panda3d/panda/src/glstuff/glShaderContext_src.cxx
2014-07-15 11:16:56 +00:00

1510 lines
54 KiB
C++
Executable File

// Filename: glShaderContext_src.cxx
// Created by: jyelon (01Sep05)
// Updated by: fperazzi, PandaSE (29Apr10) (updated CLP with note that some
// parameter types only supported under Cg)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifndef OPENGLES_1
#include "pStatTimer.h"
TypeHandle CLP(ShaderContext)::_type_handle;
#ifndef GL_GEOMETRY_SHADER_EXT
#define GL_GEOMETRY_SHADER_EXT 0x8DD9
#endif
#ifndef GL_GEOMETRY_VERTICES_OUT_EXT
#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA
#endif
#ifndef GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0
#endif
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::ParseAndSetShaderUniformVars
// Access: Public
// Description: The Panda CG shader syntax defines a useful set of shorthand notations for setting nodepath
// properties as shaderinputs. For example, float4 mspos_XXX refers to nodepath XXX's position
// in model space. This function is a rough attempt to reimplement some of the shorthand
// notations for GLSL. The code is ~99% composed of excerpts dealing with matrix shaderinputs
// from Shader::compile_parameter.
//
// Given a uniform variable name queried from the compiled shader passed in via arg_id,
// 1) parse the name
// 2a) if the name refers to a Panda shorthand notation
// push the appropriate matrix into shader._mat_spec
// returns True
// 2b) If the name doesn't refer to a Panda shorthand notation
// returns False
//
// The boolean return is used to notify down-river processing whether the shader var/parm was
// actually picked up and the appropriate ShaderMatSpec pushed onto _mat_spec.
////////////////////////////////////////////////////////////////////
bool CLP(ShaderContext)::
parse_and_set_short_hand_shader_vars(Shader::ShaderArgId &arg_id, Shader *objShader) {
Shader::ShaderArgInfo p;
p._id = arg_id;
p._cat = GLCAT;
string basename(arg_id._name);
// Split it at the underscores.
vector_string pieces;
tokenize(basename, pieces, "_");
if (pieces[0] == "mstrans") {
pieces[0] = "trans";
pieces.push_back("to");
pieces.push_back("model");
}
if (pieces[0] == "wstrans") {
pieces[0] = "trans";
pieces.push_back("to");
pieces.push_back("world");
}
if (pieces[0] == "vstrans") {
pieces[0] = "trans";
pieces.push_back("to");
pieces.push_back("view");
}
if (pieces[0] == "cstrans") {
pieces[0] = "trans";
pieces.push_back("to");
pieces.push_back("clip");
}
if (pieces[0] == "mspos") {
pieces[0] = "row3";
pieces.push_back("to");
pieces.push_back("model");
}
if (pieces[0] == "wspos") {
pieces[0] = "row3";
pieces.push_back("to");
pieces.push_back("world");
}
if (pieces[0] == "vspos") {
pieces[0] = "row3";
pieces.push_back("to");
pieces.push_back("view");
}
if (pieces[0] == "cspos") {
pieces[0] = "row3";
pieces.push_back("to");
pieces.push_back("clip");
}
if ((pieces[0] == "mat") || (pieces[0] == "inv") ||
(pieces[0] == "tps") || (pieces[0] == "itp")) {
if (!objShader->cp_errchk_parameter_words(p, 2)) {
return false;
}
string trans = pieces[0];
string matrix = pieces[1];
pieces.clear();
if (matrix == "modelview") {
tokenize("trans_model_to_apiview", pieces, "_");
} else if (matrix == "projection") {
tokenize("trans_apiview_to_apiclip", pieces, "_");
} else if (matrix == "modelproj") {
tokenize("trans_model_to_apiclip", pieces, "_");
} else {
objShader->cp_report_error(p,"unrecognized matrix name");
return false;
}
if (trans == "mat") {
pieces[0] = "trans";
} else if (trans == "inv") {
string t = pieces[1];
pieces[1] = pieces[3];
pieces[3] = t;
} else if (trans == "tps") {
pieces[0] = "tpose";
} else if (trans == "itp") {
string t = pieces[1];
pieces[1] = pieces[3];
pieces[3] = t;
pieces[0] = "tpose";
}
}
// Implement the transform-matrix generator.
if ((pieces[0] == "trans") ||
(pieces[0] == "tpose") ||
(pieces[0] == "row0") ||
(pieces[0] == "row1") ||
(pieces[0] == "row2") ||
(pieces[0] == "row3") ||
(pieces[0] == "col0") ||
(pieces[0] == "col1") ||
(pieces[0] == "col2") ||
(pieces[0] == "col3")) {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._func = Shader::SMF_compose;
int next = 1;
pieces.push_back("");
// Decide whether this is a matrix or vector.
if (pieces[0] == "trans") bind._piece = Shader::SMP_whole;
else if (pieces[0] == "tpose") bind._piece = Shader::SMP_transpose;
else if (pieces[0] == "row0") bind._piece = Shader::SMP_row0;
else if (pieces[0] == "row1") bind._piece = Shader::SMP_row1;
else if (pieces[0] == "row2") bind._piece = Shader::SMP_row2;
else if (pieces[0] == "row3") bind._piece = Shader::SMP_row3;
else if (pieces[0] == "col0") bind._piece = Shader::SMP_col0;
else if (pieces[0] == "col1") bind._piece = Shader::SMP_col1;
else if (pieces[0] == "col2") bind._piece = Shader::SMP_col2;
else if (pieces[0] == "col3") bind._piece = Shader::SMP_col3;
if (!objShader->cp_parse_coord_sys(p, pieces, next, bind, true)) {
return false;
}
if (!objShader->cp_parse_delimiter(p, pieces, next)) {
return false;
}
if (!objShader->cp_parse_coord_sys(p, pieces, next, bind, false)) {
return false;
}
if (!objShader->cp_parse_eol(p, pieces, next)) {
return false;
}
objShader->cp_optimize_mat_spec(bind);
objShader->_mat_spec.push_back(bind);
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Constructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext(s) {
_glgsg = glgsg;
_glsl_program = 0;
_uses_standard_vertex_arrays = false;
nassertv(s->get_language() == Shader::SL_GLSL);
// We compile and analyze the shader here, instead of in shader.cxx, to avoid gobj getting a dependency on GL stuff.
if (!glsl_compile_and_link()) {
release_resources();
s->_error_flag = true;
return;
}
_glgsg->_glUseProgram(_glsl_program);
// Analyze the uniforms and put them in _glsl_parameter_map
if (_glsl_parameter_map.size() == 0) {
int seqno = 0, texunitno = 0, imgunitno = 0;
string noprefix;
GLint param_count, param_maxlength, param_size;
GLenum param_type;
_glgsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORMS, &param_count);
_glgsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &param_maxlength);
char* param_name_cstr = (char *)alloca(param_maxlength);
for (int i = 0; i < param_count; ++i) {
param_name_cstr[0] = 0;
_glgsg->_glGetActiveUniform(_glsl_program, i, param_maxlength, NULL, &param_size, &param_type, param_name_cstr);
string param_name(param_name_cstr);
GLint p = _glgsg->_glGetUniformLocation(_glsl_program, param_name_cstr);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Active uniform " << param_name << " with size " << param_size
<< " and type " << param_type << " is bound to location " << p << "\n";
}
if (p > -1) {
// Strip off [0] suffix that some drivers append to arrays.
size_t size = param_name.size();
if (size > 3 && param_name.substr(size - 3, 3) == "[0]") {
param_name = param_name.substr(0, size - 3);
}
Shader::ShaderArgId arg_id;
arg_id._name = param_name;
arg_id._seqno = seqno++;
_glsl_parameter_map.push_back(p);
// Check for inputs with p3d_ prefix.
if (param_name.substr(0, 4) == "p3d_") {
noprefix = param_name.substr(4);
// Check for matrix inputs.
bool transpose = false;
bool inverse = false;
string matrix_name (noprefix);
// Check for and chop off any "Transpose" or "Inverse" suffix.
if (size > 15 && matrix_name.compare(size - 9, 9, "Transpose") == 0) {
transpose = true;
matrix_name = matrix_name.substr(0, size - 9);
}
size = matrix_name.size();
if (size > 13 && matrix_name.compare(size - 7, 7, "Inverse") == 0) {
inverse = true;
matrix_name = matrix_name.substr(0, size - 7);
}
size = matrix_name.size();
// Now if the suffix that is left over is "Matrix",
// we know that it is supposed to be a matrix input.
if (size > 6 && matrix_name.compare(size - 6, 6, "Matrix") == 0) {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
if (transpose) {
bind._piece = Shader::SMP_transpose;
} else {
bind._piece = Shader::SMP_whole;
}
bind._arg[0] = NULL;
bind._arg[1] = NULL;
if (matrix_name == "ModelViewProjectionMatrix") {
bind._func = Shader::SMF_compose;
if (inverse) {
bind._part[0] = Shader::SMO_apiclip_to_view;
bind._part[1] = Shader::SMO_view_to_model;
} else {
bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_apiclip;
}
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
} else if (matrix_name == "ModelViewMatrix") {
bind._func = Shader::SMF_compose;
if (inverse) {
bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_model;
} else {
bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_apiview;
}
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
} else if (matrix_name == "ProjectionMatrix") {
bind._func = Shader::SMF_compose;
if (inverse) {
bind._part[0] = Shader::SMO_apiclip_to_view;
bind._part[1] = Shader::SMO_view_to_apiview;
} else {
bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_apiclip;
}
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
} else if (matrix_name == "NormalMatrix") {
// This is really the upper 3x3 of the ModelViewMatrixInverseTranspose.
bind._func = Shader::SMF_compose;
if (inverse) {
bind._part[0] = Shader::SMO_model_to_view;
bind._part[1] = Shader::SMO_view_to_apiview;
} else {
bind._part[0] = Shader::SMO_apiview_to_view;
bind._part[1] = Shader::SMO_view_to_model;
}
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
if (transpose) {
bind._piece = Shader::SMP_upper3x3;
} else {
bind._piece = Shader::SMP_transpose3x3;
}
} else {
GLCAT.error() << "Unrecognized uniform matrix name '" << matrix_name << "'!\n";
continue;
}
s->_mat_spec.push_back(bind);
continue;
}
if (size > 7 && noprefix.substr(0, 7) == "Texture") {
_glgsg->_glUniform1i(p, s->_tex_spec.size());
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = 0;
bind._desired_type = Texture::TT_2d_texture;
bind._stage = atoi(noprefix.substr(7).c_str());
s->_tex_spec.push_back(bind);
continue;
}
if (size > 9 && noprefix.substr(0, 9) == "Material.") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_attr_material;
bind._arg[0] = NULL;
bind._dep[0] = Shader::SSD_general | Shader::SSD_material;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE;
if (noprefix == "Material.ambient") {
bind._piece = Shader::SMP_row0;
s->_mat_spec.push_back(bind);
continue;
} else if (noprefix == "Material.diffuse") {
bind._piece = Shader::SMP_row1;
s->_mat_spec.push_back(bind);
continue;
} else if (noprefix == "Material.emission") {
bind._piece = Shader::SMP_row2;
s->_mat_spec.push_back(bind);
continue;
} else if (noprefix == "Material.specular") {
bind._piece = Shader::SMP_row3x3;
s->_mat_spec.push_back(bind);
continue;
}
}
if (noprefix == "ColorScale") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_row3;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_attr_colorscale;
bind._arg[0] = NULL;
bind._dep[0] = Shader::SSD_general | Shader::SSD_colorscale;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue;
}
GLCAT.error() << "Unrecognized uniform name '" << param_name_cstr << "'!\n";
continue;
} else if (param_name.substr(0, 4) == "osg_") {
// These inputs are supported by OpenSceneGraph. We can support
// them as well, to increase compatibility.
// Other inputs we may support in the future:
// int osg_FrameNumber
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._arg[0] = NULL;
bind._arg[1] = NULL;
if (param_name == "osg_ViewMatrix") {
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_world_to_view;
bind._part[1] = Shader::SMO_identity;
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue;
} else if (param_name == "osg_InverseViewMatrix") {
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_view_to_world;
bind._part[1] = Shader::SMO_identity;
bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue;
} else if (param_name == "osg_FrameTime") {
bind._piece = Shader::SMP_row3x1;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_frame_time;
bind._part[1] = Shader::SMO_identity;
bind._dep[0] = Shader::SSD_general;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue;
} else if (param_name == "osg_DeltaFrameTime") {
bind._piece = Shader::SMP_row3x1;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_frame_delta;
bind._part[1] = Shader::SMO_identity;
bind._dep[0] = Shader::SSD_general;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue;
}
}
//Tries to parse shorthand notations like mspos_XXX and trans_model_to_clip_of_XXX
if (parse_and_set_short_hand_shader_vars(arg_id, s)) {
continue;
}
if (param_size == 1) {
switch (param_type) {
#ifndef OPENGLES
case GL_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_1D: {
_glgsg->_glUniform1i(p, s->_tex_spec.size());
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = InternalName::make(param_name);
bind._desired_type = Texture::TT_1d_texture;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_SAMPLER_2D_SHADOW:
#endif
case GL_SAMPLER_2D: {
_glgsg->_glUniform1i(p, s->_tex_spec.size());
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = InternalName::make(param_name);
bind._desired_type = Texture::TT_2d_texture;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
#ifndef OPENGLES
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
#endif
case GL_SAMPLER_3D: {
_glgsg->_glUniform1i(p, s->_tex_spec.size());
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = InternalName::make(param_name);
bind._desired_type = Texture::TT_3d_texture;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
#ifndef OPENGLES
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_SHADOW:
#endif
case GL_SAMPLER_CUBE: {
_glgsg->_glUniform1i(p, s->_tex_spec.size());
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = InternalName::make(param_name);
bind._desired_type = Texture::TT_cube_map;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
#ifndef OPENGLES
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY: {
_glgsg->_glUniform1i(p, s->_tex_spec.size());
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = InternalName::make(param_name);
bind._desired_type = Texture::TT_2d_texture_array;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
#endif
case GL_FLOAT_MAT2:
#ifndef OPENGLES
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
#endif
GLCAT.warning() << "GLSL shader requested an unrecognized matrix type\n";
continue;
case GL_FLOAT_MAT3: {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_upper3x3;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_mat_constant_x;
bind._arg[0] = InternalName::make(param_name);
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue; }
case GL_FLOAT_MAT4: {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_mat_constant_x;
bind._arg[0] = InternalName::make(param_name);
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE;
s->_mat_spec.push_back(bind);
continue; }
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4: {
Shader::ShaderPtrSpec bind;
bind._id = arg_id;
switch (param_type) {
case GL_BOOL:
case GL_INT:
case GL_FLOAT: bind._dim[1] = 1; break;
case GL_BOOL_VEC2:
case GL_INT_VEC2:
case GL_FLOAT_VEC2: bind._dim[1] = 2; break;
case GL_BOOL_VEC3:
case GL_INT_VEC3:
case GL_FLOAT_VEC3: bind._dim[1] = 3; break;
case GL_BOOL_VEC4:
case GL_INT_VEC4:
case GL_FLOAT_VEC4: bind._dim[1] = 4; break;
case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
}
bind._arg = InternalName::make(param_name);
bind._dim[0] = 1;
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
bind._dep[1] = Shader::SSD_NONE;
s->_ptr_spec.push_back(bind);
continue;
}
#ifndef OPENGLES
case GL_IMAGE_1D_EXT:
case GL_IMAGE_2D_EXT:
case GL_IMAGE_3D_EXT:
case GL_IMAGE_CUBE_EXT:
case GL_IMAGE_2D_ARRAY_EXT:
case GL_INT_IMAGE_1D_EXT:
case GL_INT_IMAGE_2D_EXT:
case GL_INT_IMAGE_3D_EXT:
case GL_INT_IMAGE_CUBE_EXT:
case GL_INT_IMAGE_2D_ARRAY_EXT:
case GL_UNSIGNED_INT_IMAGE_1D_EXT:
case GL_UNSIGNED_INT_IMAGE_2D_EXT:
case GL_UNSIGNED_INT_IMAGE_3D_EXT:
case GL_UNSIGNED_INT_IMAGE_CUBE_EXT:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT:
// This won't really change at runtime, so we might as well
// bind once and then forget about it.
_glgsg->_glUniform1i(p, imgunitno++);
_glsl_img_inputs.push_back(InternalName::make(param_name));
_glsl_img_textures.push_back(NULL);
continue;
#endif
default:
GLCAT.warning() << "Ignoring unrecognized GLSL parameter type!\n";
}
} else {
switch (param_type) {
case GL_FLOAT_MAT2:
#ifndef OPENGLES
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
#endif
GLCAT.warning() << "GLSL shader requested an unrecognized matrix array type\n";
continue;
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4: {
Shader::ShaderPtrSpec bind;
bind._id = arg_id;
switch (param_type) {
case GL_BOOL:
case GL_INT:
case GL_FLOAT: bind._dim[1] = 1; break;
case GL_BOOL_VEC2:
case GL_INT_VEC2:
case GL_FLOAT_VEC2: bind._dim[1] = 2; break;
case GL_BOOL_VEC3:
case GL_INT_VEC3:
case GL_FLOAT_VEC3: bind._dim[1] = 3; break;
case GL_BOOL_VEC4:
case GL_INT_VEC4:
case GL_FLOAT_VEC4: bind._dim[1] = 4; break;
case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
}
bind._arg = InternalName::make(param_name);
bind._dim[0] = param_size;
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
bind._dep[1] = Shader::SSD_NONE;
s->_ptr_spec.push_back(bind);
continue;
}
default:
GLCAT.warning() << "Ignoring unrecognized GLSL parameter array type!\n";
}
}
}
}
// Now we've processed the uniforms, we'll process the attribs.
_glgsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_ATTRIBUTES, &param_count);
_glgsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &param_maxlength);
param_name_cstr = (char *)alloca(param_maxlength);
for (int i = 0; i < param_count; ++i) {
param_name_cstr[0] = 0;
_glgsg->_glGetActiveAttrib(_glsl_program, i, param_maxlength, NULL, &param_size, &param_type, param_name_cstr);
string param_name(param_name_cstr);
// Get the attrib location.
GLint p = _glgsg->_glGetAttribLocation(_glsl_program, param_name_cstr);
GLCAT.debug() <<
"Active attribute " << param_name << " is bound to location " << p << "\n";
if (p == -1) {
// A gl_ attribute such as gl_Vertex requires us to pass the
// standard vertex arrays as we would do without shader.
// This is not always the case, though -- see below.
_uses_standard_vertex_arrays = true;
continue;
}
Shader::ShaderArgId arg_id;
arg_id._name = param_name;
arg_id._seqno = seqno++;
_glsl_parameter_map.push_back(p);
Shader::ShaderVarSpec bind;
bind._id = arg_id;
bind._name = NULL;
bind._append_uv = -1;
if (param_name.substr(0, 3) == "gl_") {
// Not all drivers return -1 in glGetAttribLocation
// for gl_ prefixed attributes.
_uses_standard_vertex_arrays = true;
continue;
} else if (param_name.substr(0, 4) == "p3d_") {
noprefix = param_name.substr(4);
} else {
noprefix = "";
}
if (noprefix.empty()) {
// Arbitrarily named attribute.
bind._name = InternalName::make(param_name);
} else if (noprefix == "Vertex") {
bind._name = InternalName::get_vertex();
} else if (noprefix == "Normal") {
bind._name = InternalName::get_normal();
} else if (noprefix == "Color") {
bind._name = InternalName::get_color();
} else if (noprefix.substr(0, 7) == "Tangent") {
bind._name = InternalName::get_tangent();
if (noprefix.size() > 7) {
bind._append_uv = atoi(noprefix.substr(7).c_str());
}
} else if (noprefix.substr(0, 8) == "Binormal") {
bind._name = InternalName::get_binormal();
if (noprefix.size() > 8) {
bind._append_uv = atoi(noprefix.substr(8).c_str());
}
} else if (noprefix.substr(0, 13) == "MultiTexCoord") {
bind._name = InternalName::get_texcoord();
bind._append_uv = atoi(noprefix.substr(13).c_str());
} else {
GLCAT.error() << "Unrecognized vertex attrib '" << param_name << "'!\n";
continue;
}
s->_var_spec.push_back(bind);
}
}
_glgsg->_glUseProgram(0);
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Destructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
~CLP(ShaderContext)() {
release_resources();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::release_resources
// Access: Public
// Description: Should deallocate all system resources (such as
// vertex program handles or Cg contexts).
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
release_resources() {
if (!_glgsg) {
return;
}
if (_glsl_program != 0) {
GLSLShaders::const_iterator it;
for (it = _glsl_shaders.begin(); it != _glsl_shaders.end(); ++it) {
_glgsg->_glDetachShader(_glsl_program, *it);
}
_glgsg->_glDeleteProgram(_glsl_program);
_glsl_program = 0;
}
GLSLShaders::const_iterator it;
for (it = _glsl_shaders.begin(); it != _glsl_shaders.end(); ++it) {
_glgsg->_glDeleteShader(*it);
}
_glsl_shaders.clear();
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::bind
// Access: Public
// Description: This function is to be called to enable a new
// shader. It also initializes all of the shader's
// input parameters.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
bind(bool reissue_parameters) {
// GLSL shaders need to be bound before passing parameters.
if (!_shader->get_error_flag()) {
_glgsg->_glUseProgram(_glsl_program);
}
if (reissue_parameters) {
// Pass in k-parameters and transform-parameters
issue_parameters(Shader::SSD_general);
}
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::unbind
// Access: Public
// Description: This function disables a currently-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
unbind() {
_glgsg->_glUseProgram(0);
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::issue_parameters
// Access: Public
// Description: This function gets called whenever the RenderState
// or TransformState has changed, but the Shader
// itself has not changed. It loads new values into the
// shader's parameters.
//
// If "altered" is false, that means you promise that
// the parameters for this shader context have already
// been issued once, and that since the last time the
// parameters were issued, no part of the render
// state has changed except the external and internal
// transforms.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
issue_parameters(int altered) {
PStatTimer timer(_glgsg->_draw_set_state_shader_parameters_pcollector);
if (!valid()) {
return;
}
// Iterate through _ptr parameters
for (int i=0; i<(int)_shader->_ptr_spec.size(); i++) {
const Shader::ShaderPtrSpec& spec = _shader->_ptr_spec[i];
if (altered & (spec._dep[0] | spec._dep[1])) {
Shader::ShaderPtrData* ptr_data =
const_cast< Shader::ShaderPtrData*>(_glgsg->fetch_ptr_parameter(spec));
if (ptr_data == NULL) { //the input is not contained in ShaderPtrData
release_resources();
return;
}
GLint p = _glsl_parameter_map[spec._id._seqno];
switch (ptr_data->_type) {
case Shader::SPT_float:
switch (spec._dim[1]) {
case 1: _glgsg->_glUniform1fv(p, spec._dim[0], (float*)ptr_data->_ptr); continue;
case 2: _glgsg->_glUniform2fv(p, spec._dim[0], (float*)ptr_data->_ptr); continue;
case 3: _glgsg->_glUniform3fv(p, spec._dim[0], (float*)ptr_data->_ptr); continue;
case 4: _glgsg->_glUniform4fv(p, spec._dim[0], (float*)ptr_data->_ptr); continue;
case 9: _glgsg->_glUniformMatrix3fv(p, spec._dim[0], GL_FALSE, (float*)ptr_data->_ptr); continue;
case 16: _glgsg->_glUniformMatrix4fv(p, spec._dim[0], GL_FALSE, (float*)ptr_data->_ptr); continue;
}
case Shader::SPT_int:
switch (spec._dim[1]) {
case 1: _glgsg->_glUniform1iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
case 2: _glgsg->_glUniform2iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
case 3: _glgsg->_glUniform3iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
case 4: _glgsg->_glUniform4iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
}
case Shader::SPT_double:
GLCAT.error() << "Passing double-precision shader inputs to GLSL shaders is not currently supported\n";
continue;
}
}
}
for (int i=0; i<(int)_shader->_mat_spec.size(); i++) {
if (altered & (_shader->_mat_spec[i]._dep[0] | _shader->_mat_spec[i]._dep[1])) {
const LMatrix4 *val = _glgsg->fetch_specified_value(_shader->_mat_spec[i], altered);
if (!val) continue;
#ifndef STDFLOAT_DOUBLE
// In this case, the data is already single-precision.
const PN_float32 *data = val->get_data();
#else
// In this case, we have to convert it.
LMatrix4f valf = LCAST(PN_float32, *val);
const PN_float32 *data = valf.get_data();
#endif
GLint p = _glsl_parameter_map[_shader->_mat_spec[i]._id._seqno];
switch (_shader->_mat_spec[i]._piece) {
case Shader::SMP_whole: _glgsg->_glUniformMatrix4fv(p, 1, GL_FALSE, data); continue;
case Shader::SMP_transpose: _glgsg->_glUniformMatrix4fv(p, 1, GL_TRUE, data); continue;
case Shader::SMP_col0: _glgsg->_glUniform4f(p, data[0], data[4], data[ 8], data[12]); continue;
case Shader::SMP_col1: _glgsg->_glUniform4f(p, data[1], data[5], data[ 9], data[13]); continue;
case Shader::SMP_col2: _glgsg->_glUniform4f(p, data[2], data[6], data[10], data[14]); continue;
case Shader::SMP_col3: _glgsg->_glUniform4f(p, data[3], data[7], data[11], data[15]); continue;
case Shader::SMP_row0: _glgsg->_glUniform4fv(p, 1, data+ 0); continue;
case Shader::SMP_row1: _glgsg->_glUniform4fv(p, 1, data+ 4); continue;
case Shader::SMP_row2: _glgsg->_glUniform4fv(p, 1, data+ 8); continue;
case Shader::SMP_row3: _glgsg->_glUniform4fv(p, 1, data+12); continue;
case Shader::SMP_row3x1: _glgsg->_glUniform1fv(p, 1, data+12); continue;
case Shader::SMP_row3x2: _glgsg->_glUniform2fv(p, 1, data+12); continue;
case Shader::SMP_row3x3: _glgsg->_glUniform3fv(p, 1, data+12); continue;
case Shader::SMP_upper3x3:
{
LMatrix3f upper3 = val->get_upper_3();
_glgsg->_glUniformMatrix3fv(p, 1, false, upper3.get_data());
continue;
}
case Shader::SMP_transpose3x3:
{
LMatrix3f upper3 = val->get_upper_3();
_glgsg->_glUniformMatrix3fv(p, 1, true, upper3.get_data());
continue;
}
}
}
}
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::disable_shader_vertex_arrays
// Access: Public
// Description: Disable all the vertex arrays used by this shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
disable_shader_vertex_arrays() {
if (!valid()) {
return;
}
for (int i=0; i<(int)_shader->_var_spec.size(); i++) {
_glgsg->_glDisableVertexAttribArray(i);
}
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::update_shader_vertex_arrays
// Access: Public
// Description: Disables all vertex arrays used by the previous
// shader, then enables all the vertex arrays needed
// by this shader. Extracts the relevant vertex array
// data from the gsg.
// The current implementation is inefficient, because
// it may unnecessarily disable arrays then immediately
// reenable them. We may optimize this someday.
////////////////////////////////////////////////////////////////////
bool CLP(ShaderContext)::
update_shader_vertex_arrays(ShaderContext *prev, bool force) {
if (prev) {
prev->disable_shader_vertex_arrays();
}
if (!valid()) {
return true;
}
#ifdef SUPPORT_IMMEDIATE_MODE
if (_glgsg->_use_sender) {
GLCAT.error() << "immediate mode shaders not implemented yet\n";
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
const GeomVertexArrayDataHandle *array_reader;
Geom::NumericType numeric_type;
int start, stride, num_values;
int nvarying = _shader->_var_spec.size();
for (int i = 0; i < nvarying; ++i) {
InternalName *name = _shader->_var_spec[i]._name;
int texslot = _shader->_var_spec[i]._append_uv;
if (texslot >= 0 && texslot < _glgsg->_state_texture->get_num_on_stages()) {
TextureStage *stage = _glgsg->_state_texture->get_on_stage(texslot);
InternalName *texname = stage->get_texcoord_name();
if (name == InternalName::get_texcoord()) {
name = texname;
} else if (texname != InternalName::get_texcoord()) {
name = name->append(texname->get_basename());
}
}
if (_glgsg->_data_reader->get_array_info(name,
array_reader, num_values, numeric_type,
start, stride)) {
const unsigned char *client_pointer;
if (!_glgsg->setup_array_data(client_pointer, array_reader, force)) {
return false;
}
const GLint p = _glsl_parameter_map[_shader->_var_spec[i]._id._seqno];
_glgsg->_glEnableVertexAttribArray(p);
if (numeric_type == GeomEnums::NT_packed_dabc) {
_glgsg->_glVertexAttribPointer(p, GL_BGRA, GL_UNSIGNED_BYTE,
GL_TRUE, stride, client_pointer + start);
} else {
_glgsg->_glVertexAttribPointer(p, num_values, _glgsg->get_numeric_type(numeric_type),
GL_TRUE, stride, client_pointer + start);
}
}
}
}
_glgsg->report_my_gl_errors();
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::disable_shader_texture_bindings
// Access: Public
// Description: Disable all the texture bindings used by this shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
disable_shader_texture_bindings() {
if (!valid()) {
return;
}
for (int i = 0; i < _shader->_tex_spec.size(); ++i) {
#ifndef OPENGLES
// Check if bindless was used, if so, there's nothing to unbind.
if (_glgsg->_supports_bindless_texture) {
GLint p = _glsl_parameter_map[_shader->_tex_spec[i]._id._seqno];
if (_glsl_uniform_handles.count(p) > 0) {
continue;
}
}
if (_glgsg->_supports_multi_bind) {
// There are non-bindless textures to unbind, and we're lazy,
// so let's go and unbind everything after this point using one
// multi-bind call, and then break out of the loop.
_glgsg->_glBindTextures(i, _shader->_tex_spec.size() - i, NULL);
break;
}
#endif
_glgsg->_glActiveTexture(GL_TEXTURE0 + i);
#ifndef OPENGLES
glBindTexture(GL_TEXTURE_1D, 0);
#endif // OPENGLES
glBindTexture(GL_TEXTURE_2D, 0);
#ifndef OPENGLES_1
if (_glgsg->_supports_3d_texture) {
glBindTexture(GL_TEXTURE_3D, 0);
}
#endif // OPENGLES_1
#ifndef OPENGLES
if (_glgsg->_supports_2d_texture_array) {
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, 0);
}
#endif
if (_glgsg->_supports_cube_map) {
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
}
#ifndef OPENGLES
// Now unbind all the image units. Not sure if we *have* to do this.
int num_image_units = min(_glsl_img_inputs.size(), (size_t)_glgsg->_max_image_units);
if (num_image_units > 0) {
if (_glgsg->_supports_multi_bind) {
_glgsg->_glBindImageTextures(0, num_image_units, NULL);
} else {
for (int i = 0; i < num_image_units; ++i) {
_glgsg->_glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8);
}
}
if (gl_enable_memory_barriers) {
for (int i = 0; i < num_image_units; ++i) {
// We don't distinguish between read-only and read-write/write-only
// image access, so we have to assume that the shader wrote to it.
_glsl_img_textures[i]->mark_incoherent();
_glsl_img_textures[i] = NULL;
}
}
}
#endif
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::update_shader_texture_bindings
// Access: Public
// Description: Disables all texture bindings used by the previous
// shader, then enables all the texture bindings needed
// by this shader. Extracts the relevant vertex array
// data from the gsg.
// The current implementation is inefficient, because
// it may unnecessarily disable textures then immediately
// reenable them. We may optimize this someday.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
update_shader_texture_bindings(ShaderContext *prev) {
if (prev) {
prev->disable_shader_texture_bindings();
}
if (!valid()) {
return;
}
#ifndef OPENGLES
GLbitfield barriers = 0;
// First bind all the 'image units'; a bit of an esoteric OpenGL feature right now.
int num_image_units = min(_glsl_img_inputs.size(), (size_t)_glgsg->_max_image_units);
if (num_image_units > 0) {
GLuint *multi_img = NULL;
// If we support multi-bind, prepare an array.
if (_glgsg->_supports_multi_bind) {
multi_img = new GLuint[num_image_units];
}
for (int i = 0; i < num_image_units; ++i) {
const InternalName *name = _glsl_img_inputs[i];
Texture *tex = _glgsg->_target_shader->get_shader_input_texture(name);
GLuint gl_tex = 0;
if (tex != NULL) {
int view = _glgsg->get_current_tex_view_offset();
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tex->prepare_now(view, _glgsg->_prepared_objects, _glgsg));
if (gtc != (TextureContext*)NULL) {
_glsl_img_textures[i] = gtc;
gl_tex = gtc->_index;
_glgsg->update_texture(gtc, true);
if (gtc->needs_barrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT)) {
barriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
}
}
}
if (multi_img != NULL) {
// Put in array so we can multi-bind later.
multi_img[i] = gl_tex;
} else {
// We don't support multi-bind, so bind now in the same way that multi-bind would have done it.
if (gl_tex == 0) {
_glgsg->_glBindImageTexture(i, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8);
} else {
//TODO: automatically convert to sized type instead of plain GL_RGBA
// If a base type is used, it will crash.
GLint internal_format = _glgsg->get_internal_image_format(tex);
_glgsg->_glBindImageTexture(i, gl_tex, 0, GL_TRUE, 0, GL_READ_WRITE, internal_format);
}
}
}
if (multi_img != NULL) {
_glgsg->_glBindImageTextures(0, num_image_units, multi_img);
delete[] multi_img;
}
}
#endif
// We get the TextureAttrib directly from the _target_rs, not the
// filtered TextureAttrib in _target_texture.
const TextureAttrib *texattrib = DCAST(TextureAttrib, _glgsg->_target_rs->get_attrib_def(TextureAttrib::get_class_slot()));
nassertv(texattrib != (TextureAttrib *)NULL);
for (int i = 0; i < (int)_shader->_tex_spec.size(); ++i) {
const InternalName *id = _shader->_tex_spec[i]._name;
int texunit = _shader->_tex_spec[i]._stage;
Texture *tex = NULL;
int view = _glgsg->get_current_tex_view_offset();
if (id != NULL) {
const ShaderInput *input = _glgsg->_target_shader->get_shader_input(id);
tex = input->get_texture();
} else {
if (texunit >= texattrib->get_num_on_stages()) {
continue;
}
TextureStage *stage = texattrib->get_on_stage(texunit);
tex = texattrib->get_on_texture(stage);
view += stage->get_tex_view_offset();
}
if (_shader->_tex_spec[i]._suffix != 0) {
// The suffix feature is inefficient. It is a temporary hack.
if (tex == 0) {
continue;
}
tex = tex->load_related(_shader->_tex_spec[i]._suffix);
}
if ((tex == 0) || (tex->get_texture_type() != _shader->_tex_spec[i]._desired_type)) {
continue;
}
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tex->prepare_now(view, _glgsg->_prepared_objects, _glgsg));
if (gtc == NULL) {
continue;
}
GLint p = _glsl_parameter_map[_shader->_tex_spec[i]._id._seqno];
#ifndef OPENGLES
// If it was recently written to, we will have to issue a memory barrier soon.
if (gtc->needs_barrier(GL_TEXTURE_FETCH_BARRIER_BIT)) {
barriers |= GL_TEXTURE_FETCH_BARRIER_BIT;
}
// Try bindless texturing first, if supported.
if (gl_use_bindless_texture && _glgsg->_supports_bindless_texture) {
// We demand the real texture, since we won't be able
// to change the texture properties after this point.
if (!_glgsg->update_texture(gtc, true)) {
continue;
}
GLuint64 handle = gtc->get_handle();
if (handle != 0) {
gtc->make_handle_resident();
gtc->set_active(true);
// Check if we have already specified this texture handle.
// If so, no need to call glUniformHandle again.
pmap<GLint, GLuint64>::const_iterator it;
it = _glsl_uniform_handles.find(p);
if (it != _glsl_uniform_handles.end() && it->second == handle) {
// Already specified.
continue;
} else {
_glgsg->_glUniformHandleui64(p, handle);
_glsl_uniform_handles[p] = handle;
}
continue;
}
}
#endif
// Bindless texturing wasn't supported or didn't work, so
// let's just bind the texture normally.
_glgsg->_glActiveTexture(GL_TEXTURE0 + i);
if (!_glgsg->update_texture(gtc, false)) {
continue;
}
_glgsg->apply_texture(gtc);
}
#ifndef OPENGLES
if (barriers != 0) {
// Issue a memory barrier.
_glgsg->issue_memory_barrier(barriers);
}
#endif
_glgsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_report_shader_errors
// Access: Private
// Description: This subroutine prints the infolog for a shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
glsl_report_shader_errors(GLuint shader) {
char *info_log;
GLint length = 0;
GLint num_chars = 0;
_glgsg->_glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 1) {
info_log = (char *) malloc(length);
_glgsg->_glGetShaderInfoLog(shader, length, &num_chars, info_log);
if (strcmp(info_log, "Success.\n") != 0 && strcmp(info_log, "No errors.\n") != 0) {
GLCAT.error(false) << info_log << "\n";
}
free(info_log);
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_report_program_errors
// Access: Private
// Description: This subroutine prints the infolog for a program.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
glsl_report_program_errors(GLuint program) {
char *info_log;
GLint length = 0;
GLint num_chars = 0;
_glgsg->_glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
if (length > 1) {
info_log = (char *) malloc(length);
_glgsg->_glGetProgramInfoLog(program, length, &num_chars, info_log);
if (strcmp(info_log, "Success.\n") != 0 && strcmp(info_log, "No errors.\n") != 0) {
GLCAT.error(false) << info_log << "\n";
}
free(info_log);
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_compile_shader
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
bool CLP(ShaderContext)::
glsl_compile_shader(Shader::ShaderType type) {
GLuint handle = 0;
switch (type) {
case Shader::ST_vertex:
handle = _glgsg->_glCreateShader(GL_VERTEX_SHADER);
break;
case Shader::ST_fragment:
handle = _glgsg->_glCreateShader(GL_FRAGMENT_SHADER);
break;
#ifndef OPENGLES
case Shader::ST_geometry:
if (_glgsg->get_supports_geometry_shaders()) {
handle = _glgsg->_glCreateShader(GL_GEOMETRY_SHADER);
}
break;
case Shader::ST_tess_control:
if (_glgsg->get_supports_tessellation_shaders()) {
handle = _glgsg->_glCreateShader(GL_TESS_CONTROL_SHADER);
}
break;
case Shader::ST_tess_evaluation:
if (_glgsg->get_supports_tessellation_shaders()) {
handle = _glgsg->_glCreateShader(GL_TESS_EVALUATION_SHADER);
}
break;
case Shader::ST_compute:
if (_glgsg->get_supports_compute_shaders()) {
handle = _glgsg->_glCreateShader(GL_COMPUTE_SHADER);
}
break;
#endif
}
if (!handle) {
GLCAT.error()
<< "Could not create a GLSL shader of the requested type.\n";
_glgsg->report_my_gl_errors();
return false;
}
string text_str = _shader->get_text(type);
const char* text = text_str.c_str();
_glgsg->_glShaderSource(handle, 1, &text, NULL);
_glgsg->_glCompileShader(handle);
GLint status;
_glgsg->_glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLCAT.error()
<< "An error occurred while compiling shader "
<< _shader->get_filename(type) << "\n";
glsl_report_shader_errors(handle);
_glgsg->_glDeleteShader(handle);
_glgsg->report_my_gl_errors();
return false;
}
_glgsg->_glAttachShader(_glsl_program, handle);
_glsl_shaders.push_back(handle);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_compile_and_link
// Access: Private
// Description: This subroutine compiles a GLSL shader.
////////////////////////////////////////////////////////////////////
bool CLP(ShaderContext)::
glsl_compile_and_link() {
_glsl_shaders.clear();
_glsl_program = _glgsg->_glCreateProgram();
if (!_glsl_program) {
return false;
}
bool valid = true;
if (!_shader->get_text(Shader::ST_vertex).empty()) {
valid &= glsl_compile_shader(Shader::ST_vertex);
}
if (!_shader->get_text(Shader::ST_fragment).empty()) {
valid &= glsl_compile_shader(Shader::ST_fragment);
}
#ifdef OPENGLES
nassertr(false, false); // OpenGL ES has no geometry shaders.
#else
if (!_shader->get_text(Shader::ST_geometry).empty()) {
valid &= glsl_compile_shader(Shader::ST_geometry);
// Set the vertex output limit to the maximum.
// This is slow, but it is probably reasonable to require
// the user to override this in his shader using layout().
nassertr(_glgsg->_glProgramParameteri != NULL, false);
GLint max_vertices;
glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &max_vertices);
_glgsg->_glProgramParameteri(_glsl_program, GL_GEOMETRY_VERTICES_OUT_ARB, max_vertices);
}
#endif
if (!_shader->get_text(Shader::ST_tess_control).empty()) {
valid &= glsl_compile_shader(Shader::ST_tess_control);
}
if (!_shader->get_text(Shader::ST_tess_evaluation).empty()) {
valid &= glsl_compile_shader(Shader::ST_tess_evaluation);
}
if (!_shader->get_text(Shader::ST_compute).empty()) {
valid &= glsl_compile_shader(Shader::ST_compute);
}
// There might be warnings, so report those.
GLSLShaders::const_iterator it;
for (it = _glsl_shaders.begin(); it != _glsl_shaders.end(); ++it) {
glsl_report_shader_errors(*it);
}
// If we requested to retrieve the shader, we should indicate that before linking.
#if !defined(NDEBUG) && !defined(OPENGLES)
if (gl_dump_compiled_shaders && _glgsg->_supports_get_program_binary) {
_glgsg->_glProgramParameteri(_glsl_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
}
#endif
_glgsg->_glLinkProgram(_glsl_program);
GLint status;
_glgsg->_glGetProgramiv(_glsl_program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLCAT.error() << "An error occurred while linking shader program!\n";
glsl_report_program_errors(_glsl_program);
return false;
}
// Dump the binary if requested.
#if !defined(NDEBUG) && !defined(OPENGLES)
if (gl_dump_compiled_shaders && _glgsg->_supports_get_program_binary) {
GLint length = 0;
_glgsg->_glGetProgramiv(_glsl_program, GL_PROGRAM_BINARY_LENGTH, &length);
length += 2;
char filename[64];
static int gl_dump_count = 0;
sprintf(filename, "glsl_program%d.dump", gl_dump_count++);
char *binary = new char[length];
GLenum format;
GLsizei num_bytes;
_glgsg->_glGetProgramBinary(_glsl_program, length, &num_bytes, &format, (void*)binary);
pofstream s;
s.open(filename, ios::out | ios::binary | ios::trunc);
s.write(binary, num_bytes);
s.close();
GLCAT.info()
<< "Dumped " << num_bytes << " bytes of program binary with format 0x"
<< hex << format << dec << " to " << filename << "\n";
delete[] binary;
}
#endif // NDEBUG
_glgsg->report_my_gl_errors();
return true;
}
#endif // OPENGLES_1