From f5c4331d2e83a38395c541da2d3c126ba579803c Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Mon, 13 Jun 2011 19:35:36 +0000 Subject: [PATCH] shader: write a minimalist shader patcher for future GLSL 1.20 compatibility. --- src/shader.cpp | 112 +++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 108 insertions(+), 4 deletions(-) diff --git a/src/shader.cpp b/src/shader.cpp index bcf14c0e..399c2798 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -13,6 +13,8 @@ #endif #include +#include +#include #ifdef WIN32 # define WIN32_LEAN_AND_MEAN @@ -37,6 +39,10 @@ private: GLuint prog_id, vert_id, frag_id; uint32_t vert_crc, frag_crc; + /* Shader patcher */ + static int GetVersion(); + static void Patch(char *dst, char const *src); + /* Global shader cache */ static Shader *shaders[]; static int nshaders; @@ -77,21 +83,26 @@ Shader::Shader(char const *vert, char const *frag) : data(new ShaderData()) { char buf[4096]; + char const *shader = buf; GLsizei len; #if !defined __CELLOS_LV2__ - data->vert_crc = Hash::Crc32(vert); + + /* Compile vertex shader and fragment shader */ + ShaderData::Patch(buf, vert); + data->vert_crc = Hash::Crc32(buf); data->vert_id = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(data->vert_id, 1, &vert, NULL); + glShaderSource(data->vert_id, 1, &shader, NULL); glCompileShader(data->vert_id); glGetShaderInfoLog(data->vert_id, sizeof(buf), &len, buf); if (len > 0) Log::Error("failed to compile vertex shader: %s", buf); - data->frag_crc = Hash::Crc32(frag); + ShaderData::Patch(buf, frag); + data->frag_crc = Hash::Crc32(buf); data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(data->frag_id, 1, &frag, NULL); + glShaderSource(data->frag_id, 1, &shader, NULL); glCompileShader(data->frag_id); glGetShaderInfoLog(data->frag_id, sizeof(buf), &len, buf); @@ -148,5 +159,98 @@ Shader::~Shader() #endif } +/* Try to detect shader compiler features */ +int ShaderData::GetVersion() +{ + static int version = 0; + + if (!version) + { + char buf[4096]; + GLsizei len; + + int id = glCreateShader(GL_VERTEX_SHADER); + + /* Can we compile 1.30 shaders? */ + char const *test130 = + "#version 130\n" + "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }"; + glShaderSource(id, 1, &test130, NULL); + glCompileShader(id); + glGetShaderInfoLog(id, sizeof(buf), &len, buf); + if (len <= 0) + version = 130; + + /* If not, can we compile 1.20 shaders? */ + if (!version) + { + char const *test120 = + "#version 120\n" + "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }"; + glShaderSource(id, 1, &test120, NULL); + glCompileShader(id); + glGetShaderInfoLog(id, sizeof(buf), &len, buf); + if (len <= 0) + version = 120; + } + + /* Otherwise, assume we can compile 1.10 shaders. */ + if (!version) + version = 110; + + glDeleteShader(id); + } + + return version; +} + +/* Simple shader source patching for old GLSL versions. + * If supported version is 1.30, do nothing. + * If supported version is 1.20: + * - replace "#version 130" with "#version 120" + */ +void ShaderData::Patch(char *dst, char const *src) +{ + int version = GetVersion(); + + if (version >= 130) + { + strcpy(dst, src); + return; + } + + if (version == 120) + { + static char const * const replaces[] = + { + "#version 130", "#version 120", + "\nin vec2", "\nvec2", + "\nin vec3", "\nvec3", + "\nin vec4", "\nvec4", + "\nin mat4", "\nmat4", + NULL + }; + + while (*src) + { + for (char const * const *rep = replaces; rep[0]; rep += 2) + { + size_t l0 = strlen(rep[0]); + if (!strncmp(src, rep[0], l0)) + { + src += l0; + dst += sprintf(dst, "%s", rep[1]); + goto next; + } + } + + *dst++ = *src++; + + next: continue; + } + *dst = '\0'; + } +} + } /* namespace lol */