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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <cmath>
  14. #include <cstring>
  15. #include <cstdio>
  16. #ifdef WIN32
  17. # define WIN32_LEAN_AND_MEAN
  18. # include <windows.h>
  19. #endif
  20. #include "core.h"
  21. #include "lolgl.h"
  22. using namespace std;
  23. namespace lol
  24. {
  25. /*
  26. * Shader implementation class
  27. */
  28. class ShaderData
  29. {
  30. friend class Shader;
  31. private:
  32. #if defined _XBOX
  33. D3DVertexShader *vert_shader;
  34. D3DPixelShader *frag_shader;
  35. ID3DXConstantTable *vert_table, *frag_table;
  36. #elif !defined __CELLOS_LV2__
  37. GLuint prog_id, vert_id, frag_id;
  38. #else
  39. CGprogram vert_id, frag_id;
  40. #endif
  41. uint32_t vert_crc, frag_crc;
  42. /* Shader patcher */
  43. static int GetVersion();
  44. static void Patch(char *dst, char const *vert, char const *frag);
  45. /* Global shader cache */
  46. static Shader *shaders[];
  47. static int nshaders;
  48. };
  49. Shader *ShaderData::shaders[256];
  50. int ShaderData::nshaders = 0;
  51. /*
  52. * Public Shader class
  53. */
  54. Shader *Shader::Create(char const *vert, char const *frag)
  55. {
  56. uint32_t new_vert_crc = Hash::Crc32(vert);
  57. uint32_t new_frag_crc = Hash::Crc32(frag);
  58. for (int n = 0; n < ShaderData::nshaders; n++)
  59. {
  60. if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc
  61. && ShaderData::shaders[n]->data->frag_crc == new_frag_crc)
  62. return ShaderData::shaders[n];
  63. }
  64. Shader *ret = new Shader(vert, frag);
  65. ShaderData::shaders[ShaderData::nshaders] = ret;
  66. ShaderData::nshaders++;
  67. return ret;
  68. }
  69. void Shader::Destroy(Shader *shader)
  70. {
  71. /* XXX: do nothing! the shader should remain in cache */
  72. (void)shader;
  73. }
  74. Shader::Shader(char const *vert, char const *frag)
  75. : data(new ShaderData())
  76. {
  77. #if defined _XBOX
  78. extern D3DDevice *g_d3ddevice;
  79. ID3DXBuffer *shader_code, *error_msg;
  80. HRESULT hr;
  81. #elif !defined __CELLOS_LV2__
  82. char buf[4096], errbuf[4096];
  83. char const *shader = buf;
  84. GLint status;
  85. GLsizei len;
  86. #else
  87. /* Initialise the runtime shader compiler. FIXME: this needs only
  88. * to be done once. */
  89. cgRTCgcInit();
  90. #endif
  91. /* Compile vertex shader */
  92. data->vert_crc = Hash::Crc32(vert);
  93. #if defined _XBOX
  94. hr = D3DXCompileShader(vert, (UINT)strlen(vert), NULL, NULL, "main",
  95. "vs_2_0", 0, &shader_code, &error_msg,
  96. &data->vert_table);
  97. if (FAILED(hr))
  98. {
  99. Log::Error("failed to compile vertex shader: %s",
  100. error_msg ? error_msg->GetBufferPointer() : "error");
  101. Log::Error("shader source:\n%s\n", vert);
  102. }
  103. g_d3ddevice->CreateVertexShader((DWORD *)shader_code->GetBufferPointer(),
  104. &data->vert_shader);
  105. shader_code->Release();
  106. #elif !defined __CELLOS_LV2__
  107. ShaderData::Patch(buf, vert, NULL);
  108. data->vert_id = glCreateShader(GL_VERTEX_SHADER);
  109. glShaderSource(data->vert_id, 1, &shader, NULL);
  110. glCompileShader(data->vert_id);
  111. glGetShaderiv(data->vert_id, GL_COMPILE_STATUS, &status);
  112. if (status != GL_TRUE)
  113. {
  114. glGetShaderInfoLog(data->vert_id, sizeof(errbuf), &len, errbuf);
  115. Log::Error("failed to compile vertex shader: %s", errbuf);
  116. Log::Error("shader source:\n%s\n", buf);
  117. }
  118. #else
  119. data->vert_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, vert,
  120. cgGLGetLatestProfile(CG_GL_VERTEX),
  121. NULL, NULL);
  122. if (data->vert_id == NULL)
  123. {
  124. Log::Error("failed to compile vertex shader");
  125. Log::Error("shader source:\n%s\n", vert);
  126. }
  127. #endif
  128. /* Compile fragment shader */
  129. data->frag_crc = Hash::Crc32(frag);
  130. #if defined _XBOX
  131. hr = D3DXCompileShader(frag, (UINT)strlen(frag), NULL, NULL, "main",
  132. "ps_2_0", 0, &shader_code, &error_msg,
  133. &data->frag_table);
  134. if (FAILED(hr))
  135. {
  136. Log::Error("failed to compile fragment shader: %s",
  137. error_msg ? error_msg->GetBufferPointer() : "error");
  138. Log::Error("shader source:\n%s\n", frag);
  139. }
  140. g_d3ddevice->CreatePixelShader((DWORD *)shader_code->GetBufferPointer(),
  141. &data->frag_shader);
  142. shader_code->Release();
  143. #elif !defined __CELLOS_LV2__
  144. ShaderData::Patch(buf, NULL, frag);
  145. data->frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  146. glShaderSource(data->frag_id, 1, &shader, NULL);
  147. glCompileShader(data->frag_id);
  148. glGetShaderiv(data->frag_id, GL_COMPILE_STATUS, &status);
  149. if (status != GL_TRUE)
  150. {
  151. glGetShaderInfoLog(data->frag_id, sizeof(errbuf), &len, errbuf);
  152. Log::Error("failed to compile fragment shader: %s", errbuf);
  153. Log::Error("shader source:\n%s\n", buf);
  154. }
  155. #else
  156. data->frag_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, frag,
  157. cgGLGetLatestProfile(CG_GL_FRAGMENT),
  158. NULL, NULL);
  159. if (data->frag_id == NULL)
  160. {
  161. Log::Error("failed to compile fragment shader");
  162. Log::Error("shader source:\n%s\n", frag);
  163. }
  164. #endif
  165. #if !defined _XBOX && !defined __CELLOS_LV2__
  166. /* Create program */
  167. data->prog_id = glCreateProgram();
  168. glAttachShader(data->prog_id, data->vert_id);
  169. glAttachShader(data->prog_id, data->frag_id);
  170. glLinkProgram(data->prog_id);
  171. glValidateProgram(data->prog_id);
  172. #endif
  173. }
  174. int Shader::GetAttribLocation(char const *attr) const
  175. {
  176. #if defined _XBOX
  177. /* FIXME: do we have attribs? */
  178. return 0;
  179. #elif !defined __CELLOS_LV2__
  180. return glGetAttribLocation(data->prog_id, attr);
  181. #else
  182. /* FIXME: need to differentiate between vertex and fragment program */
  183. return 0;
  184. #endif
  185. }
  186. int Shader::GetUniformLocation(char const *uni) const
  187. {
  188. #if defined _XBOX
  189. D3DXHANDLE hr1 = data->frag_table->GetConstantByName(NULL, uni);
  190. D3DXHANDLE hr2 = data->vert_table->GetConstantByName(NULL, uni);
  191. return (int)(((uint32_t)hr1 << 16) | (uint32_t)hr2);
  192. #elif !defined __CELLOS_LV2__
  193. return glGetUniformLocation(data->prog_id, uni);
  194. #else
  195. /* FIXME: need to differentiate between vertex and fragment program,
  196. * and replace the ugly cast. */
  197. CGparameter tmp = cgGetNamedParameter(data->vert_id, uni);
  198. if (tmp == NULL)
  199. tmp = cgGetNamedParameter(data->frag_id, uni);
  200. return (int)(intptr_t)tmp;
  201. #endif
  202. }
  203. void Shader::SetUniform(int uni, float f)
  204. {
  205. #if defined _XBOX
  206. SetUniform(uni, vec4(f, 0, 0, 0));
  207. #elif !defined __CELLOS_LV2__
  208. glUniform1f(uni, f);
  209. #else
  210. cgGLSetParameter1f((CGparameter)(intptr_t)uni, f);
  211. #endif
  212. }
  213. void Shader::SetUniform(int uni, vec2 const &v)
  214. {
  215. #if defined _XBOX
  216. SetUniform(uni, vec4(v, 0, 0));
  217. #elif !defined __CELLOS_LV2__
  218. glUniform2f(uni, v.x, v.y);
  219. #else
  220. cgGLSetParameter2f((CGparameter)(intptr_t)uni, v.x, v.y);
  221. #endif
  222. }
  223. void Shader::SetUniform(int uni, vec3 const &v)
  224. {
  225. #if defined _XBOX
  226. SetUniform(uni, vec4(v, 0));
  227. #elif !defined __CELLOS_LV2__
  228. glUniform3f(uni, v.x, v.y, v.z);
  229. #else
  230. cgGLSetParameter3f((CGparameter)(intptr_t)uni, v.x, v.y, v.z);
  231. #endif
  232. }
  233. void Shader::SetUniform(int uni, vec4 const &v)
  234. {
  235. /* FIXME: use the array versions of these functions */
  236. #if defined _XBOX
  237. extern D3DDevice *g_d3ddevice;
  238. D3DXHANDLE hr1 = (uint32_t)uni >> 16;
  239. D3DXHANDLE hr2 = (uint32_t)(uint16_t)uni;
  240. g_d3ddevice->SetPixelShaderConstantF(hr1, &v[0], 1);
  241. g_d3ddevice->SetVertexShaderConstantF(hr2, &v[0], 1);
  242. #elif !defined __CELLOS_LV2__
  243. glUniform4f(uni, v.x, v.y, v.z, v.w);
  244. #else
  245. cgGLSetParameter4f((CGparameter)(intptr_t)uni, v.x, v.y, v.z, v.w);
  246. #endif
  247. }
  248. void Shader::SetUniform(int uni, mat4 const &m)
  249. {
  250. #if defined _XBOX
  251. extern D3DDevice *g_d3ddevice;
  252. D3DXHANDLE hr1 = (uint32_t)uni >> 16;
  253. D3DXHANDLE hr2 = (uint32_t)(uint16_t)uni;
  254. g_d3ddevice->SetPixelShaderConstantF(hr1, &m[0][0], 4);
  255. g_d3ddevice->SetVertexShaderConstantF(hr2, &m[0][0], 4);
  256. #elif !defined __CELLOS_LV2__
  257. glUniformMatrix4fv(uni, 1, GL_FALSE, &m[0][0]);
  258. #else
  259. cgGLSetMatrixParameterfc((CGparameter)(intptr_t)uni, &m[0][0]);
  260. #endif
  261. }
  262. void Shader::Bind() const
  263. {
  264. #if defined _XBOX
  265. extern D3DDevice *g_d3ddevice;
  266. g_d3ddevice->SetVertexShader(data->vert_shader);
  267. g_d3ddevice->SetPixelShader(data->frag_shader);
  268. #elif !defined __CELLOS_LV2__
  269. glUseProgram(data->prog_id);
  270. #else
  271. cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
  272. cgGLBindProgram(data->vert_id);
  273. cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
  274. cgGLBindProgram(data->frag_id);
  275. #endif
  276. }
  277. Shader::~Shader()
  278. {
  279. #if defined _XBOX
  280. extern D3DDevice *g_d3ddevice;
  281. data->vert_shader->Release();
  282. data->vert_table->Release();
  283. data->frag_shader->Release();
  284. data->frag_table->Release();
  285. #elif !defined __CELLOS_LV2__
  286. glDetachShader(data->prog_id, data->vert_id);
  287. glDetachShader(data->prog_id, data->frag_id);
  288. glDeleteShader(data->vert_id);
  289. glDeleteShader(data->frag_id);
  290. glDeleteProgram(data->prog_id);
  291. #else
  292. cgDestroyProgram(data->vert_id);
  293. cgDestroyProgram(data->frag_id);
  294. #endif
  295. delete data;
  296. }
  297. /* Try to detect shader compiler features */
  298. int ShaderData::GetVersion()
  299. {
  300. static int version = 0;
  301. #if !defined _XBOX && !defined __CELLOS_LV2__
  302. if (!version)
  303. {
  304. char buf[4096];
  305. GLsizei len;
  306. int id = glCreateShader(GL_VERTEX_SHADER);
  307. /* Can we compile 1.30 shaders? */
  308. char const *test130 =
  309. "#version 130\n"
  310. "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }";
  311. glShaderSource(id, 1, &test130, NULL);
  312. glCompileShader(id);
  313. glGetShaderInfoLog(id, sizeof(buf), &len, buf);
  314. if (len <= 0)
  315. version = 130;
  316. /* If not, can we compile 1.20 shaders? */
  317. if (!version)
  318. {
  319. char const *test120 =
  320. "#version 120\n"
  321. "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }";
  322. glShaderSource(id, 1, &test120, NULL);
  323. glCompileShader(id);
  324. glGetShaderInfoLog(id, sizeof(buf), &len, buf);
  325. if (len <= 0)
  326. version = 120;
  327. }
  328. /* Otherwise, assume we can compile 1.10 shaders. */
  329. if (!version)
  330. version = 110;
  331. glDeleteShader(id);
  332. }
  333. #endif
  334. return version;
  335. }
  336. /* Simple shader source patching for old GLSL versions.
  337. * If supported version is 1.30, do nothing.
  338. * If supported version is 1.20:
  339. * - replace "#version 130" with "#version 120"
  340. */
  341. void ShaderData::Patch(char *dst, char const *vert, char const *frag)
  342. {
  343. int ver_driver = GetVersion();
  344. strcpy(dst, vert ? vert : frag);
  345. if (ver_driver >= 130)
  346. return;
  347. int ver_shader = 110;
  348. char *parser = strstr(dst, "#version");
  349. if (parser)
  350. ver_shader = atoi(parser + strlen("#version"));
  351. if (ver_shader > 120 && ver_driver <= 120)
  352. {
  353. char const *end = dst + strlen(dst) + 1;
  354. /* Find main() */
  355. parser = strstr(dst, "main");
  356. if (!parser) return;
  357. parser = strstr(parser, "(");
  358. if (!parser) return;
  359. parser = strstr(parser, ")");
  360. if (!parser) return;
  361. parser = strstr(parser, "{");
  362. if (!parser) return;
  363. char *main = parser + 1;
  364. /* Perform main() replaces */
  365. char const * const main_replaces[] =
  366. {
  367. #if 0
  368. "in vec2 in_Vertex;", "vec2 in_Vertex = gl_Vertex.xy;",
  369. "in vec3 in_Vertex;", "vec3 in_Vertex = gl_Vertex.xyz;",
  370. "in vec4 in_Vertex;", "vec4 in_Vertex = gl_Vertex.xyzw;",
  371. "in vec2 in_Color;", "vec2 in_Color = gl_Color.xy;",
  372. "in vec3 in_Color;", "vec3 in_Color = gl_Color.xyz;",
  373. "in vec4 in_Color;", "vec4 in_Color = gl_Color.xyzw;",
  374. "in vec2 in_MultiTexCoord0;",
  375. "vec2 in_MultiTexCoord0 = gl_MultiTexCoord0.xy;",
  376. "in vec2 in_MultiTexCoord1;",
  377. "vec2 in_MultiTexCoord1 = gl_MultiTexCoord1.xy;",
  378. "in vec2 in_MultiTexCoord2;",
  379. "vec2 in_MultiTexCoord2 = gl_MultiTexCoord2.xy;",
  380. "in vec2 in_MultiTexCoord3;",
  381. "vec2 in_MultiTexCoord3 = gl_MultiTexCoord3.xy;",
  382. "in vec2 in_MultiTexCoord4;",
  383. "vec2 in_MultiTexCoord4 = gl_MultiTexCoord4.xy;",
  384. "in vec2 in_MultiTexCoord5;",
  385. "vec2 in_MultiTexCoord5 = gl_MultiTexCoord5.xy;",
  386. "in vec2 in_MultiTexCoord6;",
  387. "vec2 in_MultiTexCoord6 = gl_MultiTexCoord6.xy;",
  388. "in vec2 in_MultiTexCoord7;",
  389. "vec2 in_MultiTexCoord7 = gl_MultiTexCoord7.xy;",
  390. #endif
  391. NULL
  392. };
  393. for (char const * const *rep = main_replaces; rep[0]; rep += 2)
  394. {
  395. char *match = strstr(dst, rep[0]);
  396. if (match && match < main)
  397. {
  398. size_t l0 = strlen(rep[0]);
  399. size_t l1 = strlen(rep[1]);
  400. memmove(main + l1, main, end - main);
  401. memcpy(main, rep[1], l1);
  402. memset(match, ' ', l0);
  403. main += l1;
  404. end += l1;
  405. }
  406. }
  407. /* Perform small replaces */
  408. char const * const fast_replaces[] =
  409. {
  410. "#version 130", "#version 120",
  411. "in vec2", vert ? "attribute vec2" : "varying vec2",
  412. "in vec3", vert ? "attribute vec3" : "varying vec3",
  413. "in vec4", vert ? "attribute vec4" : "varying vec4",
  414. "in mat4", vert ? "attribute mat4" : "varying mat4",
  415. "out vec2", "varying vec2",
  416. "out vec3", "varying vec3",
  417. "out vec4", "varying vec4",
  418. "out mat4", "varying mat4",
  419. NULL
  420. };
  421. for (char const * const *rep = fast_replaces; rep[0]; rep += 2)
  422. {
  423. char *match;
  424. while ((match = strstr(dst, rep[0])))
  425. {
  426. size_t l0 = strlen(rep[0]);
  427. size_t l1 = strlen(rep[1]);
  428. if (l1 > l0)
  429. memmove(match + l1, match + l0, (end - match) - l0);
  430. memcpy(match, rep[1], l1);
  431. if (l1 < l0)
  432. memset(match + l0, ' ', l1 - l0);
  433. end += l1 - l0;
  434. }
  435. }
  436. }
  437. }
  438. } /* namespace lol */