mirror of https://github.com/axmolengine/axmol.git
367 lines
13 KiB
C++
367 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 C4games Ltd.
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https://axis-project.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "ProgramGL.h"
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#include "ShaderModuleGL.h"
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#include "renderer/backend/Types.h"
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#include "renderer/backend/opengl/MacrosGL.h"
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#include "base/CCDirector.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEventType.h"
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#include "renderer/backend/opengl/UtilsGL.h"
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#include "yasio/detail/byte_buffer.hpp"
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NS_AX_BACKEND_BEGIN
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namespace
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{
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static const std::string SHADER_PREDEFINE = "#version 100\n precision highp float;\n precision highp int;\n";
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}
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ProgramGL::ProgramGL(std::string_view vertexShader, std::string_view fragmentShader)
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: Program(vertexShader, fragmentShader)
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{
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#if defined(AX_USE_GLES)
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// some device required manually specify the precision qualifiers for vertex shader.
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_vertexShaderModule =
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static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(SHADER_PREDEFINE + _vertexShader));
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_fragmentShaderModule =
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static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(SHADER_PREDEFINE + _fragmentShader));
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#else
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
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#endif
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AX_SAFE_RETAIN(_vertexShaderModule);
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AX_SAFE_RETAIN(_fragmentShaderModule);
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compileProgram();
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computeUniformInfos();
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computeLocations();
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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for (const auto& uniform : _activeUniformInfos)
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{
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auto location = uniform.second.location;
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_originalUniformLocations[uniform.first] = location;
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_mapToCurrentActiveLocation[location] = location;
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_mapToOriginalLocation[location] = location;
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}
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_backToForegroundListener =
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EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*) { this->reloadProgram(); });
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
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#endif
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}
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ProgramGL::~ProgramGL()
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{
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AX_SAFE_RELEASE(_vertexShaderModule);
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AX_SAFE_RELEASE(_fragmentShaderModule);
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if (_program)
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glDeleteProgram(_program);
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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void ProgramGL::reloadProgram()
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{
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_activeUniformInfos.clear();
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_mapToCurrentActiveLocation.clear();
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_mapToOriginalLocation.clear();
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static_cast<ShaderModuleGL*>(_vertexShaderModule)
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->compileShader(backend::ShaderStage::VERTEX, SHADER_PREDEFINE + _vertexShader);
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static_cast<ShaderModuleGL*>(_fragmentShaderModule)
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->compileShader(backend::ShaderStage::FRAGMENT, SHADER_PREDEFINE + _fragmentShader);
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compileProgram();
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computeUniformInfos();
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for (const auto& uniform : _activeUniformInfos)
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{
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auto location = _originalUniformLocations[uniform.first];
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_mapToCurrentActiveLocation[location] = uniform.second.location;
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_mapToOriginalLocation[uniform.second.location] = location;
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}
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}
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#endif
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void ProgramGL::compileProgram()
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{
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if (_vertexShaderModule == nullptr || _fragmentShaderModule == nullptr)
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return;
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auto vertShader = _vertexShaderModule->getShader();
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auto fragShader = _fragmentShaderModule->getShader();
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assert(vertShader != 0 && fragShader != 0);
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if (vertShader == 0 || fragShader == 0)
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return;
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_program = glCreateProgram();
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if (!_program)
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return;
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glAttachShader(_program, vertShader);
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glAttachShader(_program, fragShader);
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glLinkProgram(_program);
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GLint status = 0;
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (GL_FALSE == status)
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{
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GLint errorInfoLen = 0;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &errorInfoLen);
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if (errorInfoLen > 1)
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{
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yasio::sbyte_buffer errorInfo{static_cast<size_t>(errorInfoLen), std::true_type{}};
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glGetProgramInfoLog(_program, errorInfoLen, NULL, errorInfo.data());
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log("cocos2d: ERROR: %s: failed to link program: %s ", __FUNCTION__, errorInfo.data());
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}
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else
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log("cocos2d: ERROR: %s: failed to link program ", __FUNCTION__);
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glDeleteProgram(_program);
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_program = 0;
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}
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}
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void ProgramGL::computeLocations()
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{
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std::fill(_builtinAttributeLocation, _builtinAttributeLocation + ATTRIBUTE_MAX, -1);
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// std::fill(_builtinUniformLocation, _builtinUniformLocation + UNIFORM_MAX, -1);
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/// a_position
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auto location = glGetAttribLocation(_program, ATTRIBUTE_NAME_POSITION);
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_builtinAttributeLocation[Attribute::POSITION] = location;
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/// a_color
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location = glGetAttribLocation(_program, ATTRIBUTE_NAME_COLOR);
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_builtinAttributeLocation[Attribute::COLOR] = location;
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/// a_texCoord
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location = glGetAttribLocation(_program, ATTRIBUTE_NAME_TEXCOORD);
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_builtinAttributeLocation[Attribute::TEXCOORD] = location;
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/// u_MVPMatrix
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location = glGetUniformLocation(_program, UNIFORM_NAME_MVP_MATRIX);
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_builtinUniformLocation[Uniform::MVP_MATRIX].location[0] = location;
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_builtinUniformLocation[Uniform::MVP_MATRIX].location[1] =
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_activeUniformInfos[UNIFORM_NAME_MVP_MATRIX].bufferOffset;
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/// u_textColor
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location = glGetUniformLocation(_program, UNIFORM_NAME_TEXT_COLOR);
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_builtinUniformLocation[Uniform::TEXT_COLOR].location[0] = location;
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_builtinUniformLocation[Uniform::TEXT_COLOR].location[1] =
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_activeUniformInfos[UNIFORM_NAME_TEXT_COLOR].bufferOffset;
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/// u_effectColor
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location = glGetUniformLocation(_program, UNIFORM_NAME_EFFECT_COLOR);
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_builtinUniformLocation[Uniform::EFFECT_COLOR].location[0] = location;
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_builtinUniformLocation[Uniform::EFFECT_COLOR].location[1] =
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_activeUniformInfos[UNIFORM_NAME_EFFECT_COLOR].bufferOffset;
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/// u_effectType
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location = glGetUniformLocation(_program, UNIFORM_NAME_EFFECT_TYPE);
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_builtinUniformLocation[Uniform::EFFECT_TYPE].location[0] = location;
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_builtinUniformLocation[Uniform::EFFECT_TYPE].location[1] =
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_activeUniformInfos[UNIFORM_NAME_EFFECT_TYPE].bufferOffset;
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/// u_tex0
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location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE);
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_builtinUniformLocation[Uniform::TEXTURE].location[0] = location;
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/// u_tex1
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location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE1);
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_builtinUniformLocation[Uniform::TEXTURE1].location[0] = location;
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}
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bool ProgramGL::getAttributeLocation(std::string_view attributeName, unsigned int& location) const
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{
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GLint loc = glGetAttribLocation(_program, attributeName.data());
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if (-1 == loc)
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{
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AXLOG("Cocos2d: %s: can not find vertex attribute of %s", __FUNCTION__, attributeName.data());
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return false;
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}
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location = GLuint(loc);
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return true;
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}
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const hlookup::string_map<AttributeBindInfo> ProgramGL::getActiveAttributes() const
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{
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hlookup::string_map<AttributeBindInfo> attributes;
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if (!_program)
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return attributes;
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GLint numOfActiveAttributes = 0;
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glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &numOfActiveAttributes);
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if (numOfActiveAttributes <= 0)
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return attributes;
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attributes.reserve(numOfActiveAttributes);
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int MAX_ATTRIBUTE_NAME_LENGTH = 256;
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std::vector<char> attrName(MAX_ATTRIBUTE_NAME_LENGTH + 1);
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GLint attrNameLen = 0;
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GLenum attrType;
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GLint attrSize;
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backend::AttributeBindInfo info;
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for (int i = 0; i < numOfActiveAttributes; i++)
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{
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glGetActiveAttrib(_program, i, MAX_ATTRIBUTE_NAME_LENGTH, &attrNameLen, &attrSize, &attrType, attrName.data());
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CHECK_GL_ERROR_DEBUG();
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info.attributeName = std::string(attrName.data(), attrName.data() + attrNameLen);
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info.location = glGetAttribLocation(_program, info.attributeName.c_str());
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info.type = attrType;
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info.size = UtilsGL::getGLDataTypeSize(attrType) * attrSize;
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CHECK_GL_ERROR_DEBUG();
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attributes[info.attributeName] = info;
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}
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return attributes;
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}
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void ProgramGL::computeUniformInfos()
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{
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if (!_program)
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return;
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GLint numOfUniforms = 0;
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glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &numOfUniforms);
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if (!numOfUniforms)
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return;
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#define MAX_UNIFORM_NAME_LENGTH 256
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UniformInfo uniform;
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GLint length = 0;
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_totalBufferSize = 0;
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_maxLocation = -1;
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_activeUniformInfos.clear();
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GLchar uniformName[MAX_UNIFORM_NAME_LENGTH + 1];
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for (int i = 0; i < numOfUniforms; ++i)
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{
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glGetActiveUniform(_program, i, MAX_UNIFORM_NAME_LENGTH, &length, &uniform.count, &uniform.type, uniformName);
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uniformName[length] = '\0';
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if (length > 3)
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{
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char* c = strrchr(uniformName, '[');
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if (c)
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{
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*c = '\0';
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uniform.isArray = true;
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}
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}
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uniform.location = glGetUniformLocation(_program, uniformName);
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uniform.size = UtilsGL::getGLDataTypeSize(uniform.type);
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uniform.bufferOffset = (uniform.size == 0) ? 0 : _totalBufferSize;
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_activeUniformInfos[uniformName] = uniform;
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_totalBufferSize += uniform.size * uniform.count;
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_maxLocation = _maxLocation <= uniform.location ? (uniform.location + 1) : _maxLocation;
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}
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}
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int ProgramGL::getAttributeLocation(Attribute name) const
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{
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return _builtinAttributeLocation[name];
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}
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int ProgramGL::getAttributeLocation(std::string_view name) const
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{
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return glGetAttribLocation(_program, name.data());
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}
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UniformLocation ProgramGL::getUniformLocation(backend::Uniform name) const
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{
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return _builtinUniformLocation[name];
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}
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UniformLocation ProgramGL::getUniformLocation(std::string_view uniform) const
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{
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UniformLocation uniformLocation;
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if (_activeUniformInfos.find(uniform) != _activeUniformInfos.end())
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{
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const auto& uniformInfo = _activeUniformInfos.at(uniform);
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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uniformLocation.location[0] = _mapToOriginalLocation.at(uniformInfo.location);
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#else
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uniformLocation.location[0] = uniformInfo.location;
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#endif
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uniformLocation.location[1] = uniformInfo.bufferOffset;
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}
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return uniformLocation;
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}
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int ProgramGL::getMaxVertexLocation() const
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{
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return _maxLocation;
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}
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int ProgramGL::getMaxFragmentLocation() const
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{
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return _maxLocation;
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}
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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int ProgramGL::getMappedLocation(int location) const
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{
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if (_mapToCurrentActiveLocation.find(location) != _mapToCurrentActiveLocation.end())
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return _mapToCurrentActiveLocation.at(location);
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else
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return -1;
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}
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int ProgramGL::getOriginalLocation(int location) const
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{
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if (_mapToOriginalLocation.find(location) != _mapToOriginalLocation.end())
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return _mapToOriginalLocation.at(location);
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else
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return -1;
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}
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#endif
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const UniformInfo& ProgramGL::getActiveUniformInfo(ShaderStage stage, int location) const
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{
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static const UniformInfo s_emptyInfo{};
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return s_emptyInfo;
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}
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const hlookup::string_map<UniformInfo>& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const
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{
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return _activeUniformInfos;
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}
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std::size_t ProgramGL::getUniformBufferSize(ShaderStage stage) const
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{
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return _totalBufferSize;
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}
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NS_AX_BACKEND_END
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