panda3d/panda/src/gobj/shader.cxx

2112 lines
65 KiB
C++
Executable File

// Filename: shader.cxx
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#include "shader.h"
#include "preparedGraphicsObjects.h"
#include "virtualFileSystem.h"
#ifdef HAVE_CG
#include "Cg/cg.h"
#define JCG_PROFILE_GLSLV ((CGprofile)7007)
#define JCG_PROFILE_GLSLF ((CGprofile)7008)
#endif
TypeHandle Shader::_type_handle;
Shader::LoadTable Shader::_load_table;
Shader::MakeTable Shader::_make_table;
Shader::ShaderCaps Shader::_default_caps;
int Shader::_shaders_generated;
ShaderUtilization Shader::_shader_utilization = SUT_UNSPECIFIED;
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_report_error
// Access: Public
// Description: Generate an error message including a description
// of the specified parameter.
////////////////////////////////////////////////////////////////////
void Shader::
cp_report_error(ShaderArgInfo &p, const string &msg)
{
string vstr;
if (p._varying) vstr = "varying ";
else vstr = "uniform ";
string dstr = "unknown ";
if (p._direction == SAD_in) dstr = "in ";
if (p._direction == SAD_out) dstr = "out ";
if (p._direction == SAD_inout) dstr = "inout ";
string tstr = "invalid ";
switch (p._type) {
case SAT_float1: tstr = "float1 "; break;
case SAT_float2: tstr = "float2 "; break;
case SAT_float3: tstr = "float3 "; break;
case SAT_float4: tstr = "float4 "; break;
case SAT_float4x4: tstr = "float4x4 "; break;
case SAT_sampler1d: tstr = "sampler1d "; break;
case SAT_sampler2d: tstr = "sampler2d "; break;
case SAT_sampler3d: tstr = "sampler3d "; break;
case SAT_samplercube: tstr = "samplercube "; break;
case SAT_unknown: tstr = "unknown "; break;
}
Filename fn = get_filename();
p._cat->error() << fn << ": " << msg << " (" <<
vstr << dstr << tstr << p._id._name << ")\n";
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_errchk_parameter_words
// Access: Public, Static
// Description: Make sure the provided parameter contains
// the specified number of words. If not, print
// error message and return false.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_errchk_parameter_words(ShaderArgInfo &p, int len)
{
vector_string words;
tokenize(p._id._name, words, "_");
if ((int)words.size() != len) {
cp_report_error(p, "parameter name has wrong number of words");
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_errchk_parameter_in
// Access: Public, Static
// Description: Make sure the provided parameter has the
// 'in' direction. If not, print
// error message and return false.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_errchk_parameter_in(ShaderArgInfo &p)
{
if (p._direction != SAD_in) {
cp_report_error(p, "parameter should be declared 'in'");
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_errchk_parameter_varying
// Access: Public, Static
// Description: Make sure the provided parameter has the
// correct variance. If not, print
// error message and return false.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_errchk_parameter_varying(ShaderArgInfo &p)
{
if (!p._varying) {
cp_report_error(p, "parameter should be declared 'varying'");
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_errchk_parameter_uniform
// Access: Public, Static
// Description: Make sure the provided parameter has the
// correct variance. If not, print
// error message and return false.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_errchk_parameter_uniform(ShaderArgInfo &p)
{
if (p._varying) {
cp_report_error(p, "parameter should be declared 'uniform'");
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_errchk_parameter_float
// Access: Public, Static
// Description: Make sure the provided parameter has
// a floating point type. If not, print
// error message and return false.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_errchk_parameter_float(ShaderArgInfo &p, int lo, int hi)
{
int nfloat;
switch (p._type) {
case SAT_float1: nfloat = 1; break;
case SAT_float2: nfloat = 2; break;
case SAT_float3: nfloat = 3; break;
case SAT_float4: nfloat = 4; break;
case SAT_float4x4: nfloat = 16; break;
default: nfloat = 0; break;
}
if ((nfloat < lo)||(nfloat > hi)) {
string msg = "wrong type for parameter: should be float";
cp_report_error(p, msg);
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_errchk_parameter_sampler
// Access: Public, Static
// Description: Make sure the provided parameter has
// a texture type. If not, print
// error message and return false.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_errchk_parameter_sampler(ShaderArgInfo &p)
{
if ((p._type!=SAT_sampler1d)&&
(p._type!=SAT_sampler2d)&&
(p._type!=SAT_sampler3d)&&
(p._type!=SAT_samplercube)) {
cp_report_error(p, "parameter should have a 'sampler' type");
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_parse_eol
// Access: Public
// Description: Make sure the next thing on the word list is EOL
////////////////////////////////////////////////////////////////////
bool Shader::
cp_parse_eol(ShaderArgInfo &p, vector_string &words, int &next) {
if (words[next] != "") {
cp_report_error(p, "Too many words in parameter");
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_parse_delimiter
// Access: Public
// Description: Pop a delimiter ('to' or 'rel') from the word list.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_parse_delimiter(ShaderArgInfo &p, vector_string &words, int &next) {
if ((words[next] != "to")&&(words[next] != "rel")) {
cp_report_error(p, "Keyword 'to' or 'rel' expected");
return false;
}
next += 1;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_parse_non_delimiter
// Access: Public
// Description: Pop a non-delimiter word from the word list.
// Delimiters are 'to' and 'rel.'
////////////////////////////////////////////////////////////////////
string Shader::
cp_parse_non_delimiter(vector_string &words, int &next) {
const string &nword = words[next];
if ((nword == "")||(nword == "to")||(nword == "rel")) {
return "";
}
next += 1;
return nword;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_parse_coord_sys
// Access: Public
// Description: Convert a single-word coordinate system name into
// a PART/ARG of a ShaderMatSpec.
////////////////////////////////////////////////////////////////////
bool Shader::
cp_parse_coord_sys(ShaderArgInfo &p,
vector_string &pieces, int &next,
ShaderMatSpec &bind, bool fromflag) {
string word1 = cp_parse_non_delimiter(pieces, next);
if (pieces[next] == "of") next++;
string word2 = cp_parse_non_delimiter(pieces, next);
ShaderMatInput from_single;
ShaderMatInput from_double;
ShaderMatInput to_single;
ShaderMatInput to_double;
if (word1 == "") {
cp_report_error(p, "Could not parse coordinate system name");
return false;
} else if (word1 == "world") {
from_single = SMO_world_to_view;
from_double = SMO_INVALID;
to_single = SMO_view_to_world;
to_double = SMO_INVALID;
} else if (word1 == "model") {
from_single = SMO_model_to_view;
from_double = SMO_view_x_to_view;
to_single = SMO_view_to_model;
to_double = SMO_view_to_view_x;
} else if (word1 == "clip") {
from_single = SMO_clip_to_view;
from_double = SMO_clip_x_to_view;
to_single = SMO_view_to_clip;
to_double = SMO_view_to_clip_x;
} else if (word1 == "view") {
from_single = SMO_identity;
from_double = SMO_view_x_to_view;
to_single = SMO_identity;
to_double = SMO_view_to_view_x;
} else if (word1 == "apiview") {
from_single = SMO_apiview_to_view;
from_double = SMO_apiview_x_to_view;
to_single = SMO_view_to_apiview;
to_double = SMO_view_to_apiview_x;
} else if (word1 == "apiclip") {
from_single = SMO_apiclip_to_view;
from_double = SMO_apiclip_x_to_view;
to_single = SMO_view_to_apiclip;
to_double = SMO_view_to_apiclip_x;
} else {
from_single = SMO_view_x_to_view;
from_double = SMO_view_x_to_view;
to_single = SMO_view_to_view_x;
to_double = SMO_view_to_view_x;
word2 = word1;
}
if (fromflag) {
if (word2 == "") {
bind._part[0] = from_single;
bind._arg[0] = NULL;
} else {
if (from_double == SMO_INVALID) {
cp_report_error(p, "Could not parse coordinate system name");
return false;
}
bind._part[0] = from_double;
bind._arg[0] = InternalName::make(word2);
}
} else {
if (word2 == "") {
bind._part[1] = to_single;
bind._arg[1] = NULL;
} else {
if (to_double == SMO_INVALID) {
cp_report_error(p, "Could not parse coordinate system name");
return false;
}
bind._part[1] = to_double;
bind._arg[1] = InternalName::make(word2);
}
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_dependency
// Access: Public
// Description: Given ShaderMatInput, returns an indication of what
// part or parts of the state_and_transform the
// ShaderMatInput depends upon.
////////////////////////////////////////////////////////////////////
int Shader::
cp_dependency(ShaderMatInput inp) {
int dep = SSD_general;
if (inp == SMO_INVALID) {
return SSD_NONE;
}
if (inp == SMO_attr_material) {
dep |= SSD_material;
}
if (inp == SMO_attr_color) {
dep |= SSD_color;
}
if (inp == SMO_attr_colorscale) {
dep |= SSD_colorscale;
}
if ((inp == SMO_model_to_view)||
(inp == SMO_view_to_model)) {
dep |= SSD_transform;
}
if ((inp == SMO_texpad_x)||
(inp == SMO_texpix_x)||
(inp == SMO_alight_x)||
(inp == SMO_dlight_x)||
(inp == SMO_plight_x)||
(inp == SMO_slight_x)||
(inp == SMO_satten_x)||
(inp == SMO_clipplane_x)||
(inp == SMO_mat_constant_x)||
(inp == SMO_vec_constant_x)||
(inp == SMO_view_x_to_view)||
(inp == SMO_view_to_view_x)||
(inp == SMO_apiview_x_to_view)||
(inp == SMO_view_to_apiview_x)||
(inp == SMO_clip_x_to_view)||
(inp == SMO_view_to_clip_x)||
(inp == SMO_apiclip_x_to_view)||
(inp == SMO_view_to_apiclip_x)) {
dep |= SSD_shaderinputs;
}
return dep;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cp_optimize_mat_spec
// Access: Public
// Description: Analyzes a ShaderMatSpec and decides what it should
// use its cache for. It can cache the results of any
// one opcode, or, it can cache the entire result. This
// routine needs to be smart enough to know which
// data items can be correctly cached, and which cannot.
////////////////////////////////////////////////////////////////////
void Shader::
cp_optimize_mat_spec(ShaderMatSpec &spec) {
// If we're composing with identity, simplify.
if (spec._func == SMF_first) {
spec._part[1] = SMO_INVALID;
spec._arg[1] = 0;
}
if (spec._func == SMF_compose) {
if (spec._part[1] == SMO_identity) {
spec._func = SMF_first;
}
}
if (spec._func == SMF_compose) {
if (spec._part[0] == SMO_identity) {
spec._func = SMF_first;
spec._part[0] = spec._part[1];
spec._arg[0] = spec._arg[1];
}
}
// Calculate state and transform dependencies.
spec._dep[0] = cp_dependency(spec._part[0]);
spec._dep[1] = cp_dependency(spec._part[1]);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::compile_parameter
// Access: Public
// Description: Analyzes a parameter and decides how to
// bind the parameter to some part of panda's
// internal state. Updates one of the bind
// arrays to cause the binding to occur.
//
// If there is an error, this routine will append
// an error message onto the error messages.
////////////////////////////////////////////////////////////////////
bool Shader::
compile_parameter(const ShaderArgId &arg_id,
ShaderArgType arg_type,
ShaderArgDir arg_direction,
bool arg_varying,
NotifyCategory *arg_cat)
{
ShaderArgInfo p;
p._id = arg_id;
p._type = arg_type;
p._direction = arg_direction;
p._varying = arg_varying;
p._cat = arg_cat;
if (p._id._name.size() == 0) return true;
if (p._id._name[0] == '$') return true;
vector_string pieces;
tokenize(p._id._name, pieces, "_");
if (pieces.size() < 2) {
cp_report_error(p, "invalid parameter name");
return false;
}
// Implement vtx parameters - the varying kind.
if (pieces[0] == "vtx") {
if ((!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_varying(p)) ||
(!cp_errchk_parameter_float(p, 1, 4))) {
return false;
}
ShaderVarSpec bind;
bind._id = arg_id;
if (pieces.size() == 2) {
if (pieces[1]=="position") {
bind._name = InternalName::get_vertex();
bind._append_uv = -1;
_var_spec.push_back(bind);
return true;
}
if (pieces[1].substr(0,8)=="texcoord") {
bind._name = InternalName::get_texcoord();
bind._append_uv = atoi(pieces[1].c_str()+8);
_var_spec.push_back(bind);
return true;
}
if (pieces[1].substr(0,7)=="tangent") {
bind._name = InternalName::get_tangent();
bind._append_uv = atoi(pieces[1].c_str()+7);
_var_spec.push_back(bind);
return true;
}
if (pieces[1].substr(0,8)=="binormal") {
bind._name = InternalName::get_binormal();
bind._append_uv = atoi(pieces[1].c_str()+8);
_var_spec.push_back(bind);
return true;
}
}
bind._name = InternalName::get_root();
bind._append_uv = -1;
for (int i=1; i<(int)(pieces.size()-0); i++)
bind._name = bind._name->append(pieces[i]);
_var_spec.push_back(bind);
return true;
}
// Implement some macros. Macros work by altering the
// contents of the 'pieces' array, and then falling through.
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");
}
// Implement the modelview macros.
if ((pieces[0] == "mat")||(pieces[0] == "inv")||
(pieces[0] == "tps")||(pieces[0] == "itp")) {
if (!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 {
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")) {
if ((!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p)))
return false;
ShaderMatSpec bind;
bind._id = arg_id;
bind._func = SMF_compose;
int next = 1;
pieces.push_back("");
// Decide whether this is a matrix or vector.
if (pieces[0]=="trans") bind._piece = SMP_whole;
else if (pieces[0]=="tpose") bind._piece = SMP_transpose;
else if (pieces[0]=="row0") bind._piece = SMP_row0;
else if (pieces[0]=="row1") bind._piece = SMP_row1;
else if (pieces[0]=="row2") bind._piece = SMP_row2;
else if (pieces[0]=="row3") bind._piece = SMP_row3;
else if (pieces[0]=="col0") bind._piece = SMP_col0;
else if (pieces[0]=="col1") bind._piece = SMP_col1;
else if (pieces[0]=="col2") bind._piece = SMP_col2;
else if (pieces[0]=="col3") bind._piece = SMP_col3;
if ((bind._piece == SMP_whole)||(bind._piece == SMP_transpose)) {
if (!cp_errchk_parameter_float(p, 16, 16)) return false;
} else {
if (!cp_errchk_parameter_float(p, 4, 4)) return false;
}
if (!cp_parse_coord_sys(p, pieces, next, bind, true)) {
return false;
}
if (!cp_parse_delimiter(p, pieces, next)) {
return false;
}
if (!cp_parse_coord_sys(p, pieces, next, bind, false)) {
return false;
}
if (!cp_parse_eol(p, pieces, next)) {
return false;
}
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
// Special parameter: attr_material or attr_color
if (pieces[0] == "attr") {
if ((!cp_errchk_parameter_words(p,2)) ||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))) {
return false;
}
ShaderMatSpec bind;
if (pieces[1] == "material") {
if (!cp_errchk_parameter_float(p,16,16)) {
return false;
}
bind._id = arg_id;
bind._piece = SMP_transpose;
bind._func = SMF_first;
bind._part[0] = SMO_attr_material;
bind._arg[0] = NULL;
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
} else if (pieces[1] == "color") {
if (!cp_errchk_parameter_float(p,3,4)) {
return false;
}
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_attr_color;
bind._arg[0] = NULL;
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
} else if (pieces[1] == "colorscale") {
if (!cp_errchk_parameter_float(p,3,4)) {
return false;
}
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_attr_colorscale;
bind._arg[0] = NULL;
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
} else {
cp_report_error(p,"Unknown attr parameter.");
return false;
}
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "color") {
if ((!cp_errchk_parameter_words(p,1)) ||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))) {
return false;
}
ShaderMatSpec bind;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
// Keywords to access light properties.
if (pieces[0] == "alight") {
if ((!cp_errchk_parameter_words(p,2))||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,3,4))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_alight_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "satten") {
if ((!cp_errchk_parameter_words(p,2))||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,4,4))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_satten_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if ((pieces[0]=="dlight")||(pieces[0]=="plight")||(pieces[0]=="slight")) {
if ((!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,16,16))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_transpose;
int next = 1;
pieces.push_back("");
if (pieces[next] == "") {
cp_report_error(p, "Light name expected");
return false;
}
if (pieces[0] == "dlight") {
bind._func = SMF_transform_dlight;
bind._part[0] = SMO_dlight_x;
} else if (pieces[0] == "plight") {
bind._func = SMF_transform_plight;
bind._part[0] = SMO_plight_x;
} else if (pieces[0] == "slight") {
bind._func = SMF_transform_slight;
bind._part[0] = SMO_slight_x;
}
bind._arg[0] = InternalName::make(pieces[next]);
next += 1;
if (!cp_parse_delimiter(p, pieces, next)) {
return false;
}
if (!cp_parse_coord_sys(p, pieces, next, bind, false)) {
return false;
}
if (!cp_parse_eol(p, pieces, next)) {
return false;
}
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "texmat") {
if ((!cp_errchk_parameter_words(p,2))||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,16,16))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_whole;
bind._func = SMF_first;
bind._part[0] = SMO_texmat_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "plane") {
if ((!cp_errchk_parameter_words(p,2))||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,4,4))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_plane_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "clipplane") {
if ((!cp_errchk_parameter_words(p,2))||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,4,4))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_clipplane_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
// Keywords to access unusual parameters.
if (pieces[0] == "sys") {
if ((!cp_errchk_parameter_words(p,2)) ||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
if (pieces[1] == "pixelsize") {
if (!cp_errchk_parameter_float(p, 2, 2)) {
return false;
}
bind._part[0] = SMO_pixel_size;
bind._arg[0] = NULL;
} else if (pieces[1] == "windowsize") {
if (!cp_errchk_parameter_float(p, 2, 2)) {
return false;
}
bind._part[0] = SMO_window_size;
bind._arg[0] = NULL;
} else {
cp_report_error(p,"unknown system parameter");
return false;
}
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
// Keywords to access textures.
if (pieces[0] == "tex") {
if ((!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p)) ||
(!cp_errchk_parameter_sampler(p)))
return false;
if ((pieces.size() != 2)&&(pieces.size() != 3)) {
cp_report_error(p, "Invalid parameter name");
return false;
}
ShaderTexSpec bind;
bind._id = arg_id;
bind._name = 0;
bind._stage = atoi(pieces[1].c_str());
switch (p._type) {
case SAT_sampler1d: bind._desired_type = Texture::TT_1d_texture; break;
case SAT_sampler2d: bind._desired_type = Texture::TT_2d_texture; break;
case SAT_sampler3d: bind._desired_type = Texture::TT_3d_texture; break;
case SAT_samplercube: bind._desired_type = Texture::TT_cube_map; break;
default:
cp_report_error(p, "Invalid type for a tex-parameter");
return false;
}
if (pieces.size()==3) {
bind._suffix = InternalName::make(((string)"-") + pieces[2]);
}
_tex_spec.push_back(bind);
return true;
}
// Keywords to access constants.
if (pieces[0] == "k") {
if ((!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p)))
return false;
// In the case of k-parameters, we allow underscores in the name.
PT(InternalName) kinputname = InternalName::make(p._id._name.substr(2));
switch (p._type) {
case SAT_float4: {
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_vec_constant_x;
bind._arg[0] = kinputname;
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
break;
}
case SAT_float4x4: {
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_whole;
bind._func = SMF_first;
bind._part[0] = SMO_mat_constant_x;
bind._arg[0] = kinputname;
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
break;
}
case SAT_sampler1d: {
ShaderTexSpec bind;
bind._id = arg_id;
bind._name = kinputname;
bind._desired_type=Texture::TT_1d_texture;
_tex_spec.push_back(bind);
break;
}
case SAT_sampler2d: {
ShaderTexSpec bind;
bind._id = arg_id;
bind._name = kinputname;
bind._desired_type=Texture::TT_2d_texture;
_tex_spec.push_back(bind);
break;
}
case SAT_sampler3d: {
ShaderTexSpec bind;
bind._id = arg_id;
bind._name = kinputname;
bind._desired_type=Texture::TT_3d_texture;
_tex_spec.push_back(bind);
break;
}
case SAT_samplercube: {
ShaderTexSpec bind;
bind._id = arg_id;
bind._name = kinputname;
bind._desired_type = Texture::TT_cube_map;
_tex_spec.push_back(bind);
break;
}
default:
cp_report_error(p, "Invalid type for a k-parameter");
return false;
}
return true;
}
// Keywords to fetch texture parameter data.
if (pieces[0] == "texpad") {
if ((!cp_errchk_parameter_words(p,2)) ||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,3,4))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_texpad_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "texpix") {
if ((!cp_errchk_parameter_words(p,2)) ||
(!cp_errchk_parameter_in(p)) ||
(!cp_errchk_parameter_uniform(p))||
(!cp_errchk_parameter_float(p,2,4))) {
return false;
}
ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = SMP_row3;
bind._func = SMF_first;
bind._part[0] = SMO_texpix_x;
bind._arg[0] = InternalName::make(pieces[1]);
bind._part[1] = SMO_identity;
bind._arg[1] = NULL;
cp_optimize_mat_spec(bind);
_mat_spec.push_back(bind);
return true;
}
if (pieces[0] == "l") {
// IMPLEMENT THE ERROR CHECKING
return true; // Cg handles this automatically.
}
if (pieces[0] == "o") {
// IMPLEMENT THE ERROR CHECKING
return true; // Cg handles this automatically.
}
cp_report_error(p, "unrecognized parameter name");
return false;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::clear_parameters
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void Shader::
clear_parameters() {
_mat_spec.clear();
_var_spec.clear();
_tex_spec.clear();
}
#ifdef HAVE_CG
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_parameter_type
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
Shader::ShaderArgType Shader::
cg_parameter_type(CGparameter p) {
switch (cgGetParameterType(p)) {
case CG_FLOAT1: return Shader::SAT_float1;
case CG_FLOAT2: return Shader::SAT_float2;
case CG_FLOAT3: return Shader::SAT_float3;
case CG_FLOAT4: return Shader::SAT_float4;
case CG_FLOAT4x4: return Shader::SAT_float4x4;
case CG_SAMPLER1D: return Shader::SAT_sampler1d;
case CG_SAMPLER2D: return Shader::SAT_sampler2d;
case CG_SAMPLER3D: return Shader::SAT_sampler3d;
case CG_SAMPLERCUBE: return Shader::SAT_samplercube;
default: return Shader::SAT_unknown;
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_parameter_dir
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
Shader::ShaderArgDir Shader::
cg_parameter_dir(CGparameter p) {
switch (cgGetParameterDirection(p)) {
case CG_IN: return Shader::SAD_in;
case CG_OUT: return Shader::SAD_out;
case CG_INOUT: return Shader::SAD_inout;
default: return Shader::SAD_unknown;
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_release_resources
// Access: Private
// Description: xyz
////////////////////////////////////////////////////////////////////
void Shader::
cg_release_resources() {
if (_cg_vprogram != 0) {
cgDestroyProgram(_cg_vprogram);
_cg_vprogram = 0;
}
if (_cg_fprogram != 0) {
cgDestroyProgram(_cg_fprogram);
_cg_fprogram = 0;
}
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0) {
cgDestroyProgram(_cg_gprogram);
_cg_gprogram = 0;
}
// END CG2 CHANGE
if (_cg_context != 0) {
cgDestroyContext(_cg_context);
_cg_context = 0;
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_compile_entry_point
// Access: Private
// Description: xyz
////////////////////////////////////////////////////////////////////
CGprogram Shader::
cg_compile_entry_point(const char *entry, const ShaderCaps &caps, ShaderType type) // CG2 CHANGE
{
CGprogram prog;
CGerror err;
const char *compiler_args[100];
int nargs = 0;
int active, ultimate;
switch(type)
{
case ST_VERTEX:
active = caps._active_vprofile;
ultimate = caps._ultimate_vprofile;
break;
case ST_FRAGMENT:
active = caps._active_fprofile;
ultimate = caps._ultimate_fprofile;
break;
case ST_GEOMETRY:
active = caps._active_gprofile;
ultimate = caps._ultimate_gprofile;
break;
};
// END CG2 CHANGE
cgGetError();
if (type == ST_FRAGMENT && caps._bug_list.count(SBUG_ati_draw_buffers)) { // CG2 CHANGE
compiler_args[nargs++] = "-po";
compiler_args[nargs++] = "ATI_draw_buffers";
}
compiler_args[nargs] = 0;
if ((active != (int)CG_PROFILE_UNKNOWN) && (active != ultimate)) {
prog = cgCreateProgram(_cg_context, CG_SOURCE, _text.c_str(),
(CGprofile)active, entry, (const char **)compiler_args);
err = cgGetError();
if (err == CG_NO_ERROR) {
return prog;
}
if (prog != 0) {
cgDestroyProgram(prog);
}
}
prog = cgCreateProgram(_cg_context, CG_SOURCE, _text.c_str(),
(CGprofile)ultimate, entry, (const char **)NULL);
err = cgGetError();
if (err == CG_NO_ERROR) {
return prog;
}
if (err == CG_COMPILER_ERROR) {
string listing = cgGetLastListing(_cg_context);
vector_string errlines;
tokenize(listing, errlines, "\n");
for (int i=0; i<(int)errlines.size(); i++) {
string line = trim(errlines[i]);
if (line != "") {
gobj_cat.error() << get_filename() << ": " << errlines[i] << "\n";
}
}
} else {
gobj_cat.error() << get_filename() << ": " << cgGetErrorString(err) << "\n";
}
if (prog != 0) {
cgDestroyProgram(prog);
}
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_compile_shader
// Access: Private
// Description: Compiles a Cg shader for a given set of capabilities.
// If successful, the shader is stored in the instance
// variables _cg_context, _cg_vprogram, _cg_fprogram.
////////////////////////////////////////////////////////////////////
bool Shader::
cg_compile_shader(const ShaderCaps &caps) {
// If we already tried compiling for this set of caps, there's no point
// trying again. Just return the results of the previous compile.
if (caps == _cg_last_caps) {
if (_cg_context == 0) {
return false;
} else {
return true;
}
}
_cg_last_caps = caps;
_cg_context = cgCreateContext();
gobj_cat.debug() << "Compiling Shader: \n" << _text << "\n";
if (_cg_context == 0) {
gobj_cat.error() << "could not create a Cg context object.\n";
return false;
}
_cg_vprogram = cg_compile_entry_point("vshader", caps, ST_VERTEX); // CG2 CHANGE
_cg_fprogram = cg_compile_entry_point("fshader", caps, ST_FRAGMENT); // CG2 CHANGE
// BEGIN CG2 CHANGE
if (_text.find("gshader") != -1)
{
_cg_gprogram = cg_compile_entry_point("gshader", caps, ST_GEOMETRY);
}
else
{
}
// END CG2 CHANGE
if ((_cg_vprogram == 0)||(_cg_fprogram == 0)) {
cg_release_resources();
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_analyze_entry_point
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
bool Shader::
cg_analyze_entry_point(CGprogram prog, ShaderType type /*bool fshader*/) { // CG2 CHANGE
CGparameter parameter;
bool success = true;
for (parameter = cgGetFirstLeafParameter(prog, CG_PROGRAM);
parameter != 0;
parameter = cgGetNextLeafParameter(parameter)) {
CGenum vbl = cgGetParameterVariability(parameter);
if ((vbl==CG_VARYING)||(vbl==CG_UNIFORM)) {
ShaderArgId id;
id._name = cgGetParameterName(parameter);
id._type = type; // CG2 CHANGE
id._seqno = -1;
success &= compile_parameter(id,
cg_parameter_type(parameter),
cg_parameter_dir(parameter),
(vbl == CG_VARYING),
gobj_cat.get_safe_ptr());
}
}
return success;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_analyze_shader
// Access: Private
// Description: This subroutine analyzes the parameters of a Cg
// shader. The output is stored in instance variables:
// _mat_spec, _var_spec, and _tex_spec.
//
// In order to do this, it is necessary to compile the
// shader. It would be a waste of CPU time to compile
// the shader, analyze the parameters, and then discard
// the compiled shader. This would force us to compile it
// again later, when we need to build the ShaderContext.
// Instead, we cache the compiled Cg program in instance
// variables. Later, a ShaderContext can pull the
// compiled shader from these instance vars.
//
// To compile a shader, you need to first choose a profile.
// There are two contradictory objectives:
//
// 1. If you don't use the gsg's active profile,
// then the cached compiled shader will not be useful to
// the ShaderContext.
//
// 2. If you use too weak a profile, then the shader may
// not compile. So to guarantee success, you should use
// the ultimate profile.
//
// To resolve this conflict, we try the active profile
// first, and if that doesn't work, we try the ultimate
// profile.
//
////////////////////////////////////////////////////////////////////
bool Shader::
cg_analyze_shader(const ShaderCaps &caps) {
if (!cg_compile_shader(caps)) {
return false;
}
if (!cg_analyze_entry_point(_cg_fprogram, ST_FRAGMENT)) { // CG2 CHANGE
cg_release_resources();
clear_parameters();
return false;
}
if (_var_spec.size() != 0) {
gobj_cat.error() << "Cannot use vtx parameters in an fshader\n";
cg_release_resources();
clear_parameters();
return false;
}
if (!cg_analyze_entry_point(_cg_vprogram, ST_VERTEX)) { // CG2 CHANGE
cg_release_resources();
clear_parameters();
return false;
}
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0)
{
if (!cg_analyze_entry_point(_cg_gprogram, ST_GEOMETRY)) {
cg_release_resources();
clear_parameters();
return false;
}
}
// END CG2 CHANGE
// Assign sequence numbers to all parameters.
int seqno = 0;
for (int i=0; i<(int)_mat_spec.size(); i++) {
_mat_spec[i]._id._seqno = seqno++;
}
for (int i=0; i<(int)_tex_spec.size(); i++) {
_tex_spec[i]._id._seqno = seqno++;
}
for (int i=0; i<(int)_var_spec.size(); i++) {
_var_spec[i]._id._seqno = seqno++;
}
// DEBUG: output the generated program
if (gobj_cat.is_debug()) {
const char *vertex_program;
const char *pixel_program;
const char *geometry_program; // CG2 CHANGE
vertex_program = cgGetProgramString (_cg_vprogram, CG_COMPILED_PROGRAM);
pixel_program = cgGetProgramString (_cg_fprogram, CG_COMPILED_PROGRAM);
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0)
geometry_program = cgGetProgramString (_cg_gprogram, CG_COMPILED_PROGRAM);
// END CG2 CHANGE
gobj_cat.debug() << vertex_program << "\n";
gobj_cat.debug() << pixel_program << "\n";
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0)
gobj_cat.debug() << geometry_program << "\n";
// END CG2 CHANGE
}
// // The following code is present to work around a bug in the Cg compiler.
// // It does not generate correct code for shadow map lookups when using arbfp1.
// // This is a particularly onerous limitation, given that arbfp1 is the only
// // Cg target that works on radeons. I suspect this is an intentional
// // omission on nvidia's part. The following code fetches the output listing,
// // detects the error, repairs the code, and resumbits the repaired code to Cg.
// if ((_cg_fprofile == CG_PROFILE_ARBFP1) && (gsghint->_supports_shadow_filter)) {
// bool shadowunit[32];
// bool anyshadow = false;
// memset(shadowunit, 0, sizeof(shadowunit));
// vector_string lines;
// tokenize(cgGetProgramString(_cg_program[SHADER_type_frag],
// CG_COMPILED_PROGRAM), lines, "\n");
// // figure out which texture units contain shadow maps.
// for (int lineno=0; lineno<(int)lines.size(); lineno++) {
// if (lines[lineno].compare(0,21,"#var sampler2DSHADOW ")) {
// continue;
// }
// vector_string fields;
// tokenize(lines[lineno], fields, ":");
// if (fields.size()!=5) {
// continue;
// }
// vector_string words;
// tokenize(trim(fields[2]), words, " ");
// if (words.size()!=2) {
// continue;
// }
// int unit = atoi(words[1].c_str());
// if ((unit < 0)||(unit >= 32)) {
// continue;
// }
// anyshadow = true;
// shadowunit[unit] = true;
// }
// // modify all TEX statements that use the relevant texture units.
// if (anyshadow) {
// for (int lineno=0; lineno<(int)lines.size(); lineno++) {
// if (lines[lineno].compare(0,4,"TEX ")) {
// continue;
// }
// vector_string fields;
// tokenize(lines[lineno], fields, ",");
// if ((fields.size()!=4)||(trim(fields[3]) != "2D;")) {
// continue;
// }
// vector_string texunitf;
// tokenize(trim(fields[2]), texunitf, "[]");
// if ((texunitf.size()!=3)||(texunitf[0] != "texture")||(texunitf[2]!="")) {
// continue;
// }
// int unit = atoi(texunitf[1].c_str());
// if ((unit < 0) || (unit >= 32) || (shadowunit[unit]==false)) {
// continue;
// }
// lines[lineno] = fields[0]+","+fields[1]+","+fields[2]+", SHADOW2D;";
// }
// string result = "!!ARBfp1.0\nOPTION ARB_fragment_program_shadow;\n";
// for (int lineno=1; lineno<(int)lines.size(); lineno++) {
// result += (lines[lineno] + "\n");
// }
// _cg_program[2] = _cg_program[SHADER_type_frag];
// _cg_program[SHADER_type_frag] =
// cgCreateProgram(_cg_context, CG_OBJECT, result.c_str(),
// _cg_profile[SHADER_type_frag], "fshader", (const char**)NULL);
// cg_report_errors(s->get_name(), _cg_context);
// if (_cg_program[SHADER_type_frag]==0) {
// release_resources();
// return false;
// }
// }
// }
return true;
}
// BEGIN CG2 CHANGE
CGprogram Shader::
cg_program_from_shadertype(ShaderType type)
{
CGprogram prog = 0;
switch(type)
{
case ST_VERTEX:
prog = _cg_vprogram;
break;
case ST_FRAGMENT:
prog = _cg_fprogram;
break;
case ST_GEOMETRY:
prog = _cg_gprogram;
break;
};
return prog;
}
// END CG2 CHANGE
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_compile_for
// Access: Public
// Description: This routine is used by the ShaderContext constructor
// to compile the shader. The CGprogram
// objects are turned over to the ShaderContext, we no
// longer own them.
////////////////////////////////////////////////////////////////////
bool Shader::
cg_compile_for(const ShaderCaps &caps,
CGcontext &ctx,
CGprogram &vprogram,
CGprogram &fprogram,
CGprogram &gprogram, // CG2 CHANGE
pvector<CGparameter> &map) {
// Initialize the return values to empty.
ctx = 0;
vprogram = 0;
fprogram = 0;
gprogram = 0; // CG2 CHANGE
map.clear();
// Make sure the shader is compiled for the target caps.
// Most of the time, it will already be - this is usually a no-op.
_default_caps = caps;
if (!cg_compile_shader(caps)) {
return false;
}
// If the compile routine used the ultimate profile instead of the
// active one, it means the active one isn't powerful enough to
// compile the shader.
// This does not apply when a custom profile is set.
if ((_cg_vprofile == CG_PROFILE_UNKNOWN && cgGetProgramProfile(_cg_vprogram) != caps._active_vprofile) ||
(_cg_fprofile == CG_PROFILE_UNKNOWN && cgGetProgramProfile(_cg_fprogram) != caps._active_fprofile)) {
gobj_cat.error() << "Cg program too complex for driver: "
<< get_filename() << ". Try choosing a different profile.\n";
return false;
}
// Build a parameter map.
int n_mat = (int)_mat_spec.size();
int n_tex = (int)_tex_spec.size();
int n_var = (int)_var_spec.size();
map.resize(n_mat + n_tex + n_var);
for (int i=0; i<n_mat; i++) {
const ShaderArgId &id = _mat_spec[i]._id;
CGprogram prog = cg_program_from_shadertype(id._type); // CG2 CHANGE
map[id._seqno] = cgGetNamedParameter(prog, id._name.c_str());
}
for (int i=0; i<n_tex; i++) {
const ShaderArgId &id = _tex_spec[i]._id;
CGprogram prog = cg_program_from_shadertype(id._type); // CG2 CHANGE
map[id._seqno] = cgGetNamedParameter(prog, id._name.c_str());
if (cgGetParameterBaseResource(map[id._seqno]) == CG_UNDEFINED) {
map[id._seqno] = 0;
}
}
for (int i=0; i<n_var; i++) {
const ShaderArgId &id = _var_spec[i]._id;
CGprogram prog = cg_program_from_shadertype(id._type); // CG2 CHANGE
map[id._seqno] = cgGetNamedParameter(prog, id._name.c_str());
if (cgGetParameterBaseResource(map[id._seqno]) == CG_UNDEFINED) {
map[id._seqno] = 0;
}
}
// Transfer ownership of the compiled shader.
ctx = _cg_context;
vprogram = _cg_vprogram;
fprogram = _cg_fprogram;
gprogram = _cg_gprogram; // CG2 CHANGE
_cg_context = 0;
_cg_vprogram = 0;
_cg_fprogram = 0;
_cg_gprogram = 0; // CG2 CHANGE
_cg_last_caps.clear();
return true;
}
#endif // HAVE_CG
////////////////////////////////////////////////////////////////////
// Function: Shader::Constructor
// Access: Private
// Description: Construct a Shader.
////////////////////////////////////////////////////////////////////
Shader::
Shader(const Filename &filename, const string &text, const string &vprofile, const string &fprofile) :
_filename(filename),
_text(text),
_header(""),
_error_flag(true),
_parse(0),
_loaded(false)
{
string header;
parse_init();
parse_line(_header, true, true);
#ifdef HAVE_CG
_error_flag = false;
_cg_context = 0;
_cg_vprogram = 0;
_cg_fprogram = 0;
_cg_gprogram = 0; // CG2 CHANGE
_cg_vprofile = CG_PROFILE_UNKNOWN;
_cg_fprofile = CG_PROFILE_UNKNOWN;
_cg_gprofile = CG_PROFILE_UNKNOWN;
if (vprofile != "") {
CGprofile p = cgGetProfile(vprofile.c_str());
if (p == CG_PROFILE_UNKNOWN) {
gobj_cat.error() << "Invalid vertex profile: " << vprofile << "\n";
_error_flag = true;
}
_cg_vprofile = (int)p;
}
if (fprofile != "") {
CGprofile p = cgGetProfile(fprofile.c_str());
if (p == CG_PROFILE_UNKNOWN) {
gobj_cat.error() << "Invalid fragment profile: " << fprofile << "\n";
_error_flag = true;
}
_cg_fprofile = (int)p;
}
if (_default_caps._ultimate_vprofile == 0) {
_default_caps._active_vprofile = CG_PROFILE_UNKNOWN;
_default_caps._active_fprofile = CG_PROFILE_UNKNOWN;
_default_caps._ultimate_vprofile = cgGetProfile("glslv");
_default_caps._ultimate_fprofile = cgGetProfile("glslf");
_default_caps._ultimate_gprofile = cgGetProfile("gp4gp");
}
if (_header == "//Cg") {
cg_get_profile_from_header(_default_caps); // CG2 CHANGE
if (!cg_analyze_shader(_default_caps)) {
_error_flag = true;
}
} else {
gobj_cat.error()
<< "Shader is not in a supported shader-language.\n";
_error_flag = true;
}
#endif
}
#ifdef HAVE_CG
////////////////////////////////////////////////////////////////////
// Function: Shader::cg_get_profile_from_header
// Access: Private
// Description: Determines the appropriate active shader profile settings
// based on any profile directives stored within the shader header
////////////////////////////////////////////////////////////////////
void Shader::
cg_get_profile_from_header(ShaderCaps& caps) {
// Note this forces profile based on what is specified in the shader
// header string. Should probably be relying on card caps eventually.
string buf;
parse_init();
// Assume that if parse doesn't extend after a parse line then
// we've reached the end of _text
int lastParse;
do {
lastParse = _parse;
parse_line(buf, true, true);
int profilePos = buf.find("//Cg profile");
if (profilePos >= 0) {
// Scan the line for known cg2 vertex program profiles
if ((int)buf.find("gp4vp") >= 0)
caps._active_vprofile = cgGetProfile("gp4vp");
// older
if ((int)buf.find("glslv") >= 0)
caps._active_vprofile = cgGetProfile("glslv");
if ((int)buf.find("arbvp1") >= 0)
caps._active_vprofile = cgGetProfile("arbvp1");
if ((int)buf.find("vp40") >= 0)
caps._active_vprofile = cgGetProfile("vp40");
if ((int)buf.find("vp30") >= 0)
caps._active_vprofile = cgGetProfile("vp30");
if ((int)buf.find("vp20") >= 0)
caps._active_vprofile = cgGetProfile("vp20");
if ((int)buf.find("vs_1_1") >= 0)
caps._active_vprofile = cgGetProfile("vs_1_1");
if ((int)buf.find("vs_2_0") >= 0)
caps._active_vprofile = cgGetProfile("vs_2_0");
if ((int)buf.find("vs_2_x") >= 0)
caps._active_vprofile = cgGetProfile("vs_2_x");
if ((int)buf.find("vs_3_0") >= 0)
caps._active_vprofile = cgGetProfile("vs_3_0");
// Scan the line for known cg2 fragment program profiles
if ((int)buf.find("gp4fp") >= 0)
caps._active_fprofile = cgGetProfile("gp4fp");
// older
if ((int)buf.find("glslf") >= 0)
caps._active_fprofile = cgGetProfile("glslf");
if ((int)buf.find("arbfp1") >= 0)
caps._active_fprofile = cgGetProfile("arbfp1");
if ((int)buf.find("fp40") >= 0)
caps._active_fprofile = cgGetProfile("fp40");
if ((int)buf.find("fp30") >= 0)
caps._active_fprofile = cgGetProfile("fp30");
if ((int)buf.find("fp20") >= 0)
caps._active_fprofile = cgGetProfile("fp20");
if ((int)buf.find("ps_1_1") >= 0)
caps._active_fprofile = cgGetProfile("ps_1_1");
if ((int)buf.find("ps_1_2") >= 0)
caps._active_fprofile = cgGetProfile("ps_1_2");
if ((int)buf.find("ps_1_3") >= 0)
caps._active_fprofile = cgGetProfile("ps_1_3");
if ((int)buf.find("ps_2_0") >= 0)
caps._active_fprofile = cgGetProfile("ps_2_0");
if ((int)buf.find("ps_2_x") >= 0)
caps._active_fprofile = cgGetProfile("ps_2_x");
if ((int)buf.find("ps_3_0") >= 0)
caps._active_fprofile = cgGetProfile("ps_3_0");
// Scan the line for known cg2 geometry program profiles
if ((int)buf.find("gp4gp") >= 0)
caps._active_gprofile = cgGetProfile("gp4gp");
}
} while(_parse > lastParse);
}
#endif
////////////////////////////////////////////////////////////////////
// Function: Shader::Destructor
// Access: Public
// Description: Delete the compiled code, if it exists.
////////////////////////////////////////////////////////////////////
Shader::
~Shader() {
release_all();
if (_loaded) {
_load_table.erase(_filename);
} else {
_make_table.erase(_text);
}
}
// Removed for now, as the profiles are now taken from the shader source.
////////////////////////////////////////////////////////////////////
// Function: Shader::load
// Access: Published, Static
// Description: Loads the shader with the given filename.
// If the optional vshader or fshader parameters
// are set and non-empty, it will be used to override
// all other profile settings (it even overrides
// the basic-shaders-only flag) and forces the shader
// to use the given profile.
////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
load(const string &file, const string &vprofile, const string &fprofile) {
return load(Filename(file), vprofile, fprofile);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::load
// Access: Published, Static
// Description: Loads the shader with the given filename.
// If the optional vshader or fshader parameters
// are set and non-empty, it will be used to override
// all other profile settings (it even overrides
// the basic-shaders-only flag) and forces the shader
// to use the given profile.
////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
load(const Filename &file, const string &vprofile, const string &fprofile) {
LoadTable::const_iterator i = _load_table.find(file);
if (i != _load_table.end()) {
return i->second;
}
string body;
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
if (!vfs->read_file(file, body, true)) {
gobj_cat.error() << "Could not read shader file: " << file << "\n";
return NULL;
}
PT(Shader) result = new Shader(file, body, vprofile, fprofile);
result->_loaded = true;
_load_table[file] = result;
return result;
}
//////////////////////////////////////////////////////////////////////
// Function: Shader::make
// Access: Published, Static
// Description: Loads the shader, using the string as shader body.
// If the optional vshader or fshader parameters
// are set and non-empty, it will be used to override
// all other profile settings (it even overrides
// the basic-shaders-only flag) and forces the shader
// to use the given profile.
////////////////////////////////////////////////////////////////////
PT(Shader) Shader::
make(const string &body, const string &vprofile, const string &fprofile) {
MakeTable::const_iterator i = _make_table.find(body);
if (i != _make_table.end()) {
return i->second;
}
PT(Shader) result = new Shader("created-shader", body, vprofile, fprofile);
_make_table[body] = result;
if (dump_generated_shaders) {
ostringstream fns;
int index = _shaders_generated ++;
fns << "genshader" << index;
string fn = fns.str();
gobj_cat.warning() << "Dumping shader: " << fn << "\n";
pofstream s;
s.open(fn.c_str());
s << body;
s.close();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::parse_init
// Access: Public
// Description: Set a 'parse pointer' to the beginning of the shader.
////////////////////////////////////////////////////////////////////
void Shader::
parse_init() {
_parse = 0;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::parse_line
// Access: Public
// Description: Parse a line of text. If 'lt' is true, trim blanks
// from the left end of the line. If 'rt' is true, trim
// blanks from the right end (the newline is always
// trimmed).
////////////////////////////////////////////////////////////////////
void Shader::
parse_line(string &result, bool lt, bool rt) {
int len = _text.size();
int head = _parse;
int tail = head;
while ((tail < len) && (_text[tail] != '\n')) {
tail++;
}
if (tail < len) {
_parse = tail+1;
} else {
_parse = tail;
}
if (lt) {
while ((head < tail)&&(isspace(_text[head]))) head++;
while ((tail > head)&&(isspace(_text[tail-1]))) tail--;
}
result = _text.substr(head, tail-head);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::parse_upto
// Access: Public
// Description: Parse lines until you read a line that matches the
// specified pattern. Returns all the preceding lines,
// and if the include flag is set, returns the final
// line as well.
////////////////////////////////////////////////////////////////////
void Shader::
parse_upto(string &result, string pattern, bool include) {
GlobPattern endpat(pattern);
int start = _parse;
int last = _parse;
while (_parse < (int)(_text.size())) {
string t;
parse_line(t, true, true);
if (endpat.matches(t)) break;
last = _parse;
}
if (include) {
result = _text.substr(start, _parse - start);
} else {
result = _text.substr(start, last - start);
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::parse_rest
// Access: Public
// Description: Returns the rest of the text from the current
// parse location.
////////////////////////////////////////////////////////////////////
void Shader::
parse_rest(string &result) {
result = _text.substr(_parse, _text.size() - _parse);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::parse_lineno
// Access: Public
// Description: Returns the line number of the current parse pointer.
////////////////////////////////////////////////////////////////////
int Shader::
parse_lineno() {
int result = 1;
for (int i=0; i<_parse; i++) {
if (_text[i] == '\n') result += 1;
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::parse_eof
// Access: Public
// Description: Returns true if the parse pointer is at the end of
// the shader.
////////////////////////////////////////////////////////////////////
bool Shader::
parse_eof() {
return (int)_text.size() == _parse;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::prepare
// Access: Published
// Description: Indicates that the shader should be enqueued to be
// prepared in the indicated prepared_objects at the
// beginning of the next frame. This will ensure the
// texture is already loaded into texture memory if it
// is expected to be rendered soon.
//
// Use this function instead of prepare_now() to preload
// textures from a user interface standpoint.
////////////////////////////////////////////////////////////////////
void Shader::
prepare(PreparedGraphicsObjects *prepared_objects) {
prepared_objects->enqueue_shader(this);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::is_prepared
// Access: Published
// Description: Returns true if the shader has already been prepared
// or enqueued for preparation on the indicated GSG,
// false otherwise.
////////////////////////////////////////////////////////////////////
bool Shader::
is_prepared(PreparedGraphicsObjects *prepared_objects) const {
Contexts::const_iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
return true;
}
return prepared_objects->is_shader_queued(this);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::release
// Access: Published
// Description: Frees the texture context only on the indicated object,
// if it exists there. Returns true if it was released,
// false if it had not been prepared.
////////////////////////////////////////////////////////////////////
bool Shader::
release(PreparedGraphicsObjects *prepared_objects) {
Contexts::iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
ShaderContext *sc = (*ci).second;
if (sc != (ShaderContext *)NULL) {
prepared_objects->release_shader(sc);
} else {
_contexts.erase(ci);
}
return true;
}
// Maybe it wasn't prepared yet, but it's about to be.
return prepared_objects->dequeue_shader(this);
}
////////////////////////////////////////////////////////////////////
// Function: Shader::prepare_now
// Access: Published
// Description: Creates a context for the texture on the particular
// GSG, if it does not already exist. Returns the new
// (or old) ShaderContext. This assumes that the
// GraphicsStateGuardian is the currently active
// rendering context and that it is ready to accept new
// textures. If this is not necessarily the case, you
// should use prepare() instead.
//
// Normally, this is not called directly except by the
// GraphicsStateGuardian; a texture does not need to be
// explicitly prepared by the user before it may be
// rendered.
////////////////////////////////////////////////////////////////////
ShaderContext *Shader::
prepare_now(PreparedGraphicsObjects *prepared_objects,
GraphicsStateGuardianBase *gsg) {
Contexts::const_iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
return (*ci).second;
}
ShaderContext *tc = prepared_objects->prepare_shader_now(this, gsg);
_contexts[prepared_objects] = tc;
return tc;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::clear_prepared
// Access: Private
// Description: Removes the indicated PreparedGraphicsObjects table
// from the Shader's table, without actually releasing
// the texture. This is intended to be called only from
// PreparedGraphicsObjects::release_texture(); it should
// never be called by user code.
////////////////////////////////////////////////////////////////////
void Shader::
clear_prepared(PreparedGraphicsObjects *prepared_objects) {
Contexts::iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
_contexts.erase(ci);
} else {
// If this assertion fails, clear_prepared() was given a
// prepared_objects which the texture didn't know about.
nassertv(false);
}
}
////////////////////////////////////////////////////////////////////
// Function: Shader::release_all
// Access: Published
// Description: Frees the context allocated on all objects for which
// the texture has been declared. Returns the number of
// contexts which have been freed.
////////////////////////////////////////////////////////////////////
int Shader::
release_all() {
// We have to traverse a copy of the _contexts list, because the
// PreparedGraphicsObjects object will call clear_prepared() in response
// to each release_texture(), and we don't want to be modifying the
// _contexts list while we're traversing it.
Contexts temp = _contexts;
int num_freed = (int)_contexts.size();
Contexts::const_iterator ci;
for (ci = temp.begin(); ci != temp.end(); ++ci) {
PreparedGraphicsObjects *prepared_objects = (*ci).first;
ShaderContext *sc = (*ci).second;
if (sc != (ShaderContext *)NULL) {
prepared_objects->release_shader(sc);
}
}
// There might still be some outstanding contexts in the map, if
// there were any NULL pointers there. Eliminate them.
_contexts.clear();
return num_freed;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::ShaderCapabilities::clear()
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void Shader::ShaderCaps::
clear() {
#ifdef HAVE_CG
_active_vprofile = 0;
_active_fprofile = 0;
_ultimate_vprofile = 0;
_ultimate_fprofile = 0;
// BEGIN CG2 CHANGE
_active_gprofile = 0;
_ultimate_gprofile = 0;
// END CG2 CHANGE
#endif
}
////////////////////////////////////////////////////////////////////
// Function: Shader::register_with_read_factory
// Access: Public, Static
// Description:
////////////////////////////////////////////////////////////////////
void Shader::
register_with_read_factory() {
// IMPLEMENT ME
}