/**************************************************************************** Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd. Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md). https://axmolengine.github.io/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "ProgramGL.h" #include "ShaderModuleGL.h" #include "renderer/backend/Types.h" #include "renderer/backend/opengl/MacrosGL.h" #include "base/Director.h" #include "base/EventDispatcher.h" #include "base/EventType.h" #include "base/axstd.h" #include "yasio/byte_buffer.hpp" #include "renderer/backend/opengl/UtilsGL.h" #include "OpenGLState.h" NS_AX_BACKEND_BEGIN #if AX_GLES_PROFILE == 200 # define DEF_TO_INT(pointer, index) (*((GLint*)(pointer) + index)) # define DEF_TO_FLOAT(pointer, index) (*((GLfloat*)(pointer) + index)) static void setUniform(bool isArray, GLuint location, unsigned int size, GLenum uniformType, void* data) { GLsizei count = size; switch (uniformType) { case GL_INT: case GL_BOOL: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: if (isArray) glUniform1iv(location, count, (GLint*)data); else glUniform1i(location, DEF_TO_INT(data, 0)); break; case GL_INT_VEC2: case GL_BOOL_VEC2: if (isArray) glUniform2iv(location, count, (GLint*)data); else glUniform2i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1)); break; case GL_INT_VEC3: case GL_BOOL_VEC3: if (isArray) glUniform3iv(location, count, (GLint*)data); else glUniform3i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1), DEF_TO_INT(data, 2)); break; case GL_INT_VEC4: case GL_BOOL_VEC4: if (isArray) glUniform4iv(location, count, (GLint*)data); else glUniform4i(location, DEF_TO_INT(data, 0), DEF_TO_INT(data, 1), DEF_TO_INT(data, 2), DEF_TO_INT(data, 4)); break; case GL_FLOAT: if (isArray) glUniform1fv(location, count, (GLfloat*)data); else glUniform1f(location, DEF_TO_FLOAT(data, 0)); break; case GL_FLOAT_VEC2: if (isArray) glUniform2fv(location, count, (GLfloat*)data); else glUniform2f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1)); break; case GL_FLOAT_VEC3: if (isArray) glUniform3fv(location, count, (GLfloat*)data); else glUniform3f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1), DEF_TO_FLOAT(data, 2)); break; case GL_FLOAT_VEC4: if (isArray) glUniform4fv(location, count, (GLfloat*)data); else glUniform4f(location, DEF_TO_FLOAT(data, 0), DEF_TO_FLOAT(data, 1), DEF_TO_FLOAT(data, 2), DEF_TO_FLOAT(data, 3)); break; case GL_FLOAT_MAT2: glUniformMatrix2fv(location, count, GL_FALSE, (GLfloat*)data); break; case GL_FLOAT_MAT3: glUniformMatrix3fv(location, count, GL_FALSE, (GLfloat*)data); break; case GL_FLOAT_MAT4: glUniformMatrix4fv(location, count, GL_FALSE, (GLfloat*)data); break; break; default: AXASSERT(false, "invalidate Uniform data type"); break; } } #endif ProgramGL::ProgramGL(std::string_view vertexShader, std::string_view fragmentShader) : Program(vertexShader, fragmentShader) { _vertexShaderModule = static_cast(ShaderCache::newVertexShaderModule(_vertexShader)); _fragmentShaderModule = static_cast(ShaderCache::newFragmentShaderModule(_fragmentShader)); AX_SAFE_RETAIN(_vertexShaderModule); AX_SAFE_RETAIN(_fragmentShaderModule); compileProgram(); computeUniformInfos(); #if AX_ENABLE_CACHE_TEXTURE_DATA for (const auto& uniform : _activeUniformInfos) { auto location = uniform.second.location; _originalUniformLocations[uniform.first] = location; _mapToCurrentActiveLocation[location] = location; _mapToOriginalLocation[location] = location; } _backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*) { this->reloadProgram(); }); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1); #endif setBuiltinLocations(); } ProgramGL::~ProgramGL() { clearUniformBuffers(); AX_SAFE_RELEASE(_vertexShaderModule); AX_SAFE_RELEASE(_fragmentShaderModule); if (_program) glDeleteProgram(_program); #if AX_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener); #endif } #if AX_ENABLE_CACHE_TEXTURE_DATA void ProgramGL::reloadProgram() { _activeUniformInfos.clear(); _mapToCurrentActiveLocation.clear(); _mapToOriginalLocation.clear(); static_cast(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, _vertexShader); static_cast(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, _fragmentShader); compileProgram(); computeUniformInfos(); for (const auto& uniform : _activeUniformInfos) { auto location = _originalUniformLocations[uniform.first]; _mapToCurrentActiveLocation[location] = uniform.second.location; _mapToOriginalLocation[uniform.second.location] = location; } } #endif void ProgramGL::compileProgram() { if (_vertexShaderModule == nullptr || _fragmentShaderModule == nullptr) return; auto vertShader = _vertexShaderModule->getShader(); auto fragShader = _fragmentShaderModule->getShader(); assert(vertShader != 0 && fragShader != 0); if (vertShader == 0 || fragShader == 0) return; _program = glCreateProgram(); if (!_program) return; glAttachShader(_program, vertShader); glAttachShader(_program, fragShader); glLinkProgram(_program); GLint status = 0; glGetProgramiv(_program, GL_LINK_STATUS, &status); if (GL_FALSE == status) { GLint errorInfoLen = 0; glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &errorInfoLen); if (errorInfoLen > 1) { auto errorInfo = axstd::make_unique_for_overwrite(static_cast(errorInfoLen)); glGetProgramInfoLog(_program, errorInfoLen, NULL, errorInfo.get()); ax::log("axmol:ERROR: %s: failed to link program: %s ", __FUNCTION__, errorInfo.get()); } else ax::log("axmol:ERROR: %s: failed to link program ", __FUNCTION__); glDeleteProgram(_program); _program = 0; } } void ProgramGL::setBuiltinLocations() { /*--- Builtin Attribs ---*/ std::fill(_builtinAttributeLocation, _builtinAttributeLocation + Attribute::ATTRIBUTE_MAX, -1); /// a_position _builtinAttributeLocation[Attribute::POSITION] = getAttributeLocation(ATTRIBUTE_NAME_POSITION); /// a_color _builtinAttributeLocation[Attribute::COLOR] = getAttributeLocation(ATTRIBUTE_NAME_COLOR); /// a_texCoord _builtinAttributeLocation[Attribute::TEXCOORD] = getAttributeLocation(ATTRIBUTE_NAME_TEXCOORD); // a_normal _builtinAttributeLocation[Attribute::NORMAL] = getAttributeLocation(ATTRIBUTE_NAME_NORMAL); // a_instance _builtinAttributeLocation[Attribute::INSTANCE] = getAttributeLocation(ATTRIBUTE_NAME_INSTANCE); /*--- Builtin Uniforms ---*/ /// u_MVPMatrix _builtinUniformLocation[Uniform::MVP_MATRIX] = getUniformLocation(UNIFORM_NAME_MVP_MATRIX); /// u_tex0 _builtinUniformLocation[Uniform::TEXTURE] = getUniformLocation(UNIFORM_NAME_TEXTURE); /// u_tex1 _builtinUniformLocation[Uniform::TEXTURE1] = getUniformLocation(UNIFORM_NAME_TEXTURE1); /// u_textColor _builtinUniformLocation[Uniform::TEXT_COLOR] = getUniformLocation(UNIFORM_NAME_TEXT_COLOR); /// u_effectColor _builtinUniformLocation[Uniform::EFFECT_COLOR] = getUniformLocation(UNIFORM_NAME_EFFECT_COLOR); /// u_effectType _builtinUniformLocation[Uniform::EFFECT_TYPE] = getUniformLocation(UNIFORM_NAME_EFFECT_TYPE); } const hlookup::string_map& ProgramGL::getActiveAttributes() const { if (!_program || !_activeAttribs.empty()) return _activeAttribs; GLint numOfActiveAttributes = 0; glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &numOfActiveAttributes); if (numOfActiveAttributes <= 0) return _activeAttribs; _activeAttribs.reserve(numOfActiveAttributes); int MAX_ATTRIBUTE_NAME_LENGTH = 255; auto attrName = axstd::make_unique_for_overwrite(MAX_ATTRIBUTE_NAME_LENGTH + 1); GLint attrNameLen = 0; GLenum attrType; GLint attrSize; backend::AttributeBindInfo info; for (int i = 0; i < numOfActiveAttributes; i++) { glGetActiveAttrib(_program, i, MAX_ATTRIBUTE_NAME_LENGTH, &attrNameLen, &attrSize, &attrType, attrName.get()); CHECK_GL_ERROR_DEBUG(); std::string_view name{attrName.get(), static_cast(attrNameLen)}; info.location = glGetAttribLocation(_program, name.data()); info.type = attrType; info.size = UtilsGL::getGLDataTypeSize(attrType) * attrSize; CHECK_GL_ERROR_DEBUG(); _activeAttribs[name] = info; } return _activeAttribs; } void ProgramGL::computeUniformInfos() { if (!_program) return; _totalBufferSize = 0; _maxLocation = -1; _activeUniformInfos.clear(); yasio::basic_byte_buffer buffer; // buffer for name // OpenGL UBO: uloc[0]: block_offset, uloc[1]: offset in block auto gpuDevice = Device::getInstance(); /* Query uniform blocks */ clearUniformBuffers(); #if AX_GLES_PROFILE != 200 GLint numblocks{0}; glGetProgramiv(_program, GL_ACTIVE_UNIFORM_BLOCKS, &numblocks); axstd::pod_vector uniformBlcokOffsets(numblocks); for (int blockIndex = 0; blockIndex < numblocks; ++blockIndex) { GLint blockSize{0}; glGetActiveUniformBlockiv(_program, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize); CHECK_GL_ERROR_DEBUG(); assert(blockSize > 0); // empty block not allow by GLSL/ESSL GLint memberCount{0}; glGetActiveUniformBlockiv(_program, blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &memberCount); assert(memberCount > 0); // set bindingIndex at CPU glUniformBlockBinding(_program, blockIndex, blockIndex); // create uniform buffer object auto& desc = _uniformBuffers.emplace_back( static_cast(gpuDevice->newBuffer(blockSize, BufferType::UNIFORM, BufferUsage::DYNAMIC)), static_cast(_totalBufferSize), blockSize); desc._ubo->updateData(nullptr, blockSize); // ubo data can be nullptr CHECK_GL_ERROR_DEBUG(); // increase _totalBufferSize _totalBufferSize += blockSize; } #endif /* * construct _activeUniformInfos: uniformName-->UniformInfo */ UniformInfo uniform; GLint nameLen = 0; GLint numOfUniforms = 0; glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &numOfUniforms); for (GLint i = 0; i < numOfUniforms; ++i) { buffer.resize(MAX_UNIFORM_NAME_LENGTH + 1); glGetActiveUniform(_program, i, static_cast(buffer.size()), &nameLen, &uniform.count, &uniform.type, buffer.data()); uniform.size = UtilsGL::getGLDataTypeSize(uniform.type); std::string_view uniformFullName{buffer.data(), static_cast(nameLen)}; std::string_view uniformName{uniformFullName}; // Try trim uniform name // trim name vs_ub.xxx[0] --> xxx auto bracket = uniformName.find_last_of('['); if (bracket != std::string_view::npos) { buffer[bracket] = '\0'; uniformName = uniformName.substr(0, bracket); } auto dot = uniformName.find_last_of('.'); if (dot != std::string::npos) uniformName.remove_prefix(dot + 1); // trim uniformName #if AX_GLES_PROFILE != 200 GLint blockIndex{-1}; glGetActiveUniformsiv(_program, 1, reinterpret_cast(&i), GL_UNIFORM_BLOCK_INDEX, &blockIndex); if (blockIndex != -1) { // member of uniform block auto& blockDesc = _uniformBuffers[blockIndex]; GLint uniformOffset{-1}; glGetActiveUniformsiv(_program, 1, reinterpret_cast(&i), GL_UNIFORM_OFFSET, &uniformOffset); uniform.location = blockDesc._location; uniform.bufferOffset = uniformOffset; } else { // must be samper: sampler2D or samplerCube assert(uniform.type == GL_SAMPLER_2D || uniform.type == GL_SAMPLER_CUBE); uniform.location = glGetUniformLocation(_program, uniformName.data()); uniform.bufferOffset = -1; } #else if (uniform.type == GL_SAMPLER_2D || uniform.type == GL_SAMPLER_CUBE) { uniform.location = glGetUniformLocation(_program, uniformName.data()); uniform.bufferOffset = -1; } else { // GLES2.0: GLSL100 uniform.location = glGetUniformLocation(_program, uniformFullName.data()); uniform.bufferOffset = (uniform.size == 0) ? 0 : _totalBufferSize; _totalBufferSize += uniform.size * uniform.count; } #endif _activeUniformInfos[uniformName] = uniform; _maxLocation = _maxLocation <= uniform.location ? (uniform.location + 1) : _maxLocation; } } void ProgramGL::bindUniformBuffers(const char* buffer, size_t bufferSize) { #if AX_GLES_PROFILE != 200 for (GLuint blockIdx = 0; blockIdx < static_cast(_uniformBuffers.size()); ++blockIdx) { auto& desc = _uniformBuffers[blockIdx]; desc._ubo->updateData(buffer + desc._location, desc._size); __gl->bindUniformBufferBase(blockIdx, desc._ubo->getHandler()); } #else for (auto&& iter : _activeUniformInfos) { auto& uniformInfo = iter.second; if (uniformInfo.size <= 0) continue; int elementCount = uniformInfo.count; setUniform(uniformInfo.count > 1, uniformInfo.location, elementCount, uniformInfo.type, (void*)(buffer + uniformInfo.bufferOffset)); } #endif CHECK_GL_ERROR_DEBUG(); } void ProgramGL::clearUniformBuffers() { if (_uniformBuffers.empty()) return; for (auto& desc : _uniformBuffers) delete desc._ubo; _uniformBuffers.clear(); } int ProgramGL::getAttributeLocation(Attribute name) const { return _builtinAttributeLocation[name]; } int ProgramGL::getAttributeLocation(std::string_view name) const { return glGetAttribLocation(_program, name.data()); } inline std::string_view mapLocationEnumToUBO(backend::Uniform name) { switch (name) { case Uniform::MVP_MATRIX: return UNIFORM_NAME_MVP_MATRIX; break; case Uniform::TEXTURE: return UNIFORM_NAME_TEXTURE; break; case Uniform::TEXTURE1: return UNIFORM_NAME_TEXTURE1; break; case Uniform::TEXTURE2: return UNIFORM_NAME_TEXTURE2; break; case Uniform::TEXTURE3: return UNIFORM_NAME_TEXTURE3; break; case Uniform::TEXT_COLOR: return UNIFORM_NAME_TEXT_COLOR; break; case Uniform::EFFECT_COLOR: return UNIFORM_NAME_EFFECT_COLOR; break; case Uniform::EFFECT_TYPE: return UNIFORM_NAME_EFFECT_TYPE; break; } return ""sv; } UniformLocation ProgramGL::getUniformLocation(backend::Uniform name) const { return _builtinUniformLocation[name]; } UniformLocation ProgramGL::getUniformLocation(std::string_view uniform) const { UniformLocation uniformLocation; auto iter = _activeUniformInfos.find(uniform); if (iter != _activeUniformInfos.end()) { uniformLocation.shaderStage = ShaderStage::VERTEX; const auto& uniformInfo = iter->second; #if AX_ENABLE_CACHE_TEXTURE_DATA uniformLocation.location[0] = _mapToOriginalLocation.at(uniformInfo.location); #else uniformLocation.location[0] = uniformInfo.location; #endif uniformLocation.location[1] = uniformInfo.bufferOffset; } return uniformLocation; } int ProgramGL::getMaxVertexLocation() const { return _maxLocation; } int ProgramGL::getMaxFragmentLocation() const { return _maxLocation; } #if AX_ENABLE_CACHE_TEXTURE_DATA int ProgramGL::getMappedLocation(int location) const { if (_mapToCurrentActiveLocation.find(location) != _mapToCurrentActiveLocation.end()) return _mapToCurrentActiveLocation.at(location); else return -1; } int ProgramGL::getOriginalLocation(int location) const { if (_mapToOriginalLocation.find(location) != _mapToOriginalLocation.end()) return _mapToOriginalLocation.at(location); else return -1; } #endif const hlookup::string_map& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const { return _activeUniformInfos; } std::size_t ProgramGL::getUniformBufferSize(ShaderStage stage) const { return _totalBufferSize; } NS_AX_BACKEND_END