Better shader caching, GLSL "#pragma include" support, better error reporting

This commit is contained in:
rdb 2015-02-01 17:48:01 +01:00
parent 9b2e322f29
commit 13fb8079ec
8 changed files with 699 additions and 307 deletions

View File

@ -199,7 +199,7 @@ class CommonFilters:
self.ssao[0].setShaderInput("depth", self.textures["depth"])
self.ssao[0].setShaderInput("normal", self.textures["aux"])
self.ssao[0].setShaderInput("random", loader.loadTexture("maps/random.rgb"))
self.ssao[0].setShader(Shader.make(SSAO_BODY % configuration["AmbientOcclusion"].numsamples))
self.ssao[0].setShader(Shader.make(SSAO_BODY % configuration["AmbientOcclusion"].numsamples, Shader.SL_Cg))
self.ssao[1].setShaderInput("src", ssao0)
self.ssao[1].setShader(self.loadShader("filter-blurx.sha"))
self.ssao[2].setShaderInput("src", ssao1)
@ -339,7 +339,7 @@ class CommonFilters:
text += " o_color = float4(1, 1, 1, 1) - o_color;\n"
text += "}\n"
self.finalQuad.setShader(Shader.make(text))
self.finalQuad.setShader(Shader.make(text, Shader.SL_Cg))
for tex in self.textures:
self.finalQuad.setShaderInput("tx"+tex, self.textures[tex])

View File

@ -541,6 +541,22 @@ ConfigVariableString cg_glsl_version
"glslv, glslf or glslg profiles. Use this when you are having "
"problems with these profiles. Example values are 120 or 150."));
ConfigVariableBool glsl_preprocess
("glsl-preprocess", true,
PRC_DESC("If this is enabled, Panda looks for lines starting with "
"#pragma include when loading a GLSL shader and processes "
"it appropriately. This can be useful if you have code that "
"is shared between multiple shaders. Set this to false if "
"you have no need for this feature or if you do your own "
"preprocessing of GLSL shaders."));
ConfigVariableInt glsl_include_recursion_limit
("glsl-include-recursion-limit", 10,
PRC_DESC("This sets a limit on how many nested #pragma include "
"directives that Panda will follow when glsl-preprocess is "
"enabled. This is used to prevent infinite recursion when "
"two shader files include each other."));
ConfigureFn(config_gobj) {
AnimateVerticesRequest::init_type();
BufferContext::init_type();

View File

@ -104,5 +104,7 @@ extern EXPCL_PANDA_GOBJ ConfigVariableInt lens_geom_segments;
extern EXPCL_PANDA_GOBJ ConfigVariableBool stereo_lens_old_convergence;
extern EXPCL_PANDA_GOBJ ConfigVariableString cg_glsl_version;
extern EXPCL_PANDA_GOBJ ConfigVariableBool glsl_preprocess;
extern EXPCL_PANDA_GOBJ ConfigVariableInt glsl_include_recursion_limit;
#endif

View File

@ -21,31 +21,35 @@
////////////////////////////////////////////////////////////////////
INLINE Filename Shader::
get_filename(const ShaderType &type) const {
if (_filename->_separate && type == ST_none) {
if (_filename._separate && type != ST_none) {
switch (type) {
case ST_vertex:
return _filename->_vertex;
return _filename._vertex;
break;
case ST_fragment:
return _filename->_fragment;
return _filename._fragment;
break;
case ST_geometry:
return _filename->_geometry;
return _filename._geometry;
break;
case ST_tess_control:
return _text->_tess_control;
return _filename._tess_control;
break;
case ST_tess_evaluation:
return _text->_tess_evaluation;
return _filename._tess_evaluation;
break;
case ST_compute:
return _text->_compute;
return _filename._compute;
break;
default:
return _filename->_shared;
return _filename._shared;
}
} else if (!_filename._shared.empty()) {
return _filename._shared;
} else {
return _filename->_shared;
// Um, better than nothing?
return _filename._vertex;
}
}
@ -56,32 +60,32 @@ get_filename(const ShaderType &type) const {
////////////////////////////////////////////////////////////////////
INLINE const string &Shader::
get_text(const ShaderType &type) const {
if (_text->_separate) {
nassertr(type != ST_none || !_text->_shared.empty(), _text->_shared);
if (_text._separate) {
nassertr(type != ST_none || !_text._shared.empty(), _text._shared);
switch (type) {
case ST_vertex:
return _text->_vertex;
return _text._vertex;
break;
case ST_fragment:
return _text->_fragment;
return _text._fragment;
break;
case ST_geometry:
return _text->_geometry;
return _text._geometry;
break;
case ST_tess_control:
return _text->_tess_control;
return _text._tess_control;
break;
case ST_tess_evaluation:
return _text->_tess_evaluation;
return _text._tess_evaluation;
break;
case ST_compute:
return _text->_compute;
return _text._compute;
break;
default:
return _text->_shared;
return _text._shared;
}
} else {
return _text->_shared;
return _text._shared;
}
}
@ -811,3 +815,62 @@ read_datagram(DatagramIterator &scan) {
_shared = scan.get_string();
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderFile::operator <
// Access: Public
// Description: Ordering operator
////////////////////////////////////////////////////////////////////
INLINE bool Shader::ShaderFile::
operator < (const Shader::ShaderFile &other) const {
if (_separate != other._separate) {
return (!_separate && other._separate);
}
if (_shared != other._shared) {
return (_shared < other._shared);
}
if (_vertex != other._vertex) {
return (_vertex < other._vertex);
}
if (_fragment != other._fragment) {
return (_fragment < other._fragment);
}
if (_geometry != other._geometry) {
return (_geometry < other._geometry);
}
if (_tess_control != other._tess_control) {
return (_tess_control < other._tess_control);
}
if (_tess_evaluation != other._tess_evaluation) {
return (_tess_evaluation < other._tess_evaluation);
}
if (_compute != other._compute) {
return (_compute < other._compute);
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::get_filename_from_index
// Access: Public
// Description: Returns the filename of the included shader with
// the given source file index (as recorded in the
// #line statement in r_preprocess_source). We use
// this to associate error messages with included files.
////////////////////////////////////////////////////////////////////
INLINE Filename Shader::
get_filename_from_index(int index, ShaderType type) const {
if (index == 0) {
Filename fn = get_filename(type);
if (!fn.empty()) {
return fn;
}
} else if (glsl_preprocess && index > 2048 &&
(index - 2048) < _included_files.size()) {
return _included_files[index - 2048];
}
// Must be a mistake. Quietly put back the integer.
char str[32];
sprintf(str, "%d", index);
return Filename(str);
}

View File

@ -17,6 +17,7 @@
#include "shader.h"
#include "preparedGraphicsObjects.h"
#include "virtualFileSystem.h"
#include "config_util.h"
#ifdef HAVE_CG
#include <Cg/cg.h>
@ -1084,8 +1085,10 @@ compile_parameter(const ShaderArgId &arg_id,
cp_report_error(p, "Invalid type for a tex-parameter");
return false;
}
if (pieces.size()==3) {
if (pieces.size() == 3) {
bind._suffix = InternalName::make(((string)"-") + pieces[2]);
gobj_cat.warning()
<< "Parameter " << p._id._name << ": use of a texture suffix is deprecated.\n";
}
_tex_spec.push_back(bind);
return true;
@ -1532,7 +1535,7 @@ cg_compile_shader(const ShaderCaps &caps) {
return false;
}
if (!_text->_separate || !_text->_vertex.empty()) {
if (!_text._separate || !_text._vertex.empty()) {
_cg_vprogram = cg_compile_entry_point("vshader", caps, ST_vertex);
if (_cg_vprogram == 0) {
cg_release_resources();
@ -1541,7 +1544,7 @@ cg_compile_shader(const ShaderCaps &caps) {
_cg_vprofile = cgGetProgramProfile(_cg_vprogram);
}
if (!_text->_separate || !_text->_fragment.empty()) {
if (!_text._separate || !_text._fragment.empty()) {
_cg_fprogram = cg_compile_entry_point("fshader", caps, ST_fragment);
if (_cg_fprogram == 0) {
cg_release_resources();
@ -1550,7 +1553,7 @@ cg_compile_shader(const ShaderCaps &caps) {
_cg_fprofile = cgGetProgramProfile(_cg_fprogram);
}
if ((_text->_separate && !_text->_geometry.empty()) || (!_text->_separate && _text->_shared.find("gshader") != string::npos)) {
if ((_text._separate && !_text._geometry.empty()) || (!_text._separate && _text._shared.find("gshader") != string::npos)) {
_cg_gprogram = cg_compile_entry_point("gshader", caps, ST_geometry);
if (_cg_gprogram == 0) {
cg_release_resources();
@ -1607,7 +1610,6 @@ cg_analyze_entry_point(CGprogram prog, ShaderType type) {
return success;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_analyze_shader
// Access: Private
@ -1779,26 +1781,19 @@ cg_analyze_shader(const ShaderCaps &caps) {
////////////////////////////////////////////////////////////////////
CGprogram Shader::
cg_program_from_shadertype(ShaderType type) {
CGprogram prog;
switch (type) {
case ST_vertex:
prog = _cg_vprogram;
break;
case ST_vertex:
return _cg_vprogram;
case ST_fragment:
prog = _cg_fprogram;
break;
case ST_fragment:
return _cg_fprogram;
case ST_geometry:
prog = _cg_gprogram;
break;
case ST_geometry:
return _cg_gprogram;
default:
prog = 0;
};
return prog;
default:
return 0;
}
}
////////////////////////////////////////////////////////////////////
@ -1915,16 +1910,15 @@ cg_compile_for(const ShaderCaps &caps,
// Function: Shader::Constructor
// Access: Private
// Description: Construct a Shader that will be filled in using
// fillin() later.
// fillin() or read() later.
////////////////////////////////////////////////////////////////////
Shader::
Shader() :
Shader(ShaderLanguage lang) :
_error_flag(false),
_text(NULL),
_filename(NULL),
_parse(0),
_loaded(false),
_language(SL_none)
_language(lang),
_last_modified(0)
{
#ifdef HAVE_CG
_cg_context = 0;
@ -1949,82 +1943,321 @@ Shader() :
}
////////////////////////////////////////////////////////////////////
// Function: Shader::Constructor
// Function: Shader::read
// Access: Private
// Description: Construct a Shader.
// Description: Reads the shader from the given filename(s).
// Returns a boolean indicating success or failure.
////////////////////////////////////////////////////////////////////
Shader::
Shader(CPT(ShaderFile) filename, CPT(ShaderFile) text, const ShaderLanguage &lang) :
_error_flag(false),
_text(text),
_filename(filename),
_parse(0),
_loaded(false),
_language(lang)
{
#ifdef HAVE_CG
_cg_context = 0;
_cg_vprogram = 0;
_cg_fprogram = 0;
_cg_gprogram = 0;
_cg_vprofile = CG_PROFILE_UNKNOWN;
_cg_fprofile = CG_PROFILE_UNKNOWN;
_cg_gprofile = CG_PROFILE_UNKNOWN;
if (_default_caps._ultimate_vprofile == 0 || _default_caps._ultimate_vprofile == CG_PROFILE_UNKNOWN) {
_default_caps._active_vprofile = CG_PROFILE_UNKNOWN;
_default_caps._active_fprofile = CG_PROFILE_UNKNOWN;
_default_caps._active_gprofile = CG_PROFILE_UNKNOWN;
_default_caps._ultimate_vprofile = cgGetProfile("glslv");
_default_caps._ultimate_fprofile = cgGetProfile("glslf");
_default_caps._ultimate_gprofile = cgGetProfile("glslg");
if (_default_caps._ultimate_gprofile == CG_PROFILE_UNKNOWN) {
_default_caps._ultimate_gprofile = cgGetProfile("gp4gp");
}
}
#endif
bool Shader::
read(const ShaderFile &sfile) {
_text._separate = sfile._separate;
// Determine which language the shader is written in.
if (_language == SL_none) {
string header;
parse_init();
parse_line(header, true, true);
if (header == "//Cg") {
_language = SL_Cg;
} else if (header == "//GLSL") {
_language = SL_GLSL;
}
}
if (_language == SL_Cg) {
#ifdef HAVE_CG
if (!_text->_separate) {
cg_get_profile_from_header(_default_caps);
if (sfile._separate) {
if (_language == SL_none) {
gobj_cat.error()
<< "No shader language was specified!\n";
return false;
}
if (!cg_analyze_shader(_default_caps)) {
_error_flag = true;
if (!sfile._vertex.empty() && !do_read_source(_text._vertex, sfile._vertex)) {
return false;
}
#else
gobj_cat.error()
<< "Tried to load Cg shader, but no Cg support is enabled.\n";
#endif
} else if (_language == SL_GLSL) {
// All of the important stuff is done in glShaderContext,
// to avoid gobj getting a dependency on OpenGL.
if (!_text->_separate) {
if (!sfile._fragment.empty() && !do_read_source(_text._fragment, sfile._fragment)) {
return false;
}
if (!sfile._geometry.empty() && !do_read_source(_text._geometry, sfile._geometry)) {
return false;
}
if (!sfile._tess_control.empty() && !do_read_source(_text._tess_control, sfile._tess_control)) {
return false;
}
if (!sfile._tess_evaluation.empty() && !do_read_source(_text._tess_evaluation, sfile._tess_evaluation)) {
return false;
}
if (!sfile._compute.empty() && !do_read_source(_text._compute, sfile._compute)) {
return false;
}
_filename = sfile;
} else {
if (!do_read_source(_text._shared, sfile._shared)) {
return false;
}
_filename = sfile;
// Determine which language the shader is written in.
if (_language == SL_none) {
string header;
parse_init();
parse_line(header, true, true);
if (header == "//Cg") {
_language = SL_Cg;
} else {
gobj_cat.error()
<< "Unable to determine shader language of " << sfile._shared << "\n";
return false;
}
} else if (_language == SL_GLSL) {
gobj_cat.error()
<< "GLSL shaders must have separate shader bodies!\n";
_error_flag = true;
return false;
}
// Determine which language the shader is written in.
if (_language == SL_Cg) {
#ifdef HAVE_CG
if (!_text._separate) {
cg_get_profile_from_header(_default_caps);
}
if (!cg_analyze_shader(_default_caps)) {
gobj_cat.error()
<< "Shader encountered an error.\n";
return false;
}
#else
gobj_cat.error()
<< "Tried to load Cg shader, but no Cg support is enabled.\n";
#endif
} else {
gobj_cat.error()
<< "Shader is not in a supported shader-language.\n";
return false;
}
}
_loaded = true;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::do_read_source
// Access: Private
// Description: Reads the shader file from the given path into the
// given string.
//
// Returns false if there was an error with this shader
// bad enough to consider it 'invalid'.
////////////////////////////////////////////////////////////////////
bool Shader::
do_read_source(string &into, const Filename &fn) {
if (_language == SL_GLSL && glsl_preprocess) {
// Preprocess the GLSL file as we read it.
set<Filename> open_files;
ostringstream sstr;
if (!r_preprocess_source(sstr, fn, Filename(), open_files)) {
return false;
}
into = sstr.str();
} else {
gobj_cat.info() << "Reading shader file: " << fn << "\n";
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
PT(VirtualFile) vf = vfs->find_file(fn, get_model_path());
if (vf == NULL) {
gobj_cat.error()
<< "Could not find shader file: " << fn << "\n";
return false;
}
if (!vf->read_file(into, true)) {
gobj_cat.error()
<< "Could not read shader file: " << fn << "\n";
return false;
}
_last_modified = max(_last_modified, vf->get_timestamp());
_source_files.push_back(vf->get_filename());
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::r_preprocess_source
// Access: Private
// Description: Loads a given GLSL file line by line, and processes
// any #pragma include and once statements.
//
// The set keeps track of which files we have already
// included, for checking recursive includes.
////////////////////////////////////////////////////////////////////
bool Shader::
r_preprocess_source(ostream &out, const Filename &fn,
const Filename &source_dir,
set<Filename> &once_files, int depth) {
if (depth > glsl_include_recursion_limit) {
gobj_cat.error()
<< "#pragma include nested too deeply\n";
return false;
}
DSearchPath path(get_model_path());
if (!source_dir.empty()) {
path.prepend_directory(source_dir);
}
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
PT(VirtualFile) vf = vfs->find_file(fn, path);
if (vf == NULL) {
gobj_cat.error()
<< "Could not find shader file: " << fn << "\n";
return false;
}
Filename full_fn = vf->get_filename();
if (once_files.find(full_fn) != once_files.end()) {
// If this file had a #pragma once, just move on.
return true;
}
istream *source = vf->open_read_file(true);
if (source == NULL) {
gobj_cat.error()
<< "Could not open shader file: " << fn << "\n";
return false;
}
_last_modified = max(_last_modified, vf->get_timestamp());
_source_files.push_back(full_fn);
// We give each file an unique index. This is so that we can identify
// a particular shader in the error output. We offset them by 2048
// so that they are more recognizable. GLSL doesn't give us anything
// more useful than that, unfortunately.
//
// Don't do this for the top-level file, though. We don't want
// anything to get in before a potential #version directive.
int fileno = 0;
if (depth > 0) {
fileno = 2048 + _included_files.size();
// Write it into the vector so that we can substitute it later
// when we are parsing the GLSL error log. Don't store the full
// filename because it would just be too long to display.
_included_files.push_back(fn);
out << "#line 1 " << fileno << " // " << fn << "\n";
if (gobj_cat.is_debug()) {
gobj_cat.debug()
<< "Preprocessing shader include " << fileno << ": " << fn << "\n";
}
} else {
gobj_cat.error()
<< "Shader is not in a supported shader-language.\n";
_error_flag = true;
gobj_cat.info()
<< "Preprocessing shader file: " << fn << "\n";
}
if (_error_flag) {
gobj_cat.error()
<< "Shader encountered an error.\n";
// Iterate over the lines for things we may need to preprocess.
string line;
bool had_include = false;
int lineno = 0;
while (getline(*source, line)) {
// We always forward the actual line - the GLSL compiler will
// silently ignore #pragma lines anyway.
++lineno;
out << line << "\n";
// Check if this line contains a #pragma.
char pragma[64];
if (line.size() < 8 ||
sscanf(line.c_str(), " # pragma %63s", pragma) != 1) {
// One exception: check for an #endif after an include. We have
// to restore the line number in case the include happened under
// an #if block.
int nread = 0;
if (had_include && sscanf(line.c_str(), " # endif %n", &nread) == 0 && nread >= 6) {
out << "#line " << (lineno + 1) << " " << fileno << "\n";
}
continue;
}
int nread = 0;
if (strcmp(pragma, "include") == 0) {
// Allow both double quotes and angle brackets.
Filename incfn, source_dir;
{
char incfile[2048];
if (sscanf(line.c_str(), " # pragma%*[ \t]include \"%2047[^\"]\" %n", incfile, &nread) == 1
&& nread == line.size()) {
// A regular include, with double quotes. Probably a local file.
source_dir = full_fn.get_dirname();
incfn = incfile;
} else if (sscanf(line.c_str(), " # pragma%*[ \t]include <%2047[^\"]> %n", incfile, &nread) == 1
&& nread == line.size()) {
// Angled includes are also OK, but we don't search in the
// directory of the source file.
incfn = incfile;
} else {
// Couldn't parse it.
gobj_cat.error()
<< "Malformed #pragma include at line " << lineno
<< " of file " << fn << ":\n " << line << "\n";
return false;
}
}
// OK, great. Process the include.
if (!r_preprocess_source(out, incfn, source_dir, once_files, depth + 1)) {
// An error occurred. Pass on the failure.
gobj_cat.error(false) << "included at line "
<< lineno << " of file " << fn << ":\n " << line << "\n";
return false;
}
// Restore the line counter.
out << "#line " << (lineno + 1) << " " << fileno << " // " << fn << "\n";
had_include = true;
} else if (strcmp(pragma, "once") == 0) {
// Do a stricter syntax check, just to be extra safe.
if (sscanf(line.c_str(), " # pragma%*[ \t]once %n", &nread) != 0 ||
nread != line.size()) {
gobj_cat.error()
<< "Malformed #pragma once at line " << lineno
<< " of file " << fn << ":\n " << line << "\n";
return false;
}
once_files.insert(full_fn);
} else if (strcmp(pragma, "optionNV") == 0) {
// This is processed by NVIDIA drivers. Don't touch it.
} else {
gobj_cat.warning()
<< "Ignoring unknown pragma directive \"" << pragma << "\" at line "
<< lineno << " of file " << fn << ":\n " << line << "\n";
}
}
vf->close_read_file(source);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::check_modified
// Access: Private
// Description: Checks whether the shader or any of its dependent
// files were modified on disk.
////////////////////////////////////////////////////////////////////
bool Shader::
check_modified() const {
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
pvector<Filename>::const_iterator it;
for (it = _source_files.begin(); it != _source_files.end(); ++it) {
const Filename &fn = (*it);
PT(VirtualFile) vfile = vfs->get_file(fn, true);
if (vfile == (VirtualFile *)NULL || vfile->get_timestamp() > _last_modified) {
return true;
}
}
return false;
}
#ifdef HAVE_CG
@ -2166,11 +2399,14 @@ cg_get_profile_from_header(ShaderCaps& caps) {
Shader::
~Shader() {
release_all();
if (_loaded) {
// Note: don't try to erase ourselves from the table. It currently
// keeps a reference forever, and so the only place where this
// constructor is called is in the destructor of the table itself.
/*if (_loaded) {
_load_table.erase(_filename);
} else {
_make_table.erase(_text);
}
}*/
}
////////////////////////////////////////////////////////////////////
@ -2179,25 +2415,28 @@ Shader::
// Description: Loads the shader with the given filename.
////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
load(const Filename &file, const ShaderLanguage &lang) {
PT(ShaderFile) sfile = new ShaderFile(file);
load(const Filename &file, ShaderLanguage lang) {
ShaderFile sfile(file);
ShaderTable::const_iterator i = _load_table.find(sfile);
if (i != _load_table.end() && (lang == SL_none || lang == i->second->_language)) {
return i->second;
// But check that someone hasn't modified it in the meantime.
if (i->second->check_modified()) {
gobj_cat.info()
<< "Shader " << file << " was modified on disk, reloading.\n";
} else {
gobj_cat.debug()
<< "Shader " << file << " was found in shader cache.\n";
return i->second;
}
}
PT(ShaderFile) sbody = new ShaderFile("");
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
if (!vfs->read_file(file, sbody->_shared, true)) {
gobj_cat.error()
<< "Could not read shader file: " << file << "\n";
PT(Shader) shader = new Shader(lang);
if (!shader->read(sfile)) {
return NULL;
}
PT(Shader) result = new Shader(sfile, sbody, lang);
result->_loaded = true;
_load_table[sfile] = result;
return result;
_load_table[sfile] = shader;
return shader;
}
////////////////////////////////////////////////////////////////////
@ -2207,47 +2446,30 @@ load(const Filename &file, const ShaderLanguage &lang) {
// programs separately.
////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
load(const ShaderLanguage &lang, const Filename &vertex,
load(ShaderLanguage lang, const Filename &vertex,
const Filename &fragment, const Filename &geometry,
const Filename &tess_control, const Filename &tess_evaluation) {
PT(ShaderFile) sfile = new ShaderFile(vertex, fragment, geometry, tess_control, tess_evaluation);
ShaderFile sfile(vertex, fragment, geometry, tess_control, tess_evaluation);
ShaderTable::const_iterator i = _load_table.find(sfile);
if (i != _load_table.end() && (lang == SL_none || lang == i->second->_language)) {
return i->second;
// But check that someone hasn't modified it in the meantime.
if (i->second->check_modified()) {
gobj_cat.info()
<< "Shader was modified on disk, reloading.\n";
} else {
gobj_cat.debug()
<< "Shader was found in shader cache.\n";
return i->second;
}
}
PT(ShaderFile) sbody = new ShaderFile("", "", "", "", "");
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
if (!vertex.empty() && !vfs->read_file(vertex, sbody->_vertex, true)) {
gobj_cat.error()
<< "Could not read vertex shader file: " << vertex << "\n";
return NULL;
}
if (!fragment.empty() && !vfs->read_file(fragment, sbody->_fragment, true)) {
gobj_cat.error()
<< "Could not read fragment shader file: " << fragment << "\n";
return NULL;
}
if (!geometry.empty() && !vfs->read_file(geometry, sbody->_geometry, true)) {
gobj_cat.error()
<< "Could not read geometry shader file: " << geometry << "\n";
return NULL;
}
if (!tess_control.empty() && !vfs->read_file(tess_control, sbody->_tess_control, true)) {
gobj_cat.error()
<< "Could not read tess_control shader file: " << tess_control << "\n";
return NULL;
}
if (!tess_evaluation.empty() && !vfs->read_file(tess_evaluation, sbody->_tess_evaluation, true)) {
gobj_cat.error()
<< "Could not read tess_evaluation shader file: " << tess_evaluation << "\n";
PT(Shader) shader = new Shader(lang);
if (!shader->read(sfile)) {
return NULL;
}
PT(Shader) result = new Shader(sfile, sbody, lang);
result->_loaded = true;
_load_table[sfile] = result;
return result;
_load_table[sfile] = shader;
return shader;
}
////////////////////////////////////////////////////////////////////
@ -2256,26 +2478,37 @@ load(const ShaderLanguage &lang, const Filename &vertex,
// Description: Loads a compute shader.
////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
load_compute(const ShaderLanguage &lang, const Filename &fn) {
PT(ShaderFile) sfile = new ShaderFile(fn);
ShaderTable::const_iterator i = _load_table.find(sfile);
if (i != _load_table.end() && (lang == SL_none || lang == i->second->_language)) {
return i->second;
}
PT(ShaderFile) sbody = new ShaderFile;
sbody->_separate = true;
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
if (!vfs->read_file(fn, sbody->_compute, true)) {
load_compute(ShaderLanguage lang, const Filename &fn) {
if (lang != SL_GLSL) {
gobj_cat.error()
<< "Could not read compute shader file: " << fn << "\n";
<< "Only GLSL compute shaders are currently supported.\n";
return NULL;
}
PT(Shader) result = new Shader(sfile, sbody, lang);
result->_loaded = true;
_load_table[sfile] = result;
return result;
ShaderFile sfile;
sfile._separate = true;
sfile._compute = fn;
ShaderTable::const_iterator i = _load_table.find(sfile);
if (i != _load_table.end() && (lang == SL_none || lang == i->second->_language)) {
// But check that someone hasn't modified it in the meantime.
if (i->second->check_modified()) {
gobj_cat.info()
<< "Compute shader " << fn << " was modified on disk, reloading.\n";
} else {
gobj_cat.debug()
<< "Compute shader " << fn << " was found in shader cache.\n";
return i->second;
}
}
PT(Shader) shader = new Shader(lang);
if (!shader->read(sfile)) {
return NULL;
}
_load_table[sfile] = shader;
return shader;
}
//////////////////////////////////////////////////////////////////////
@ -2284,16 +2517,47 @@ load_compute(const ShaderLanguage &lang, const Filename &fn) {
// Description: Loads the shader, using the string as shader body.
//////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
make(const string &body, const ShaderLanguage &lang) {
PT(ShaderFile) sbody = new ShaderFile(body);
make(const string &body, ShaderLanguage lang) {
if (lang == SL_GLSL) {
gobj_cat.error()
<< "GLSL shaders must have separate shader bodies!\n";
return NULL;
} else if (lang == SL_none) {
gobj_cat.warning()
<< "Shader::make() now requires an explicit shader language. Assuming Cg.\n";
lang = SL_Cg;
}
#ifndef HAVE_CG
if (lang == SL_Cg) {
gobj_cat.error() << "Support for Cg shaders is not enabled.\n";
return NULL;
}
#endif
ShaderFile sbody(body);
ShaderTable::const_iterator i = _make_table.find(sbody);
if (i != _make_table.end() && (lang == SL_none || lang == i->second->_language)) {
return i->second;
}
PT(ShaderFile) sfile = new ShaderFile("created-shader");
PT(Shader) result = new Shader(sfile, sbody, lang);
_make_table[sbody] = result;
PT(Shader) shader = new Shader(lang);
shader->_filename = ShaderFile("created-shader");
shader->_text = sbody;
#ifdef HAVE_CG
if (lang == SL_Cg) {
shader->cg_get_profile_from_header(_default_caps);
if (!shader->cg_analyze_shader(_default_caps)) {
gobj_cat.error()
<< "Shader encountered an error.\n";
return NULL;
}
}
#endif
_make_table[sbody] = shader;
if (dump_generated_shaders) {
ostringstream fns;
@ -2307,7 +2571,7 @@ make(const string &body, const ShaderLanguage &lang) {
s << body;
s.close();
}
return result;
return shader;
}
//////////////////////////////////////////////////////////////////////
@ -2316,20 +2580,45 @@ make(const string &body, const ShaderLanguage &lang) {
// Description: Loads the shader, using the strings as shader bodies.
//////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
make(const ShaderLanguage &lang, const string &vertex, const string &fragment,
make(ShaderLanguage lang, const string &vertex, const string &fragment,
const string &geometry, const string &tess_control,
const string &tess_evaluation) {
PT(ShaderFile) sbody = new ShaderFile(vertex, fragment, geometry, tess_control, tess_evaluation);
#ifndef HAVE_CG
if (lang == SL_Cg) {
gobj_cat.error() << "Support for Cg shaders is not enabled.\n";
return NULL;
}
#endif
if (lang == SL_none) {
gobj_cat.error()
<< "Shader::make() requires an explicit shader language.\n";
return NULL;
}
ShaderFile sbody(vertex, fragment, geometry, tess_control, tess_evaluation);
ShaderTable::const_iterator i = _make_table.find(sbody);
if (i != _make_table.end() && (lang == SL_none || lang == i->second->_language)) {
return i->second;
}
PT(ShaderFile) sfile = new ShaderFile("created-shader");
PT(Shader) result = new Shader(sfile, sbody, lang);
_make_table[sbody] = result;
return result;
PT(Shader) shader = new Shader(lang);
shader->_filename = ShaderFile("created-shader");
shader->_text = sbody;
#ifdef HAVE_CG
if (lang == SL_Cg) {
if (!shader->cg_analyze_shader(_default_caps)) {
gobj_cat.error()
<< "Shader encountered an error.\n";
return NULL;
}
}
#endif
_make_table[sbody] = shader;
return shader;
}
//////////////////////////////////////////////////////////////////////
@ -2338,20 +2627,28 @@ make(const ShaderLanguage &lang, const string &vertex, const string &fragment,
// Description: Loads the compute shader from the given string.
//////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
make_compute(const ShaderLanguage &lang, const string &body) {
PT(ShaderFile) sbody = new ShaderFile;
sbody->_separate = true;
sbody->_compute = body;
make_compute(ShaderLanguage lang, const string &body) {
if (lang != SL_GLSL) {
gobj_cat.error()
<< "Only GLSL compute shaders are currently supported.\n";
return NULL;
}
ShaderFile sbody;
sbody._separate = true;
sbody._compute = body;
ShaderTable::const_iterator i = _make_table.find(sbody);
if (i != _make_table.end() && (lang == SL_none || lang == i->second->_language)) {
return i->second;
}
PT(ShaderFile) sfile = new ShaderFile("created-shader");
PT(Shader) result = new Shader(sfile, sbody, lang);
_make_table[sbody] = result;
return result;
PT(Shader) shader = new Shader(lang);
shader->_filename = ShaderFile("created-shader");
shader->_text = sbody;
_make_table[sbody] = shader;
return shader;
}
////////////////////////////////////////////////////////////////////
@ -2374,11 +2671,11 @@ parse_init() {
////////////////////////////////////////////////////////////////////
void Shader::
parse_line(string &result, bool lt, bool rt) {
nassertv(!_text->_separate);
int len = _text->_shared.size();
nassertv(!_text._separate);
int len = _text._shared.size();
int head = _parse;
int tail = head;
while ((tail < len) && (_text->_shared[tail] != '\n')) {
while ((tail < len) && (_text._shared[tail] != '\n')) {
tail++;
}
if (tail < len) {
@ -2387,10 +2684,10 @@ parse_line(string &result, bool lt, bool rt) {
_parse = tail;
}
if (lt) {
while ((head < tail)&&(isspace(_text->_shared[head]))) head++;
while ((tail > head)&&(isspace(_text->_shared[tail-1]))) tail--;
while ((head < tail)&&(isspace(_text._shared[head]))) head++;
while ((tail > head)&&(isspace(_text._shared[tail-1]))) tail--;
}
result = _text->_shared.substr(head, tail-head);
result = _text._shared.substr(head, tail-head);
}
////////////////////////////////////////////////////////////////////
@ -2403,20 +2700,20 @@ parse_line(string &result, bool lt, bool rt) {
////////////////////////////////////////////////////////////////////
void Shader::
parse_upto(string &result, string pattern, bool include) {
nassertv(!_text->_separate);
nassertv(!_text._separate);
GlobPattern endpat(pattern);
int start = _parse;
int last = _parse;
while (_parse < (int)(_text->_shared.size())) {
while (_parse < (int)(_text._shared.size())) {
string t;
parse_line(t, true, true);
if (endpat.matches(t)) break;
last = _parse;
}
if (include) {
result = _text->_shared.substr(start, _parse - start);
result = _text._shared.substr(start, _parse - start);
} else {
result = _text->_shared.substr(start, last - start);
result = _text._shared.substr(start, last - start);
}
}
@ -2428,8 +2725,8 @@ parse_upto(string &result, string pattern, bool include) {
////////////////////////////////////////////////////////////////////
void Shader::
parse_rest(string &result) {
nassertv(!_text->_separate);
result = _text->_shared.substr(_parse, _text->_shared.size() - _parse);
nassertv(!_text._separate);
result = _text._shared.substr(_parse, _text._shared.size() - _parse);
}
////////////////////////////////////////////////////////////////////
@ -2440,7 +2737,7 @@ parse_rest(string &result) {
////////////////////////////////////////////////////////////////////
bool Shader::
parse_eof() {
return (int)_text->_shared.size() == _parse;
return (int)_text._shared.size() == _parse;
}
////////////////////////////////////////////////////////////////////
@ -2629,8 +2926,8 @@ void Shader::
write_datagram(BamWriter *manager, Datagram &dg) {
dg.add_uint8(_language);
dg.add_bool(_loaded);
_filename->write_datagram(dg);
_text->write_datagram(dg);
_filename.write_datagram(dg);
_text.write_datagram(dg);
}
////////////////////////////////////////////////////////////////////
@ -2643,7 +2940,7 @@ write_datagram(BamWriter *manager, Datagram &dg) {
////////////////////////////////////////////////////////////////////
TypedWritable *Shader::
make_from_bam(const FactoryParams &params) {
Shader *attrib = new Shader;
Shader *attrib = new Shader(SL_none);
DatagramIterator scan;
BamReader *manager;
@ -2663,12 +2960,6 @@ void Shader::
fillin(DatagramIterator &scan, BamReader *manager) {
_language = (ShaderLanguage) scan.get_uint8();
_loaded = scan.get_bool();
PT(ShaderFile) filename = new ShaderFile;
filename->read_datagram(scan);
_filename = filename;
PT(ShaderFile) text = new ShaderFile;
text->read_datagram(scan);
_text = text;
_filename.read_datagram(scan);
_text.read_datagram(scan);
}

View File

@ -81,20 +81,20 @@ PUBLISHED:
bit_AutoShaderShadow = 4, // bit for AS_shadow
};
static PT(Shader) load(const Filename &file, const ShaderLanguage &lang = SL_none);
static PT(Shader) make(const string &body, const ShaderLanguage &lang = SL_none);
static PT(Shader) load(const ShaderLanguage &lang,
static PT(Shader) load(const Filename &file, ShaderLanguage lang = SL_none);
static PT(Shader) make(const string &body, ShaderLanguage lang = SL_none);
static PT(Shader) load(ShaderLanguage lang,
const Filename &vertex, const Filename &fragment,
const Filename &geometry = "",
const Filename &tess_control = "",
const Filename &tess_evaluation = "");
static PT(Shader) load_compute(const ShaderLanguage &lang, const Filename &fn);
static PT(Shader) make(const ShaderLanguage &lang,
static PT(Shader) load_compute(ShaderLanguage lang, const Filename &fn);
static PT(Shader) make(ShaderLanguage lang,
const string &vertex, const string &fragment,
const string &geometry = "",
const string &tess_control = "",
const string &tess_evaluation = "");
static PT(Shader) make_compute(const ShaderLanguage &lang, const string &body);
static PT(Shader) make_compute(ShaderLanguage lang, const string &body);
INLINE Filename get_filename(const ShaderType &type = ST_none) const;
INLINE const string &get_text(const ShaderType &type = ST_none) const;
@ -407,6 +407,8 @@ public:
INLINE void write_datagram(Datagram &dg) const;
INLINE void read_datagram(DatagramIterator &source);
INLINE bool operator < (const ShaderFile &other) const;
public:
bool _separate;
string _shared;
@ -464,8 +466,8 @@ public:
void clear_parameters();
#ifdef HAVE_CG
private:
#ifdef HAVE_CG
ShaderArgClass cg_parameter_class(CGparameter p);
ShaderArgType cg_parameter_type(CGparameter p);
ShaderArgDir cg_parameter_dir(CGparameter p);
@ -496,7 +498,6 @@ private:
CGprogram cg_program_from_shadertype(ShaderType type);
public:
bool cg_compile_for(const ShaderCaps &caps, CGcontext &ctx,
CGprogram &vprogram, CGprogram &fprogram,
CGprogram &gprogram, pvector<CGparameter> &map);
@ -510,19 +511,25 @@ public:
pvector <ShaderVarSpec> _var_spec;
bool _error_flag;
CPT(ShaderFile) _text;
ShaderFile _text;
protected:
CPT(ShaderFile) _filename;
ShaderFile _filename;
int _parse;
bool _loaded;
ShaderLanguage _language;
pvector<Filename> _included_files;
// Stores full paths, and includes the fullpaths of the shaders
// themselves as well as the includes.
pvector<Filename> _source_files;
time_t _last_modified;
static ShaderCaps _default_caps;
static ShaderUtilization _shader_utilization;
static int _shaders_generated;
typedef pmap < CPT(ShaderFile), Shader * > ShaderTable;
typedef pmap<ShaderFile, PT(Shader)> ShaderTable;
static ShaderTable _load_table;
static ShaderTable _make_table;
@ -536,12 +543,21 @@ protected:
private:
void clear_prepared(PreparedGraphicsObjects *prepared_objects);
Shader();
Shader(ShaderLanguage lang);
bool read(const ShaderFile &sfile);
bool do_read_source(string &into, const Filename &fn);
bool r_preprocess_source(ostream &out, const Filename &fn,
const Filename &source_dir,
set<Filename> &open_files, int depth = 0);
bool check_modified() const;
public:
Shader(CPT(ShaderFile) name, CPT(ShaderFile) text, const ShaderLanguage &lang = SL_none);
~Shader();
INLINE Filename get_filename_from_index(int index, ShaderType type) const;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);

View File

@ -74,25 +74,29 @@ ns_load_shader(const Filename &orig_filename) {
}
}
/*
shader_cat.info()
// The shader was not found in the pool.
gobj_cat.info()
<< "Loading shader " << filename << "\n";
*/
CPT(Shader) shader;
Shader::ShaderLanguage lang = Shader::SL_none;
shader = (CPT(Shader)) NULL;
string extension = filename.get_extension();
// Do some guesswork to see if we can figure out the shader language
// from the file extension. This is really just guesswork - there are
// no standardized extensions for shaders, especially for GLSL.
// These are the ones that appear to be closest to "standard".
string ext = downcase(filename.get_extension());
if (ext == "cg" || ext == "sha") {
// "sha" is for historical reasons.
lang = Shader::SL_Cg;
if (extension.empty() || extension == "cg" || extension == "hlsl") {
// this does nothing for now
} else if (ext == "glsl" || ext == "vert" || ext == "frag" ||
ext == "geom" || ext == "tesc" || ext == "tese" ||
ext == "comp") {
lang = Shader::SL_GLSL;
}
if (shader == (CPT(Shader)) NULL) {
shader = Shader::load (filename);
}
if (shader == (CPT(Shader)) NULL) {
PT(Shader) shader = Shader::load(filename, lang);
if (shader == (Shader *)NULL) {
// This shader was not found or could not be read.
return NULL;
}

View File

@ -509,7 +509,7 @@ clear_analysis() {
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShaderGenerator::
create_shader_attrib(const string &txt) {
PT(Shader) shader = Shader::make(txt);
PT(Shader) shader = Shader::make(txt, Shader::SL_Cg);
CPT(RenderAttrib) shattr = ShaderAttrib::make();
shattr = DCAST(ShaderAttrib, shattr)->set_shader(shader);
if (_lighting) {