sizeof(sh_name), "GeomShader-%s", name);
break;
case GL_FRAGMENT_SHADER:
BLI_snprintf(sh_name, sizeof(sh_name), "FragShader-%s", name);
break;
}
glObjectLabel(GL_SHADER, shader, -1, sh_name);
}
#endif
glAttachShader(shader_program_, shader);
return shader;
}
void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
{
vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
}
void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
{
geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
}
void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
{
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
}
bool GLShader::finalize(void)
{
glLinkProgram(shader_program_);
GLint status;
glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
if (!status) {
char log[5000];
glGetProgramInfoLog(shader_program_, sizeof(log), NULL, log);
fprintf(stderr, "\nLinking Error:\n\n%s", log);
return false;
}
interface = new GLShaderInterface(shader_program_);
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
void GLShader::bind(void)
{
BLI_assert(shader_program_ != 0);
glUseProgram(shader_program_);
}
void GLShader::unbind(void)
{
#ifndef NDEBUG
glUseProgram(0);
#endif
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform feedback
*
* TODO(fclem) Should be replaced by compute shaders.
* \{ */
/* Should be called before linking. */
void GLShader::transform_feedback_names_set(Span<const char *> name_list,
const eGPUShaderTFBType geom_type)
{
glTransformFeedbackVaryings(
shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
transform_feedback_type_ = geom_type;
}
bool GLShader::transform_feedback_enable(GPUVertBuf *buf)
{
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
return false;
}
BLI_assert(buf->vbo_id != 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id);
switch (transform_feedback_type_) {
case GPU_SHADER_TFB_POINTS:
glBeginTransformFeedback(GL_POINTS);
break;
case GPU_SHADER_TFB_LINES:
glBeginTransformFeedback(GL_LINES);
break;
case GPU_SHADER_TFB_TRIANGLES:
glBeginTransformFeedback(GL_TRIANGLES);
break;
default:
return false;
}
return true;
}
void GLShader::transform_feedback_disable(void)
{
glEndTransformFeedback();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniforms setters
* \{ */
void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
{
switch (comp_len) {
case 1:
glUniform1fv(location, array_size, data);
break;
case 2:
glUniform2fv(location, array_size, data);
break;
case 3:
glUniform3fv(location, array_size, data);
break;
case 4:
glUniform4fv(location, array_size, data);
break;
case 9:
glUniformMatrix3fv(location, array_size, 0, data);
break;
case 16:
glUniformMatrix4fv(location, array_size, 0, data);
break;
default:
BLI_assert(0);
break;
}
}
void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
{
switch (comp_len) {
case 1:
glUniform1iv(location, array_size, data);
break;
case 2:
glUniform2iv(location, array_size, data);
break;
case 3:
glUniform3iv(location, array_size, data);
break;
case 4:
glUniform4iv(location, array_size, data);
break;
default:
BLI_assert(0);
break;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPUVertFormat from Shader
* \{ */
static uint calc_component_size(const GLenum gl_type)
{
switch (gl_type) {
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
return 2;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
return 3;
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
return 4;
case GL_FLOAT_MAT3:
return 9;
case GL_FLOAT_MAT4:
return 16;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT3x2:
return 6;
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT4x2:
return 8;
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x3:
return 12;
default:
return 1;
}
}
static void get_fetch_mode_and_comp_type(int gl_type,
GPUVertCompType *r_comp_type,
GPUVertFetchMode *r_fetch_mode)
{
switch (gl_type) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
*r_comp_type = GPU_COMP_F32;
*r_fetch_mode = GPU_FETCH_FLOAT;
break;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
*r_comp_type = GPU_COMP_I32;
*r_fetch_mode = GPU_FETCH_INT;
break;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
*r_comp_type = GPU_COMP_U32;
*r_fetch_mode = GPU_FETCH_INT;
break;
default:
BLI_assert(0);
}
}
void GLShader::vertformat_from_shader(GPUVertFormat *format) const
{
GPU_vertformat_clear(format);
GLint attr_len;
glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
for (int i = 0; i < attr_len; i++) {
char name[256];
GLenum gl_type;
GLint size;
glGetActiveAttrib(shader_program_, i, sizeof(name), NULL, &size, &gl_type, name);
/* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
if (glGetAttribLocation(shader_program_, name) == -1) {
continue;
}
GPUVertCompType comp_type;
GPUVertFetchMode fetch_mode;
get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
int comp_len = calc_component_size(gl_type) * size;
GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
}
}
/** \} */
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