/**************************************************************************** Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd. Copyright (c) 2020 C4games Ltd. 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/CCDirector.h" #include "base/CCEventDispatcher.h" #include "base/CCEventType.h" #include "renderer/backend/opengl/UtilsGL.h" #include "yasio/detail/byte_buffer.hpp" NS_AX_BACKEND_BEGIN namespace { static const std::string SHADER_PREDEFINE = "#version 100\n precision highp float;\n precision highp int;\n"; } ProgramGL::ProgramGL(std::string_view vertexShader, std::string_view fragmentShader) : Program(vertexShader, fragmentShader) { #if defined(AX_USE_GLES) // some device required manually specify the precision qualifiers for vertex shader. _vertexShaderModule = static_cast(ShaderCache::newVertexShaderModule(SHADER_PREDEFINE + _vertexShader)); _fragmentShaderModule = static_cast(ShaderCache::newFragmentShaderModule(SHADER_PREDEFINE + _fragmentShader)); #else _vertexShaderModule = static_cast(ShaderCache::newVertexShaderModule(_vertexShader)); _fragmentShaderModule = static_cast(ShaderCache::newFragmentShaderModule(_fragmentShader)); #endif AX_SAFE_RETAIN(_vertexShaderModule); AX_SAFE_RETAIN(_fragmentShaderModule); compileProgram(); computeUniformInfos(); computeLocations(); #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 setupVertexLayout(); } ProgramGL::~ProgramGL() { 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, SHADER_PREDEFINE + _vertexShader); static_cast(_fragmentShaderModule) ->compileShader(backend::ShaderStage::FRAGMENT, SHADER_PREDEFINE + _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) { yasio::sbyte_buffer errorInfo{static_cast(errorInfoLen), std::true_type{}}; glGetProgramInfoLog(_program, errorInfoLen, NULL, errorInfo.data()); log("cocos2d: ERROR: %s: failed to link program: %s ", __FUNCTION__, errorInfo.data()); } else log("cocos2d: ERROR: %s: failed to link program ", __FUNCTION__); glDeleteProgram(_program); _program = 0; } } void ProgramGL::computeLocations() { std::fill(_builtinAttributeLocation, _builtinAttributeLocation + ATTRIBUTE_MAX, -1); // std::fill(_builtinUniformLocation, _builtinUniformLocation + UNIFORM_MAX, -1); /// a_position auto location = glGetAttribLocation(_program, ATTRIBUTE_NAME_POSITION.data()); _builtinAttributeLocation[Attribute::POSITION] = location; /// a_color location = glGetAttribLocation(_program, ATTRIBUTE_NAME_COLOR.data()); _builtinAttributeLocation[Attribute::COLOR] = location; /// a_texCoord location = glGetAttribLocation(_program, ATTRIBUTE_NAME_TEXCOORD.data()); _builtinAttributeLocation[Attribute::TEXCOORD] = location; // a_normal location = glGetAttribLocation(_program, ATTRIBUTE_NAME_NORMAL.data()); _builtinAttributeLocation[Attribute::NORMAL] = location; /// u_MVPMatrix location = glGetUniformLocation(_program, UNIFORM_NAME_MVP_MATRIX.data()); _builtinUniformLocation[Uniform::MVP_MATRIX].location[0] = location; _builtinUniformLocation[Uniform::MVP_MATRIX].location[1] = _activeUniformInfos[UNIFORM_NAME_MVP_MATRIX].bufferOffset; /// u_textColor location = glGetUniformLocation(_program, UNIFORM_NAME_TEXT_COLOR.data()); _builtinUniformLocation[Uniform::TEXT_COLOR].location[0] = location; _builtinUniformLocation[Uniform::TEXT_COLOR].location[1] = _activeUniformInfos[UNIFORM_NAME_TEXT_COLOR].bufferOffset; /// u_effectColor location = glGetUniformLocation(_program, UNIFORM_NAME_EFFECT_COLOR.data()); _builtinUniformLocation[Uniform::EFFECT_COLOR].location[0] = location; _builtinUniformLocation[Uniform::EFFECT_COLOR].location[1] = _activeUniformInfos[UNIFORM_NAME_EFFECT_COLOR].bufferOffset; /// u_effectType location = glGetUniformLocation(_program, UNIFORM_NAME_EFFECT_TYPE.data()); _builtinUniformLocation[Uniform::EFFECT_TYPE].location[0] = location; _builtinUniformLocation[Uniform::EFFECT_TYPE].location[1] = _activeUniformInfos[UNIFORM_NAME_EFFECT_TYPE].bufferOffset; /// u_tex0 location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE.data()); _builtinUniformLocation[Uniform::TEXTURE].location[0] = location; /// u_tex1 location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE1.data()); _builtinUniformLocation[Uniform::TEXTURE1].location[0] = location; } void ProgramGL::setupVertexLayout() { _vertexLayout = new VertexLayout(); } bool ProgramGL::getAttributeLocation(std::string_view attributeName, unsigned int& location) const { GLint loc = glGetAttribLocation(_program, attributeName.data()); if (-1 == loc) { AXLOG("axmol: %s: can not find vertex attribute of %s", __FUNCTION__, attributeName.data()); return false; } location = GLuint(loc); return true; } 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 = 256; std::vector attrName(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.data()); CHECK_GL_ERROR_DEBUG(); info.attributeName = std::string(attrName.data(), attrName.data() + attrNameLen); info.location = glGetAttribLocation(_program, info.attributeName.c_str()); info.type = attrType; info.size = UtilsGL::getGLDataTypeSize(attrType) * attrSize; CHECK_GL_ERROR_DEBUG(); _activeAttribs[info.attributeName] = info; } return _activeAttribs; } void ProgramGL::computeUniformInfos() { if (!_program) return; GLint numOfUniforms = 0; glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &numOfUniforms); if (!numOfUniforms) return; #define MAX_UNIFORM_NAME_LENGTH 256 UniformInfo uniform; GLint length = 0; _totalBufferSize = 0; _maxLocation = -1; _activeUniformInfos.clear(); GLchar uniformName[MAX_UNIFORM_NAME_LENGTH + 1]; for (int i = 0; i < numOfUniforms; ++i) { glGetActiveUniform(_program, i, MAX_UNIFORM_NAME_LENGTH, &length, &uniform.count, &uniform.type, uniformName); uniformName[length] = '\0'; if (length > 3) { char* c = strrchr(uniformName, '['); if (c) { *c = '\0'; uniform.isArray = true; } } uniform.location = glGetUniformLocation(_program, uniformName); uniform.size = UtilsGL::getGLDataTypeSize(uniform.type); uniform.bufferOffset = (uniform.size == 0) ? 0 : _totalBufferSize; _activeUniformInfos[uniformName] = uniform; _totalBufferSize += uniform.size * uniform.count; _maxLocation = _maxLocation <= uniform.location ? (uniform.location + 1) : _maxLocation; } } int ProgramGL::getAttributeLocation(Attribute name) const { return _builtinAttributeLocation[name]; } int ProgramGL::getAttributeLocation(std::string_view name) const { return glGetAttribLocation(_program, name.data()); } UniformLocation ProgramGL::getUniformLocation(backend::Uniform name) const { return _builtinUniformLocation[name]; } UniformLocation ProgramGL::getUniformLocation(std::string_view uniform) const { UniformLocation uniformLocation; if (_activeUniformInfos.find(uniform) != _activeUniformInfos.end()) { const auto& uniformInfo = _activeUniformInfos.at(uniform); #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 UniformInfo& ProgramGL::getActiveUniformInfo(ShaderStage stage, int location) const { static const UniformInfo s_emptyInfo{}; return s_emptyInfo; } 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