/**************************************************************************** Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd. Copyright (c) 2020 c4games.com. http://www.cocos2d-x.org 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 "base/ccMacros.h" #include "base/CCDirector.h" #include "base/CCEventDispatcher.h" #include "base/CCEventType.h" #include "renderer/backend/opengl/UtilsGL.h" CC_BACKEND_BEGIN namespace { static const std::string SHADER_PREDEFINE = "#version 100\n precision highp float;\n precision highp int;\n"; } ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmentShader) : Program(vertexShader, fragmentShader) { #if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID // 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 CC_SAFE_RETAIN(_vertexShaderModule); CC_SAFE_RETAIN(_fragmentShaderModule); compileProgram(); computeUniformInfos(); computeLocations(); #if CC_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 } ProgramGL::~ProgramGL() { CC_SAFE_RELEASE(_vertexShaderModule); CC_SAFE_RELEASE(_fragmentShaderModule); if (_program) glDeleteProgram(_program); #if CC_ENABLE_CACHE_TEXTURE_DATA Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener); #endif } #if CC_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) { std::string errorInfo(errorInfoLen, '\0'); glGetProgramInfoLog(_program, errorInfoLen, NULL, &errorInfo.front()); log("cocos2d: ERROR: %s: failed to link program: %s ", __FUNCTION__, errorInfo.c_str()); } 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); _builtinAttributeLocation[Attribute::POSITION] = location; ///a_color location = glGetAttribLocation(_program, ATTRIBUTE_NAME_COLOR); _builtinAttributeLocation[Attribute::COLOR] = location; ///a_texCoord location = glGetAttribLocation(_program, ATTRIBUTE_NAME_TEXCOORD); _builtinAttributeLocation[Attribute::TEXCOORD] = location; ///u_MVPMatrix location = glGetUniformLocation(_program, UNIFORM_NAME_MVP_MATRIX); _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); _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); _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); _builtinUniformLocation[Uniform::EFFECT_TYPE].location[0] = location; _builtinUniformLocation[Uniform::EFFECT_TYPE].location[1] = _activeUniformInfos[UNIFORM_NAME_EFFECT_TYPE].bufferOffset; ///u_texture location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE); _builtinUniformLocation[Uniform::TEXTURE].location[0] = location; ///u_texture1 location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE1); _builtinUniformLocation[Uniform::TEXTURE1].location[0] = location; } bool ProgramGL::getAttributeLocation(const std::string& attributeName, unsigned int& location) const { GLint loc = glGetAttribLocation(_program, attributeName.c_str()); if (-1 == loc) { CCLOG("Cocos2d: %s: can not find vertex attribute of %s", __FUNCTION__, attributeName.c_str()); return false; } location = GLuint(loc); return true; } const std::unordered_map ProgramGL::getActiveAttributes() const { std::unordered_map attributes; if (!_program) return attributes; GLint numOfActiveAttributes = 0; glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &numOfActiveAttributes); if (numOfActiveAttributes <= 0) return attributes; attributes.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(); attributes[info.attributeName] = info; } return attributes; } 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 = (GLchar*)malloc(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; } free(uniformName); } int ProgramGL::getAttributeLocation(Attribute name) const { return _builtinAttributeLocation[name]; } int ProgramGL::getAttributeLocation(const std::string& name) const { return glGetAttribLocation(_program, name.c_str()); } UniformLocation ProgramGL::getUniformLocation(backend::Uniform name) const { return _builtinUniformLocation[name]; } UniformLocation ProgramGL::getUniformLocation(const std::string& uniform) const { UniformLocation uniformLocation; if (_activeUniformInfos.find(uniform) != _activeUniformInfos.end()) { const auto &uniformInfo = _activeUniformInfos.at(uniform); #if CC_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 CC_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 std::unordered_map& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const { return _activeUniformInfos; } std::size_t ProgramGL::getUniformBufferSize(ShaderStage stage) const { return _totalBufferSize; } CC_BACKEND_END