axmol/core/renderer/backend/opengl/ProgramGL.cpp

375 lines
13 KiB
C++

/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2020 C4games Ltd.
https://axys1.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<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(SHADER_PREDEFINE + _vertexShader));
_fragmentShaderModule =
static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(SHADER_PREDEFINE + _fragmentShader));
#else
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(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<ShaderModuleGL*>(_vertexShaderModule)
->compileShader(backend::ShaderStage::VERTEX, SHADER_PREDEFINE + _vertexShader);
static_cast<ShaderModuleGL*>(_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<size_t>(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("axys: %s: can not find vertex attribute of %s", __FUNCTION__, attributeName.data());
return false;
}
location = GLuint(loc);
return true;
}
const hlookup::string_map<AttributeBindInfo>& 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<char> 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<UniformInfo>& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const
{
return _activeUniformInfos;
}
std::size_t ProgramGL::getUniformBufferSize(ShaderStage stage) const
{
return _totalBufferSize;
}
NS_AX_BACKEND_END