// // Lol Engine // // Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include <cstring> #include <cstdio> #if defined(_WIN32) && !defined(_XBOX) # define WIN32_LEAN_AND_MEAN # include <windows.h> # if defined USE_D3D9 # include <algorithm> using std::min; using std::max; # include <d3d9.h> # include <d3dx9shader.h> # endif #elif defined _XBOX # include <xtl.h> # undef near /* Fuck Microsoft */ # undef far /* Fuck Microsoft again */ #endif #include <lol/main.h> #include "lolgl.h" using namespace std; namespace lol { struct ShaderType { enum Value { Vertex = 1, Fragment, Geometry, TessControl, TessEval, } m_value; inline ShaderType(Value v) : m_value(v) {} inline ShaderType(int v) : m_value((Value)v) {} inline operator Value() { return m_value; } }; static const char* attribute_names[] = { "in_Position", "in_BlendWeight", "in_BlendIndices", "in_Normal", "in_PointSize", "in_TexCoord", "in_TexCoordExt", "in_Tangent", "in_Binormal", "in_TessFactor", "in_PositionT", "in_Color", "in_Fog", "in_Depth", "in_Sample" }; /* * Shader implementation class */ class ShaderData { friend class Shader; private: String m_name; #if defined USE_D3D9 IDirect3DDevice9 *m_dev; IDirect3DVertexShader9 *vert_shader; IDirect3DPixelShader9 *frag_shader; ID3DXConstantTable *vert_table, *frag_table; #elif defined _XBOX D3DDevice *m_dev; D3DVertexShader *vert_shader; D3DPixelShader *frag_shader; ID3DXConstantTable *vert_table, *frag_table; #elif !defined __CELLOS_LV2__ GLuint prog_id, vert_id, frag_id; // Benlitz: using a simple array could be faster since there is never more than a few attribute locations to store map<uint64_t, GLint> attrib_locations; map<uint64_t, bool> attrib_errors; #else CGprogram vert_id, frag_id; #endif uint32_t vert_crc, frag_crc; /* Shader patcher */ static int GetVersion(); static String Patch(String const &code, ShaderType type); /* Global shader cache */ static Shader *shaders[]; static hash<char const *> Hash; static int nshaders; }; Shader *ShaderData::shaders[256]; hash<char const *> ShaderData::Hash; int ShaderData::nshaders = 0; /* * Public Shader class */ Shader *Shader::Create(String const &name, String const &code) { String src = String("\n") + code; /* Parse the crap */ array<char const *, char const *> sections; char *key = nullptr; for (char *parser = src.C(); *parser; ) { if (key == nullptr && (parser[0] == '\n' || parser[0] == '\r') && parser[1] == '[') { *parser = '\0'; parser += 2; key = parser; } else if (key && parser[0] == ']') { *parser++ = '\0'; } else if (key && (parser[0] == '\n' || parser[0] == '\r')) { sections.Push(key, parser); parser++; key = nullptr; } else { parser++; } } char const *vert = nullptr, *frag = nullptr; for (int i = 0; i < sections.Count(); i++) { #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9 if (!strcmp(sections[i].m1, "vert.glsl")) vert = sections[i].m2; if (!strcmp(sections[i].m1, "frag.glsl")) frag = sections[i].m2; #else if (!strcmp(sections[i].m1, "vert.hlsl")) vert = sections[i].m2; if (!strcmp(sections[i].m1, "frag.hlsl")) frag = sections[i].m2; #endif } /* FIXME: we don’t know how to handle these yet. */ if (!vert) Log::Error("no vertex shader found in %s… sorry, I’m gonna crash now.\n", name.C()); if (!frag) Log::Error("no fragment shader found in %s… sorry, I’m gonna crash now.\n", name.C()); uint32_t new_vert_crc = ShaderData::Hash(vert); uint32_t new_frag_crc = ShaderData::Hash(frag); for (int n = 0; n < ShaderData::nshaders; n++) { if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc && ShaderData::shaders[n]->data->frag_crc == new_frag_crc) { return ShaderData::shaders[n]; } } Shader *ret = new Shader(name, vert, frag); ShaderData::shaders[ShaderData::nshaders] = ret; ShaderData::nshaders++; return ret; } void Shader::Destroy(Shader *shader) { /* XXX: do nothing! the shader should remain in cache */ UNUSED(shader); } Shader::Shader(String const &name, char const *vert, char const *frag) : data(new ShaderData()) { data->m_name = name; #if defined USE_D3D9 || defined _XBOX ID3DXBuffer *shader_code, *error_msg; HRESULT hr; D3DXMACRO macros[] = { #if defined _XBOX { "_XBOX", "1" }, #endif { nullptr, nullptr } }; #elif !defined __CELLOS_LV2__ char errbuf[4096]; String shader_code; GLchar const *gl_code; GLint status; GLsizei len; #else /* Initialise the runtime shader compiler. FIXME: this needs only * to be done once. */ cgRTCgcInit(); #endif /* Compile vertex shader */ data->vert_crc = ShaderData::Hash(vert); #if defined USE_D3D9 || defined _XBOX # if defined USE_D3D9 data->m_dev = (IDirect3DDevice9 *)g_renderer->GetDevice(); # elif defined _XBOX data->m_dev = (D3DDevice *)g_renderer->GetDevice(); # endif hr = D3DXCompileShader(vert, (UINT)strlen(vert), macros, nullptr, "main", "vs_3_0", 0, &shader_code, &error_msg, &data->vert_table); if (FAILED(hr)) { Log::Error("failed to compile vertex shader %s: %s\n", name.C(), error_msg ? error_msg->GetBufferPointer() : "error"); Log::Error("shader source:\n%s\n", vert); } data->m_dev->CreateVertexShader((DWORD *)shader_code->GetBufferPointer(), &data->vert_shader); shader_code->Release(); #elif !defined __CELLOS_LV2__ shader_code = ShaderData::Patch(vert, ShaderType::Vertex); data->vert_id = glCreateShader(GL_VERTEX_SHADER); gl_code = shader_code.C(); glShaderSource(data->vert_id, 1, &gl_code, nullptr); glCompileShader(data->vert_id); glGetShaderInfoLog(data->vert_id, sizeof(errbuf), &len, errbuf); glGetShaderiv(data->vert_id, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { Log::Error("failed to compile vertex shader %s: %s\n", name.C(), errbuf); Log::Error("shader source:\n%s\n", shader_code.C()); } else if (len > 16) { Log::Debug("compile log for vertex shader %s: %s\n", name.C(), errbuf); Log::Debug("shader source:\n%s\n", shader_code.C()); } #else data->vert_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, vert, cgGLGetLatestProfile(CG_GL_VERTEX), nullptr, nullptr); if (data->vert_id == nullptr) { Log::Error("failed to compile vertex shader %s\n", name.C()); Log::Error("shader source:\n%s\n", vert); } #endif /* Compile fragment shader */ data->frag_crc = ShaderData::Hash(frag); #if defined USE_D3D9 || defined _XBOX hr = D3DXCompileShader(frag, (UINT)strlen(frag), macros, nullptr, "main", "ps_3_0", 0, &shader_code, &error_msg, &data->frag_table); if (FAILED(hr)) { Log::Error("failed to compile fragment shader %s: %s\n", name.C(), error_msg ? error_msg->GetBufferPointer() : "error"); Log::Error("shader source:\n%s\n", frag); } data->m_dev->CreatePixelShader((DWORD *)shader_code->GetBufferPointer(), &data->frag_shader); shader_code->Release(); #elif !defined __CELLOS_LV2__ shader_code = ShaderData::Patch(frag, ShaderType::Fragment); data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); gl_code = shader_code.C(); glShaderSource(data->frag_id, 1, &gl_code, nullptr); glCompileShader(data->frag_id); glGetShaderInfoLog(data->frag_id, sizeof(errbuf), &len, errbuf); glGetShaderiv(data->frag_id, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { Log::Error("failed to compile fragment shader %s: %s\n", name.C(), errbuf); Log::Error("shader source:\n%s\n", shader_code.C()); } else if (len > 16) { Log::Debug("compile log for fragment shader %s: %s\n", name.C(), errbuf); Log::Debug("shader source:\n%s\n", shader_code.C()); } #else data->frag_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, frag, cgGLGetLatestProfile(CG_GL_FRAGMENT), nullptr, nullptr); if (data->frag_id == nullptr) { Log::Error("failed to compile fragment shader %s\n", name.C()); Log::Error("shader source:\n%s\n", frag); } #endif #if defined USE_D3D9 || defined _XBOX /* FIXME: this is only debug code, we don't need it. */ D3DXCONSTANTTABLE_DESC desc; data->frag_table->GetDesc(&desc); for (int i = 0; i < desc.Constants; i++) { D3DXCONSTANT_DESC cdesc; UINT count = 1; D3DXHANDLE h = data->frag_table->GetConstant(nullptr, i); data->frag_table->GetConstantDesc(h, &cdesc, &count); } data->vert_table->GetDesc(&desc); for (int i = 0; i < desc.Constants; i++) { D3DXCONSTANT_DESC cdesc; UINT count = 1; D3DXHANDLE h = data->vert_table->GetConstant(nullptr, i); data->frag_table->GetConstantDesc(h, &cdesc, &count); } #elif !defined __CELLOS_LV2__ /* Create program */ data->prog_id = glCreateProgram(); glAttachShader(data->prog_id, data->vert_id); glAttachShader(data->prog_id, data->frag_id); glLinkProgram(data->prog_id); glGetProgramInfoLog(data->prog_id, sizeof(errbuf), &len, errbuf); glGetProgramiv(data->prog_id, GL_LINK_STATUS, &status); if (status != GL_TRUE) { Log::Error("failed to link program %s: %s\n", name.C(), errbuf); } else if (len > 16) { Log::Debug("link log for program %s: %s\n", name.C(), errbuf); } GLint validated; glValidateProgram(data->prog_id); glGetProgramiv(data->prog_id, GL_VALIDATE_STATUS, &validated); if (validated != GL_TRUE) { Log::Error("failed to validate program %s\n", name.C()); } GLint num_attribs; glGetProgramiv(data->prog_id, GL_ACTIVE_ATTRIBUTES, &num_attribs); #if EMSCRIPTEN //WebGL doesn't support GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, so chose a default size value. GLint max_len = 256; #else GLint max_len; glGetProgramiv(data->prog_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_len); #endif char* name_buffer = new char[max_len]; for (int i = 0; i < num_attribs; ++i) { int attrib_len; int attrib_size; int attrib_type; glGetActiveAttrib(data->prog_id, i, max_len, &attrib_len, (GLint*)&attrib_size, (GLenum*)&attrib_type, name_buffer); String name(name_buffer); int index = -1; VertexUsage usage = VertexUsage::MAX; for (int j = 0; j < (int)VertexUsage::MAX; ++j) { if (name.StartsWith(attribute_names[j])) { usage = VertexUsage(j); char* idx_ptr = name.C() + strlen(attribute_names[j]); index = strtol(idx_ptr, nullptr, 10); break; } } if (usage == VertexUsage::MAX || index == -1) { Log::Error("unable to parse attribute semantic from name: %s\n", name_buffer); } else { GLint location = glGetAttribLocation(data->prog_id, name_buffer); uint64_t flags = (uint64_t)(uint16_t)usage.ToScalar() << 16; flags |= (uint64_t)(uint16_t)index; // TODO: this is here just in case. Remove this once everything has been correctly tested #if _DEBUG if (data->attrib_locations.HasKey(flags)) { Log::Error("error while parsing attribute semantics in %s\n", name.C()); } #endif data->attrib_locations[flags] = location; } } delete[] name_buffer; #endif } int Shader::GetAttribCount() const { #if !defined __CELLOS_LV2__ return data->attrib_locations.Count(); #else // TODO return 0; #endif } ShaderAttrib Shader::GetAttribLocation(VertexUsage usage, int index) const { ShaderAttrib ret; ret.m_flags = (uint64_t)(uint16_t)usage.ToScalar() << 16; ret.m_flags |= (uint64_t)(uint16_t)index; #if defined USE_D3D9 || defined _XBOX #elif !defined __CELLOS_LV2__ GLint l = -1; if (!data->attrib_locations.TryGetValue(ret.m_flags, l)) { /* Only spit an error once, we don’t need to flood the console. */ if (!data->attrib_errors.HasKey(ret.m_flags)) { Log::Error("attribute %s not found in shader %s\n", usage.ToString().C(), data->m_name.C()); data->attrib_errors[ret.m_flags] = true; } } ret.m_flags |= (uint64_t)(uint32_t)l << 32; #else /* FIXME: can we do this at all on the PS3? */ #endif return ret; } ShaderUniform Shader::GetUniformLocation(char const *uni) const { ShaderUniform ret; #if defined USE_D3D9 || defined _XBOX /* Global variables are prefixed with "$" */ String tmpname = String("$") + uni; D3DXCONSTANT_DESC cdesc; D3DXHANDLE hr; UINT count; count = 0; hr = data->frag_table->GetConstantByName(nullptr, tmpname.C()); if (hr) data->frag_table->GetConstantDesc(hr, &cdesc, &count); if (count) { ret.frag = cdesc.RegisterIndex; ret.flags |= 1; } count = 0; hr = data->vert_table->GetConstantByName(nullptr, tmpname.C()); if (hr) data->vert_table->GetConstantDesc(hr, &cdesc, &count); if (count) { ret.vert = cdesc.RegisterIndex; ret.flags |= 2; } #elif !defined __CELLOS_LV2__ ret.frag = (uintptr_t)glGetUniformLocation(data->prog_id, uni); ret.vert = 0; #else ret.frag = (uintptr_t)cgGetNamedParameter(data->frag_id, uni); ret.vert = (uintptr_t)cgGetNamedParameter(data->vert_id, uni); #endif return ret; } /* * Uniform setters for scalars */ void Shader::SetUniform(ShaderUniform const &uni, int i) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, ivec4(i, 0, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform1i(uni.frag, i); #else /* FIXME: does this exist at all? cgGLSetParameter1i doesn't. */ #endif } void Shader::SetUniform(ShaderUniform const &uni, ivec2 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, ivec4(v, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform2i(uni.frag, v.x, v.y); #else /* FIXME: does this exist at all? */ #endif } void Shader::SetUniform(ShaderUniform const &uni, ivec3 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, ivec4(v, 0)); #elif !defined __CELLOS_LV2__ glUniform3i(uni.frag, v.x, v.y, v.z); #else /* FIXME: does this exist at all? */ #endif } void Shader::SetUniform(ShaderUniform const &uni, ivec4 const &v) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) data->m_dev->SetPixelShaderConstantI((UINT)uni.frag, &v[0], 1); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantI((UINT)uni.vert, &v[0], 1); #elif !defined __CELLOS_LV2__ glUniform4i(uni.frag, v.x, v.y, v.z, v.w); #else /* FIXME: does this exist at all? */ #endif } void Shader::SetUniform(ShaderUniform const &uni, float f) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, vec4(f, 0, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform1f(uni.frag, f); #else if (uni.frag) cgGLSetParameter1f((CGparameter)uni.frag, f); if (uni.vert) cgGLSetParameter1f((CGparameter)uni.vert, f); #endif } void Shader::SetUniform(ShaderUniform const &uni, vec2 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, vec4(v, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform2fv(uni.frag, 1, &v[0]); #else if (uni.frag) cgGLSetParameter2fv((CGparameter)uni.frag, &v[0]); if (uni.vert) cgGLSetParameter2fv((CGparameter)uni.vert, &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, vec3 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, vec4(v, 0)); #elif !defined __CELLOS_LV2__ glUniform3fv(uni.frag, 1, &v[0]); #else if (uni.frag) cgGLSetParameter3fv((CGparameter)uni.frag, &v[0]); if (uni.vert) cgGLSetParameter3fv((CGparameter)uni.vert, &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, vec4 const &v) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &v[0], 1); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &v[0], 1); #elif !defined __CELLOS_LV2__ glUniform4fv(uni.frag, 1, &v[0]); #else if (uni.frag) cgGLSetParameter4fv((CGparameter)uni.frag, &v[0]); if (uni.vert) cgGLSetParameter4fv((CGparameter)uni.vert, &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, mat2 const &m) { #if defined USE_D3D9 || defined _XBOX /* FIXME: do we need padding here like for the mat3 version? */ if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &m[0][0], 1); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &m[0][0], 1); #elif !defined __CELLOS_LV2__ glUniformMatrix2fv(uni.frag, 1, GL_FALSE, &m[0][0]); #else mat4 tmp(m, 1.0f, 1.0f); if (uni.frag) cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); if (uni.vert) cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, mat3 const &m) { #if defined USE_D3D9 || defined _XBOX /* Padding matrix columns is necessary on DirectX. We need to create * a new data structure; a 4×4 matrix will do. */ mat4 tmp(m, 1.0f); if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &tmp[0][0], 3); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &tmp[0][0], 3); #elif !defined __CELLOS_LV2__ glUniformMatrix3fv(uni.frag, 1, GL_FALSE, &m[0][0]); #else /* FIXME: check it's the proper way to do this */ mat4 tmp(m, 1.0f); if (uni.frag) cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); if (uni.vert) cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, mat4 const &m) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &m[0][0], 4); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &m[0][0], 4); #elif !defined __CELLOS_LV2__ glUniformMatrix4fv(uni.frag, 1, GL_FALSE, &m[0][0]); #else if (uni.frag) cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); if (uni.vert) cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, TextureUniform tex, int index) { #if defined USE_D3D9 || defined _XBOX data->m_dev->SetTexture(index, (LPDIRECT3DTEXTURE9)tex.m_flags); data->m_dev->SetSamplerState(index, D3DSAMP_MAGFILTER, tex.m_attrib & 0xff); data->m_dev->SetSamplerState(index, D3DSAMP_MINFILTER, (tex.m_attrib >> 8) & 0xff); data->m_dev->SetSamplerState(index, D3DSAMP_MIPFILTER, (tex.m_attrib >> 16) & 0xff); #elif !defined __CELLOS_LV2__ glActiveTexture(GL_TEXTURE0 + index); //glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, (int)tex.m_flags); SetUniform(uni, index); #else /* FIXME: unimplemented */ #endif } /* * Uniform setters for arrays */ void Shader::SetUniform(ShaderUniform const &uni, array<float> const &v) { #if defined USE_D3D9 || defined _XBOX /* FIXME: this will not work properly because we don't know how tell DX9 * it's a bunch of floats instead of vec4. */ if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &v[0], v.Count() / 4); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &v[0], v.Count() / 4); #elif !defined __CELLOS_LV2__ glUniform1fv(uni.frag, v.Count(), &v[0]); #else if (uni.frag) cgGLSetParameterArray1f((CGparameter)uni.frag, 0, v.Count(), &v[0]); if (uni.vert) cgGLSetParameterArray1f((CGparameter)uni.vert, 0, v.Count(), &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, array<vec2> const &v) { #if defined USE_D3D9 || defined _XBOX /* FIXME: this will not work properly because we don't know how tell DX9 * it's a bunch of vec2 instead of vec4. */ if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &v[0][0], v.Count() / 2); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &v[0][0], v.Count() / 2); #elif !defined __CELLOS_LV2__ glUniform2fv(uni.frag, v.Count(), &v[0][0]); #else if (uni.frag) cgGLSetParameterArray2f((CGparameter)uni.frag, 0, v.Count(), &v[0][0]); if (uni.vert) cgGLSetParameterArray2f((CGparameter)uni.vert, 0, v.Count(), &v[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, array<vec3> const &v) { #if defined USE_D3D9 || defined _XBOX /* FIXME: this will not work properly because we don't know how tell DX9 * it's a bunch of vec3 instead of vec4. */ if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &v[0][0], v.Count()); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &v[0][0], v.Count()); #elif !defined __CELLOS_LV2__ glUniform3fv(uni.frag, v.Count(), &v[0][0]); #else if (uni.frag) cgGLSetParameterArray3f((CGparameter)uni.frag, 0, v.Count(), &v[0][0]); if (uni.vert) cgGLSetParameterArray3f((CGparameter)uni.vert, 0, v.Count(), &v[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, array<vec4> const &v) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) data->m_dev->SetPixelShaderConstantF((UINT)uni.frag, &v[0][0], v.Count()); if (uni.flags & 2) data->m_dev->SetVertexShaderConstantF((UINT)uni.vert, &v[0][0], v.Count()); #elif !defined __CELLOS_LV2__ glUniform4fv(uni.frag, v.Count(), &v[0][0]); #else if (uni.frag) cgGLSetParameterArray4f((CGparameter)uni.frag, 0, v.Count(), &v[0][0]); if (uni.vert) cgGLSetParameterArray4f((CGparameter)uni.vert, 0, v.Count(), &v[0][0]); #endif } void Shader::Bind() const { #if defined USE_D3D9 || defined _XBOX HRESULT hr; hr = data->m_dev->SetVertexShader(data->vert_shader); hr = data->m_dev->SetPixelShader(data->frag_shader); #elif !defined __CELLOS_LV2__ glUseProgram(data->prog_id); #else cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); cgGLBindProgram(data->vert_id); cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); cgGLBindProgram(data->frag_id); #endif } void Shader::Unbind() const { #if defined USE_D3D9 || defined _XBOX HRESULT hr; hr = data->m_dev->SetVertexShader(nullptr); hr = data->m_dev->SetPixelShader(nullptr); #elif !defined __CELLOS_LV2__ /* FIXME: untested */ glUseProgram(0); #else /* FIXME: untested */ cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); #endif } Shader::~Shader() { #if defined USE_D3D9 || defined _XBOX data->vert_shader->Release(); data->vert_table->Release(); data->frag_shader->Release(); data->frag_table->Release(); #elif !defined __CELLOS_LV2__ glDetachShader(data->prog_id, data->vert_id); glDetachShader(data->prog_id, data->frag_id); glDeleteShader(data->vert_id); glDeleteShader(data->frag_id); glDeleteProgram(data->prog_id); #else cgDestroyProgram(data->vert_id); cgDestroyProgram(data->frag_id); #endif delete data; } /* Try to detect shader compiler features */ int ShaderData::GetVersion() { static int version = 0; #if !defined USE_D3D9 && !defined _XBOX && !defined __CELLOS_LV2__ if (!version) { #if defined HAVE_GLES_2X /* GLES 2.x supports #version 100, that's all. */ return 100; #else 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, nullptr); 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, nullptr); 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); #endif } #endif return version; } /* * Simple shader source patching for old GLSL versions. */ String ShaderData::Patch(String const &code, ShaderType type) { int ver_driver = GetVersion(); String patched_code = code; if (ver_driver >= 130) return patched_code; int ver_shader = 110; char *parser = strstr(patched_code.C(), "#version"); if (parser) ver_shader = atoi(parser + strlen("#version")); /* This is GL ES, we only know version 100. */ if (ver_shader > 100 && ver_driver == 100) { /* FIXME: this isn't elegant but honestly, we don't care, this * whole file is going to die soon. */ char *p = strstr(patched_code.C(), "#version"); if (p) { p += 8; while (*p == ' ') p++; if (p[0] == '1' && p[1] && p[2]) p[1] = p[2] = '0'; } } if (ver_shader > 120 && ver_driver <= 120) { char const *end = patched_code.C() + patched_code.Count() + 1; /* Find main() */ parser = strstr(patched_code.C(), "main"); if (!parser) return patched_code; parser = strstr(parser, "("); if (!parser) return patched_code; parser = strstr(parser, ")"); if (!parser) return patched_code; parser = strstr(parser, "{"); if (!parser) return patched_code; char *main = parser + 1; /* Perform main() replaces */ char const * const main_replaces[] = { #if 0 "in vec2 in_Vertex;", "vec2 in_Vertex = gl_Vertex.xy;", "in vec3 in_Vertex;", "vec3 in_Vertex = gl_Vertex.xyz;", "in vec4 in_Vertex;", "vec4 in_Vertex = gl_Vertex.xyzw;", "in vec2 in_Color;", "vec2 in_Color = gl_Color.xy;", "in vec3 in_Color;", "vec3 in_Color = gl_Color.xyz;", "in vec4 in_Color;", "vec4 in_Color = gl_Color.xyzw;", "in vec2 in_MultiTexCoord0;", "vec2 in_MultiTexCoord0 = gl_MultiTexCoord0.xy;", "in vec2 in_MultiTexCoord1;", "vec2 in_MultiTexCoord1 = gl_MultiTexCoord1.xy;", "in vec2 in_MultiTexCoord2;", "vec2 in_MultiTexCoord2 = gl_MultiTexCoord2.xy;", "in vec2 in_MultiTexCoord3;", "vec2 in_MultiTexCoord3 = gl_MultiTexCoord3.xy;", "in vec2 in_MultiTexCoord4;", "vec2 in_MultiTexCoord4 = gl_MultiTexCoord4.xy;", "in vec2 in_MultiTexCoord5;", "vec2 in_MultiTexCoord5 = gl_MultiTexCoord5.xy;", "in vec2 in_MultiTexCoord6;", "vec2 in_MultiTexCoord6 = gl_MultiTexCoord6.xy;", "in vec2 in_MultiTexCoord7;", "vec2 in_MultiTexCoord7 = gl_MultiTexCoord7.xy;", #endif nullptr }; for (char const * const *rep = main_replaces; rep[0]; rep += 2) { char *match = strstr(patched_code.C(), rep[0]); if (match && match < main) { size_t l0 = strlen(rep[0]); size_t l1 = strlen(rep[1]); memmove(main + l1, main, end - main); memcpy(main, rep[1], l1); memset(match, ' ', l0); main += l1; end += l1; } } /* Perform small replaces */ char const * const fast_replaces[] = { "#version 130", "#version 120", "in vec2", type == ShaderType::Vertex ? "attribute vec2" : "varying vec2", "in vec3", type == ShaderType::Vertex ? "attribute vec3" : "varying vec3", "in vec4", type == ShaderType::Vertex ? "attribute vec4" : "varying vec4", "in mat4", type == ShaderType::Vertex ? "attribute mat4" : "varying mat4", "out vec2", "varying vec2", "out vec3", "varying vec3", "out vec4", "varying vec4", "out mat4", "varying mat4", nullptr }; for (char const * const *rep = fast_replaces; rep[0]; rep += 2) { char *match; while ((match = strstr(patched_code.C(), rep[0]))) { size_t l0 = strlen(rep[0]); size_t l1 = strlen(rep[1]); if (l1 > l0) memmove(match + l1, match + l0, (end - match) - l0); memcpy(match, rep[1], l1); if (l1 < l0) memset(match + l0, ' ', l1 - l0); end += l1 - l0; } } } patched_code.Resize(strlen(patched_code.C())); return patched_code; } } /* namespace lol */