panda3d/panda/src/glstuff/glShaderContext_src.cxx

657 lines
23 KiB
C++
Executable File

// Filename: glShaderContext_src.cxx
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#define DEBUG_GL_SHADER 0
TypeHandle CLP(ShaderContext)::_type_handle;
#ifdef HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: cg_type_to_panda_type
// Access: Public, Static
// Description: convert a cg shader-arg type to a panda shader-arg type.
////////////////////////////////////////////////////////////////////
static ShaderContext::ShaderArgType
cg_type_to_panda_type(CGtype n) {
switch (n) {
case CG_FLOAT1: return ShaderContext::SAT_float1;
case CG_FLOAT2: return ShaderContext::SAT_float2;
case CG_FLOAT3: return ShaderContext::SAT_float3;
case CG_FLOAT4: return ShaderContext::SAT_float4;
case CG_FLOAT4x4: return ShaderContext::SAT_float4x4;
case CG_SAMPLER1D: return ShaderContext::SAT_sampler1d;
case CG_SAMPLER2D: return ShaderContext::SAT_sampler2d;
case CG_SAMPLER3D: return ShaderContext::SAT_sampler3d;
case CG_SAMPLERCUBE: return ShaderContext::SAT_samplercube;
default: return ShaderContext::SAT_unknown;
}
}
#endif // HAVE_CGGL
#ifdef HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: cg_dir_to_panda_dir
// Access: Public, Static
// Description: convert a cg shader-arg type to a panda shader-arg type.
////////////////////////////////////////////////////////////////////
static ShaderContext::ShaderArgDir
cg_dir_to_panda_dir(CGenum n) {
switch (n) {
case CG_IN: return ShaderContext::SAD_in;
case CG_OUT: return ShaderContext::SAD_out;
case CG_INOUT: return ShaderContext::SAD_inout;
default: return ShaderContext::SAD_unknown;
}
}
#endif // HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Constructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
CLP(ShaderContext)(ShaderExpansion *s, GSG *gsg) : ShaderContext(s) {
string header;
s->parse_init();
s->parse_line(header, true, true);
_state = false;
#ifdef HAVE_CGGL
_cg_context = (CGcontext)0;
_cg_profile[SHADER_type_vert] = CG_PROFILE_UNKNOWN;
_cg_profile[SHADER_type_frag] = CG_PROFILE_UNKNOWN;
_cg_program[SHADER_type_vert] = (CGprogram)0;
_cg_program[SHADER_type_frag] = (CGprogram)0;
_cg_program[2] = (CGprogram)0;
if (header == "//Cg") {
// Create the Cg context.
_cg_context = cgCreateContext();
if (_cg_context == 0) {
release_resources();
GLCAT.error() << "Cg not supported by this video card.\n";
return;
}
// Parse any directives in the source.
string directive;
while (!s->parse_eof()) {
s->parse_line(directive, true, true);
vector_string pieces;
tokenize(directive, pieces, " \t");
if ((pieces.size()==4)&&(pieces[0]=="//Cg")&&(pieces[1]=="profile")) {
suggest_cg_profile(pieces[2], pieces[3]);
}
}
// Select a profile if no preferred profile specified in the source.
if (_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN) {
_cg_profile[SHADER_type_vert] = cgGLGetLatestProfile(CG_GL_VERTEX);
}
if (_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN) {
_cg_profile[SHADER_type_frag] = cgGLGetLatestProfile(CG_GL_FRAGMENT);
}
// If we still haven't chosen a profile, give up.
if ((_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN)||
(_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN)) {
release_resources();
GLCAT.error() << "Cg not supported by this video card.\n";
return;
}
// Compile the program.
try_cg_compile(s, gsg);
return;
}
#endif
GLCAT.error() << s->get_name() << ": unrecognized shader language " << header << "\n";
}
#ifdef HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: Shader::report_cg_compile_errors
// Access: Public, Static
// Description: Used only after a Cg compile command, to print
// out any error messages that may have occurred
// during the Cg shader compilation. The 'file'
// is the name of the file containing the Cg code.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
report_cg_compile_errors(const string &file, CGcontext ctx)
{
CGerror err = cgGetError();
if (err != CG_NO_ERROR) {
if (err == CG_COMPILER_ERROR) {
string listing = cgGetLastListing(ctx);
vector_string errlines;
tokenize(listing, errlines, "\n");
for (int i=0; i<(int)errlines.size(); i++) {
string line = trim(errlines[i]);
if (line != "") {
GLCAT.error() << file << " " << errlines[i] << "\n";
}
}
} else {
GLCAT.error() << file << ": " << cgGetErrorString(err) << "\n";
}
}
}
#endif // HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::suggest_cg_profile
// Access: Private
// Description: xyz
////////////////////////////////////////////////////////////////////
#ifdef HAVE_CGGL
void CLP(ShaderContext)::
suggest_cg_profile(const string &vpro, const string &fpro)
{
// If a good profile has already been suggested, ignore suggestion.
if ((_cg_profile[SHADER_type_vert] != CG_PROFILE_UNKNOWN)||
(_cg_profile[SHADER_type_frag] != CG_PROFILE_UNKNOWN)) {
return;
}
// Parse the suggestion. If not parseable, print error and ignore.
_cg_profile[SHADER_type_vert] = parse_cg_profile(vpro, true);
_cg_profile[SHADER_type_frag] = parse_cg_profile(fpro, false);
if ((_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN)||
(_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN)) {
GLCAT.error() << "Cg: unrecognized profile name: " << vpro << " " << fpro << "\n";
_cg_profile[SHADER_type_vert] = CG_PROFILE_UNKNOWN;
_cg_profile[SHADER_type_frag] = CG_PROFILE_UNKNOWN;
return;
}
// If the suggestion is parseable, but not supported, ignore silently.
if ((!cgGLIsProfileSupported(_cg_profile[SHADER_type_vert]))||
(!cgGLIsProfileSupported(_cg_profile[SHADER_type_frag]))) {
_cg_profile[SHADER_type_vert] = CG_PROFILE_UNKNOWN;
_cg_profile[SHADER_type_frag] = CG_PROFILE_UNKNOWN;
return;
}
}
#endif
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::parse_cg_profile
// Access: Private
// Description: xyz
////////////////////////////////////////////////////////////////////
#ifdef HAVE_CGGL
CGprofile CLP(ShaderContext)::
parse_cg_profile(const string &id, bool vertex)
{
int nvprofiles = 4;
int nfprofiles = 4;
CGprofile vprofiles[] = { CG_PROFILE_ARBVP1, CG_PROFILE_VP20, CG_PROFILE_VP30, CG_PROFILE_VP40 };
CGprofile fprofiles[] = { CG_PROFILE_ARBFP1, CG_PROFILE_FP20, CG_PROFILE_FP30, CG_PROFILE_FP40 };
if (vertex) {
for (int i=0; i<nvprofiles; i++) {
if (id == cgGetProfileString(vprofiles[i])) {
return vprofiles[i];
}
}
} else {
for (int i=0; i<nfprofiles; i++) {
if (id == cgGetProfileString(fprofiles[i])) {
return fprofiles[i];
}
}
}
return CG_PROFILE_UNKNOWN;
}
#endif // HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::try_cg_compile
// Access: Private
// Description: xyz
////////////////////////////////////////////////////////////////////
#ifdef HAVE_CGGL
bool CLP(ShaderContext)::
try_cg_compile(ShaderExpansion *s, GSG *gsg)
{
cgGetError();
_cg_program[0] =
cgCreateProgram(_cg_context, CG_SOURCE, s->_text.c_str(),
_cg_profile[0], "vshader", (const char**)NULL);
report_cg_compile_errors(s->get_name(), _cg_context);
cgGetError();
_cg_program[1] =
cgCreateProgram(_cg_context, CG_SOURCE, s->_text.c_str(),
_cg_profile[1], "fshader", (const char**)NULL);
report_cg_compile_errors(s->get_name(), _cg_context);
if ((_cg_program[SHADER_type_vert]==0)||(_cg_program[SHADER_type_frag]==0)) {
release_resources();
return false;
}
bool success = true;
CGparameter parameter;
for (int progindex=0; progindex<2; progindex++) {
int nvtx = _var_spec.size();
for (parameter = cgGetFirstLeafParameter(_cg_program[progindex],CG_PROGRAM);
parameter != 0;
parameter = cgGetNextLeafParameter(parameter)) {
CGenum vbl = cgGetParameterVariability(parameter);
if ((vbl==CG_VARYING)||(vbl==CG_UNIFORM)) {
success &= compile_parameter(parameter,
cgGetParameterName(parameter),
cg_type_to_panda_type(cgGetParameterType(parameter)),
cg_dir_to_panda_dir(cgGetParameterDirection(parameter)),
(vbl == CG_VARYING),
GLCAT.get_safe_ptr());
}
}
if ((progindex == SHADER_type_frag) && (nvtx != _var_spec.size())) {
GLCAT.error() << "Cannot use vtx parameters in an fshader\n";
success = false;
}
}
if (!success) {
release_resources();
return false;
}
// 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_profile[1] == CG_PROFILE_ARBFP1) && (gsg->_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);
report_cg_compile_errors(s->get_name(), _cg_context);
if (_cg_program[SHADER_type_frag]==0) {
release_resources();
return false;
}
}
}
cgGLLoadProgram(_cg_program[SHADER_type_vert]);
cgGLLoadProgram(_cg_program[SHADER_type_frag]);
_state = true;
return true;
}
#endif
////////////////////////////////////////////////////////////////////
// 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() {
#ifdef HAVE_CGGL
if (_cg_context) {
cgDestroyContext(_cg_context);
_cg_context = (CGcontext)0;
_cg_profile[SHADER_type_vert] = (CGprofile)0;
_cg_profile[SHADER_type_frag] = (CGprofile)0;
_cg_program[SHADER_type_vert] = (CGprogram)0;
_cg_program[SHADER_type_frag] = (CGprogram)0;
_cg_program[2] = (CGprogram)0;
}
#endif
}
////////////////////////////////////////////////////////////////////
// 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(GSG *gsg) {
#ifdef HAVE_CGGL
if (_cg_context != 0) {
// Pass in k-parameters and transform-parameters
issue_parameters(gsg, true);
// Bind the shaders.
cgGLEnableProfile(_cg_profile[SHADER_type_vert]);
cgGLBindProgram(_cg_program[SHADER_type_vert]);
cgGLEnableProfile(_cg_profile[SHADER_type_frag]);
cgGLBindProgram(_cg_program[SHADER_type_frag]);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::unbind
// Access: Public
// Description: This function disables a currently-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
unbind()
{
#ifdef HAVE_CGGL
if (_cg_context != 0) {
cgGLDisableProfile(_cg_profile[SHADER_type_vert]);
cgGLDisableProfile(_cg_profile[SHADER_type_frag]);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::issue_parameters
// Access: Public
// Description: This function gets called whenever the RenderState
// or TransformState has changed, but the ShaderExpansion
// 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(GSG *gsg, bool altered)
{
#ifdef HAVE_CGGL
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_mat_spec.size(); i++) {
if (altered || _mat_spec[i]._trans_dependent) {
CGparameter p = (CGparameter)(_mat_spec[i]._parameter);
const LMatrix4f *val = gsg->fetch_specified_value(_mat_spec[i], altered);
if (val) {
const float *data = val->get_data();
switch (_mat_spec[i]._piece) {
case SMP_whole: cgGLSetMatrixParameterfc(p, data); break;
case SMP_transpose: cgGLSetMatrixParameterfr(p, data); break;
case SMP_row0: cgGLSetParameter4fv(p, data+ 0); break;
case SMP_row1: cgGLSetParameter4fv(p, data+ 4); break;
case SMP_row2: cgGLSetParameter4fv(p, data+ 8); break;
case SMP_row3: cgGLSetParameter4fv(p, data+12); break;
case SMP_col0: cgGLSetParameter4f(p, data[0], data[4], data[ 8], data[12]); break;
case SMP_col1: cgGLSetParameter4f(p, data[1], data[5], data[ 9], data[13]); break;
case SMP_col2: cgGLSetParameter4f(p, data[2], data[6], data[10], data[14]); break;
case SMP_col3: cgGLSetParameter4f(p, data[3], data[7], data[11], data[15]); break;
}
}
}
}
#endif
}
////////////////////////////////////////////////////////////////////
// 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(GSG *gsg)
{
#ifdef HAVE_CGGL
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_var_spec.size(); i++) {
CGparameter p = (CGparameter)(_var_spec[i]._parameter);
cgGLDisableClientState(p);
}
#endif
}
////////////////////////////////////////////////////////////////////
// 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.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
{
if (prev) prev->disable_shader_vertex_arrays(gsg);
#ifdef HAVE_CGGL
if (_cg_context == 0) {
return;
}
#ifdef SUPPORT_IMMEDIATE_MODE
if (gsg->_use_sender) {
GLCAT.error() << "immediate mode shaders not implemented yet\n";
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
const GeomVertexArrayData *array_data;
Geom::NumericType numeric_type;
int start, stride, num_values;
int nvarying = _var_spec.size();
for (int i=0; i<nvarying; i++) {
CGparameter p = (CGparameter)(_var_spec[i]._parameter);
InternalName *name = _var_spec[i]._name;
int texslot = _var_spec[i]._append_uv;
if (texslot >= 0) {
const Geom::ActiveTextureStages &active_stages =
gsg->_state._texture->get_on_stages();
if (texslot < (int)active_stages.size()) {
TextureStage *stage = active_stages[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 (gsg->_vertex_data->get_array_info(name,
array_data, num_values, numeric_type,
start, stride)) {
const unsigned char *client_pointer = gsg->setup_array_data(array_data);
cgGLSetParameterPointer(p,
num_values, gsg->get_numeric_type(numeric_type),
stride, client_pointer + start);
cgGLEnableClientState(p);
} else {
cgGLDisableClientState(p);
}
}
}
#endif // HAVE_CGGL
}
////////////////////////////////////////////////////////////////////
// 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(GSG *gsg)
{
#ifdef HAVE_CGGL
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_tex_spec.size(); i++) {
CGparameter p = (CGparameter)(_tex_spec[i]._parameter);
int texunit = cgGetParameterResourceIndex(p);
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
GLP(Disable)(GL_TEXTURE_1D);
GLP(Disable)(GL_TEXTURE_2D);
if (gsg->_supports_3d_texture) {
GLP(Disable)(GL_TEXTURE_3D);
}
if (gsg->_supports_cube_map) {
GLP(Disable)(GL_TEXTURE_CUBE_MAP);
}
// This is probably faster - but maybe not as safe?
// cgGLDisableTextureParameter(p);
}
#endif
}
////////////////////////////////////////////////////////////////////
// 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(CLP(ShaderContext) *prev, GSG *gsg)
{
if (prev) prev->disable_shader_texture_bindings(gsg);
#ifdef HAVE_CGGL
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_tex_spec.size(); i++) {
CGparameter p = (CGparameter)(_tex_spec[i]._parameter);
Texture *tex = 0;
InternalName *id = _tex_spec[i]._name;
if (id != 0) {
const ShaderInput *input = gsg->_target._shader->get_shader_input(id);
tex = input->get_texture();
} else {
if (_tex_spec[i]._stage >= gsg->_target._texture->get_num_on_stages()) {
continue;
}
TextureStage *stage = gsg->_target._texture->get_on_stage(_tex_spec[i]._stage);
tex = gsg->_target._texture->get_on_texture(stage);
}
if (_tex_spec[i]._suffix != 0) {
// The suffix feature is inefficient. It is a temporary hack.
if (tex == 0) {
continue;
}
tex = tex->load_related(_tex_spec[i]._suffix);
}
if ((tex == 0) || (tex->get_texture_type() != _tex_spec[i]._desired_type)) {
continue;
}
TextureContext *tc = tex->prepare_now(gsg->_prepared_objects, gsg);
if (tc == (TextureContext*)NULL) {
continue;
}
int texunit = cgGetParameterResourceIndex(p);
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
GLenum target = gsg->get_texture_target(tex->get_texture_type());
if (target == GL_NONE) {
// Unsupported texture mode.
continue;
}
GLP(Enable)(target);
gsg->apply_texture(tc);
}
#endif
}