2 #include <msp/core/algorithm.h>
3 #include <msp/gl/extensions/arb_es2_compatibility.h>
4 #include <msp/gl/extensions/arb_fragment_shader.h>
5 #include <msp/gl/extensions/arb_gl_spirv.h>
6 #include <msp/gl/extensions/arb_geometry_shader4.h>
7 #include <msp/gl/extensions/arb_separate_shader_objects.h>
8 #include <msp/gl/extensions/arb_shader_objects.h>
9 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
10 #include <msp/gl/extensions/arb_vertex_shader.h>
11 #include <msp/gl/extensions/ext_gpu_shader4.h>
12 #include <msp/gl/extensions/khr_debug.h>
13 #include <msp/gl/extensions/nv_non_square_matrices.h>
14 #include <msp/io/print.h>
17 #include "program_backend.h"
18 #include "glsl/compiler.h"
24 template<typename T, void (*&func)(GLint, GLsizei, const T *)>
25 void uniform_wrapper(unsigned index, unsigned count, const void *data)
27 func(index, count, static_cast<const T *>(data));
30 template<typename T, void (*&func)(GLint, GLsizei, GLboolean, const T *)>
31 void uniform_matrix_wrapper(unsigned index, unsigned count, const void *data)
33 func(index, count, false, static_cast<const T *>(data));
41 OpenGLProgram::OpenGLProgram()
43 static Require _req(ARB_shader_objects);
45 id = glCreateProgram();
48 OpenGLProgram::~OpenGLProgram()
50 for(unsigned i=0; i<MAX_STAGES; ++i)
52 glDeleteShader(stage_ids[i]);
56 bool OpenGLProgram::has_stages() const
58 for(unsigned i=0; i<MAX_STAGES; ++i)
64 unsigned OpenGLProgram::add_stage(Stage type)
69 case VERTEX: { static Require _req(ARB_vertex_shader); gl_type = GL_VERTEX_SHADER; } break;
70 case GEOMETRY: { static Require _req(ARB_geometry_shader4); gl_type = GL_GEOMETRY_SHADER; } break;
71 case FRAGMENT: { static Require _req(ARB_fragment_shader); gl_type = GL_FRAGMENT_SHADER; } break;
72 default: throw invalid_argument("Program::add_stage");
76 throw invalid_operation("Program::add_stage");
78 unsigned stage_id = glCreateShader(gl_type);
79 stage_ids[type] = stage_id;
80 glAttachShader(id, stage_id);
83 if(!debug_name.empty() && KHR_debug)
84 set_stage_debug_name(stage_id, type);
90 void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
92 SL::Compiler compiler;
93 compiler.set_source(mod.get_prepared_source(), "<module>");
94 compiler.specialize(spec_values);
95 compiler.compile(SL::Compiler::PROGRAM);
97 string diagnostics = compiler.get_diagnostics();
98 if(!diagnostics.empty())
99 IO::print("Program diagnostics:\n%s\n", diagnostics);
102 vector<SL::Stage::Type> stages = compiler.get_stages();
104 throw invalid_argument("Program::add_glsl_stages");
106 for(SL::Stage::Type st: stages)
108 unsigned stage_id = 0;
111 case SL::Stage::VERTEX: stage_id = add_stage(VERTEX); break;
112 case SL::Stage::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
113 case SL::Stage::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
114 default: throw invalid_operation("Program::add_glsl_stages");
117 string stage_src = compiler.get_stage_glsl(st);
118 const char *src_ptr = stage_src.data();
119 int src_len = stage_src.size();
120 glShaderSource(stage_id, 1, &src_ptr, &src_len);
122 if(st==SL::Stage::VERTEX)
124 for(const auto &kvp: compiler.get_vertex_attributes())
125 glBindAttribLocation(id, kvp.second, kvp.first.c_str());
128 if(st==SL::Stage::FRAGMENT && EXT_gpu_shader4)
130 for(const auto &kvp: compiler.get_fragment_outputs())
131 glBindFragDataLocation(id, kvp.second, kvp.first.c_str());
134 compile_glsl_stage(mod, stage_id);
137 transient.textures = compiler.get_texture_bindings();
138 transient.blocks = compiler.get_uniform_block_bindings();
141 void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
143 glCompileShader(stage_id);
145 glGetShaderiv(stage_id, GL_COMPILE_STATUS, &status);
147 int info_log_len = 0;
148 glGetShaderiv(stage_id, GL_INFO_LOG_LENGTH, &info_log_len);
149 string info_log(info_log_len+1, 0);
150 glGetShaderInfoLog(stage_id, info_log_len+1, &info_log_len, &info_log[0]);
151 info_log.erase(info_log_len);
152 info_log = mod.get_source_map().translate_errors(info_log);
155 throw compile_error(info_log);
157 if(!info_log.empty())
158 IO::print("Shader compile info log:\n%s", info_log);
162 void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values, TransientData &transient)
164 static Require _req(ARB_gl_spirv);
165 static Require _req2(ARB_ES2_compatibility);
167 unsigned n_stages = 0;
168 unsigned used_stage_ids[MAX_STAGES];
169 for(const SpirVModule::EntryPoint &e: mod.get_entry_points())
171 unsigned stage_id = 0;
174 case SpirVModule::VERTEX: stage_id = add_stage(VERTEX); break;
175 case SpirVModule::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
176 case SpirVModule::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
177 default: throw invalid_operation("Program::add_spirv_stages");
180 used_stage_ids[n_stages++] = stage_id;
184 throw invalid_argument("Program::add_spirv_stages");
186 const vector<uint32_t> &code = mod.get_code();
187 glShaderBinary(n_stages, used_stage_ids, GL_SHADER_BINARY_FORMAT_SPIR_V, &code[0], code.size()*4);
189 const vector<SpirVModule::Constant> &spec_consts = mod.get_spec_constants();
190 vector<unsigned> spec_id_array;
191 vector<unsigned> spec_value_array;
192 spec_id_array.reserve(spec_consts.size());
193 spec_value_array.reserve(spec_consts.size());
194 for(const SpirVModule::Constant &c: spec_consts)
196 auto i = spec_values.find(c.name);
197 if(i!=spec_values.end())
199 spec_id_array.push_back(c.constant_id);
200 spec_value_array.push_back(i->second);
201 transient.spec_values[c.constant_id] = i->second;
205 auto j = mod.get_entry_points().begin();
206 for(unsigned i=0; i<MAX_STAGES; ++i)
208 glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
211 void OpenGLProgram::finalize(const Module &mod)
215 glGetProgramiv(id, GL_LINK_STATUS, &status);
218 int info_log_len = 0;
219 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &info_log_len);
220 string info_log(info_log_len+1, 0);
221 glGetProgramInfoLog(id, info_log_len+1, &info_log_len, &info_log[0]);
222 info_log.erase(info_log_len);
223 if(mod.get_format()==Module::GLSL)
224 info_log = static_cast<const GlslModule &>(mod).get_source_map().translate_errors(info_log);
227 throw compile_error(info_log);
229 if(!info_log.empty())
230 IO::print("Program link info log:\n%s", info_log);
234 void OpenGLProgram::query_uniforms()
236 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
239 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, reinterpret_cast<int *>(&count));
240 rd.uniforms.reserve(count);
241 vector<string> uniform_names(count);
242 for(unsigned i=0; i<count; ++i)
248 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
249 if(len && strncmp(name, "gl_", 3))
251 /* Some implementations report the first element of a uniform array,
252 others report just the name of the array itself. */
253 if(len>3 && !strcmp(name+len-3, "[0]"))
256 rd.uniforms.push_back(ReflectData::UniformInfo());
257 ReflectData::UniformInfo &info = rd.uniforms.back();
260 info.array_size = size;
261 info.type = from_gl_type(type);
262 uniform_names[i] = name;
266 sort_member(rd.uniforms, &ReflectData::UniformInfo::tag);
268 if(ARB_uniform_buffer_object)
270 vector<ReflectData::UniformInfo *> uniforms_by_index(count);
271 for(unsigned i=0; i<count; ++i)
272 if(!uniform_names[i].empty())
273 // The element is already known to be present
274 uniforms_by_index[i] = &*lower_bound_member(rd.uniforms, Tag(uniform_names[i]), &ReflectData::UniformInfo::tag);
275 query_uniform_blocks(uniforms_by_index);
278 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
279 ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
281 for(ReflectData::UniformInfo &u: rd.uniforms)
284 u.location = glGetUniformLocation(id, u.name.c_str());
285 u.block = &default_block;
286 u.array_stride = get_type_size(u.type);
287 if(is_matrix(u.type))
288 u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
289 default_block.uniforms.push_back(&u);
293 UniformCall::FuncPtr func = 0;
295 glGetUniformiv(id, u.location, &u.binding);
296 else if(u.type==FLOAT)
297 func = &uniform_wrapper<float, glUniform1fv>;
298 else if(u.type==FLOAT_VEC2)
299 func = &uniform_wrapper<float, glUniform2fv>;
300 else if(u.type==FLOAT_VEC3)
301 func = &uniform_wrapper<float, glUniform3fv>;
302 else if(u.type==FLOAT_VEC4)
303 func = &uniform_wrapper<float, glUniform4fv>;
305 func = &uniform_wrapper<int, glUniform1iv>;
306 else if(u.type==INT_VEC2)
307 func = &uniform_wrapper<int, glUniform2iv>;
308 else if(u.type==INT_VEC3)
309 func = &uniform_wrapper<int, glUniform3iv>;
310 else if(u.type==INT_VEC4)
311 func = &uniform_wrapper<int, glUniform4iv>;
312 else if(u.type==FLOAT_MAT2)
313 func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
314 else if(u.type==FLOAT_MAT3)
315 func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
316 else if(u.type==FLOAT_MAT4)
317 func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
318 else if(u.type==FLOAT_MAT2x3)
319 func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
320 else if(u.type==FLOAT_MAT3x2)
321 func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
322 else if(u.type==FLOAT_MAT2x4)
323 func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
324 else if(u.type==FLOAT_MAT4x2)
325 func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
326 else if(u.type==FLOAT_MAT3x4)
327 func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
328 else if(u.type==FLOAT_MAT4x3)
329 func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
332 uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
336 default_block.sort_uniforms();
337 if(!default_block.uniforms.empty())
339 const ReflectData::UniformInfo &uni = *default_block.uniforms.back();
340 default_block.data_size = uni.location*16+uni.array_size*get_type_size(uni.type);
342 default_block.update_layout_hash();
343 rd.update_layout_hash();
346 void OpenGLProgram::query_uniform_blocks(const vector<ReflectData::UniformInfo *> &uniforms_by_index)
348 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
351 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, reinterpret_cast<int *>(&count));
352 // Reserve an extra index for the default block
353 rd.uniform_blocks.reserve(count+1);
354 for(unsigned i=0; i<count; ++i)
358 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
359 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
360 ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
364 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
365 info.data_size = value;
367 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_BINDING, &value);
368 info.bind_point = value;
370 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
371 vector<int> indices(value);
372 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
375 if(!uniforms_by_index[j])
376 throw logic_error("Program::link");
377 info.uniforms.push_back(uniforms_by_index[j]);
378 uniforms_by_index[j]->block = &info;
381 vector<unsigned> query_indices(indices.begin(), indices.end());
382 vector<int> values(indices.size());
383 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_OFFSET, &values[0]);
384 for(unsigned j=0; j<indices.size(); ++j)
385 uniforms_by_index[indices[j]]->offset = values[j];
387 query_indices.clear();
389 if(uniforms_by_index[j]->array_size>1)
390 query_indices.push_back(j);
391 if(!query_indices.empty())
393 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
394 for(unsigned j=0; j<query_indices.size(); ++j)
395 uniforms_by_index[query_indices[j]]->array_stride = values[j];
398 query_indices.clear();
401 DataType t = uniforms_by_index[j]->type;
403 query_indices.push_back(j);
405 if(!query_indices.empty())
407 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
408 for(unsigned j=0; j<query_indices.size(); ++j)
409 uniforms_by_index[query_indices[j]]->matrix_stride = values[j];
412 info.sort_uniforms();
413 info.update_layout_hash();
417 void OpenGLProgram::query_attributes()
419 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
422 glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, reinterpret_cast<int *>(&count));
423 rd.attributes.reserve(count);
424 for(unsigned i=0; i<count; ++i)
430 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
431 if(len && strncmp(name, "gl_", 3))
433 if(len>3 && !strcmp(name+len-3, "[0]"))
436 rd.attributes.push_back(ReflectData::AttributeInfo());
437 ReflectData::AttributeInfo &info = rd.attributes.back();
439 info.location = glGetAttribLocation(id, name);
440 info.array_size = size;
441 info.type = from_gl_type(type);
446 void OpenGLProgram::apply_bindings(const TransientData &transient)
448 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
450 for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
452 auto j = transient.blocks.find(rd.uniform_blocks[i].name);
453 if(j!=transient.blocks.end())
455 glUniformBlockBinding(id, i, j->second);
456 rd.uniform_blocks[i].bind_point = j->second;
460 if(!ARB_separate_shader_objects)
462 for(const auto &kvp: transient.textures)
464 int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
467 if(ARB_separate_shader_objects)
468 glProgramUniform1i(id, location, kvp.second);
470 glUniform1i(location, kvp.second);
475 void OpenGLProgram::set_debug_name(const string &name)
481 glObjectLabel(GL_PROGRAM, id, name.size(), name.c_str());
482 for(unsigned i=0; i<MAX_STAGES; ++i)
484 set_stage_debug_name(stage_ids[i], static_cast<Stage>(i));
491 void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
494 static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]" };
495 string name = debug_name+suffixes[type];
496 glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
498 (void)stage_id; (void)type;