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():
44 static Require _req(ARB_shader_objects);
46 id = glCreateProgram();
47 fill(stage_ids, stage_ids+MAX_STAGES, 0);
50 OpenGLProgram::~OpenGLProgram()
52 for(unsigned i=0; i<MAX_STAGES; ++i)
54 glDeleteShader(stage_ids[i]);
58 bool OpenGLProgram::has_stages() const
60 for(unsigned i=0; i<MAX_STAGES; ++i)
66 unsigned OpenGLProgram::add_stage(Stage type)
71 case VERTEX: { static Require _req(ARB_vertex_shader); gl_type = GL_VERTEX_SHADER; } break;
72 case GEOMETRY: { static Require _req(ARB_geometry_shader4); gl_type = GL_GEOMETRY_SHADER; } break;
73 case FRAGMENT: { static Require _req(ARB_fragment_shader); gl_type = GL_FRAGMENT_SHADER; } break;
74 default: throw invalid_argument("Program::add_stage");
78 throw invalid_operation("Program::add_stage");
80 unsigned stage_id = glCreateShader(gl_type);
81 stage_ids[type] = stage_id;
82 glAttachShader(id, stage_id);
85 if(!debug_name.empty() && KHR_debug)
86 set_stage_debug_name(stage_id, type);
92 void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
94 SL::Compiler compiler;
95 compiler.set_source(mod.get_prepared_source(), "<module>");
96 compiler.specialize(spec_values);
97 compiler.compile(SL::Compiler::PROGRAM);
99 string diagnostics = compiler.get_diagnostics();
100 if(!diagnostics.empty())
101 IO::print("Program diagnostics:\n%s\n", diagnostics);
104 vector<SL::Stage::Type> stages = compiler.get_stages();
106 throw invalid_argument("Program::add_glsl_stages");
108 for(SL::Stage::Type st: stages)
110 unsigned stage_id = 0;
113 case SL::Stage::VERTEX: stage_id = add_stage(VERTEX); break;
114 case SL::Stage::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
115 case SL::Stage::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
116 default: throw invalid_operation("Program::add_glsl_stages");
119 string stage_src = compiler.get_stage_glsl(st);
120 const char *src_ptr = stage_src.data();
121 int src_len = stage_src.size();
122 glShaderSource(stage_id, 1, &src_ptr, &src_len);
124 if(st==SL::Stage::VERTEX)
126 for(const auto &kvp: compiler.get_vertex_attributes())
127 glBindAttribLocation(id, kvp.second, kvp.first.c_str());
130 if(st==SL::Stage::FRAGMENT && EXT_gpu_shader4)
132 for(const auto &kvp: compiler.get_fragment_outputs())
133 glBindFragDataLocation(id, kvp.second, kvp.first.c_str());
136 compile_glsl_stage(mod, stage_id);
139 transient.textures = compiler.get_texture_bindings();
140 transient.blocks = compiler.get_uniform_block_bindings();
143 void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
145 glCompileShader(stage_id);
147 glGetShaderiv(stage_id, GL_COMPILE_STATUS, &status);
149 int info_log_len = 0;
150 glGetShaderiv(stage_id, GL_INFO_LOG_LENGTH, &info_log_len);
151 string info_log(info_log_len+1, 0);
152 glGetShaderInfoLog(stage_id, info_log_len+1, &info_log_len, &info_log[0]);
153 info_log.erase(info_log_len);
154 info_log = mod.get_source_map().translate_errors(info_log);
157 throw compile_error(info_log);
159 if(!info_log.empty())
160 IO::print("Shader compile info log:\n%s", info_log);
164 void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values, TransientData &transient)
166 static Require _req(ARB_gl_spirv);
167 static Require _req2(ARB_ES2_compatibility);
169 unsigned n_stages = 0;
170 unsigned used_stage_ids[MAX_STAGES];
171 for(const SpirVModule::EntryPoint &e: mod.get_entry_points())
173 unsigned stage_id = 0;
176 case SpirVModule::VERTEX: stage_id = add_stage(VERTEX); break;
177 case SpirVModule::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
178 case SpirVModule::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
179 default: throw invalid_operation("Program::add_spirv_stages");
182 used_stage_ids[n_stages++] = stage_id;
186 throw invalid_argument("Program::add_spirv_stages");
188 const vector<uint32_t> &code = mod.get_code();
189 glShaderBinary(n_stages, used_stage_ids, GL_SHADER_BINARY_FORMAT_SPIR_V, &code[0], code.size()*4);
191 const vector<SpirVModule::Constant> &spec_consts = mod.get_spec_constants();
192 vector<unsigned> spec_id_array;
193 vector<unsigned> spec_value_array;
194 spec_id_array.reserve(spec_consts.size());
195 spec_value_array.reserve(spec_consts.size());
196 for(const SpirVModule::Constant &c: spec_consts)
198 auto i = spec_values.find(c.name);
199 if(i!=spec_values.end())
201 spec_id_array.push_back(c.constant_id);
202 spec_value_array.push_back(i->second);
203 transient.spec_values[c.constant_id] = i->second;
207 auto j = mod.get_entry_points().begin();
208 for(unsigned i=0; i<MAX_STAGES; ++i)
210 glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
213 void OpenGLProgram::finalize(const Module &mod)
217 glGetProgramiv(id, GL_LINK_STATUS, &status);
220 int info_log_len = 0;
221 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &info_log_len);
222 string info_log(info_log_len+1, 0);
223 glGetProgramInfoLog(id, info_log_len+1, &info_log_len, &info_log[0]);
224 info_log.erase(info_log_len);
225 if(mod.get_format()==Module::GLSL)
226 info_log = static_cast<const GlslModule &>(mod).get_source_map().translate_errors(info_log);
229 throw compile_error(info_log);
231 if(!info_log.empty())
232 IO::print("Program link info log:\n%s", info_log);
236 void OpenGLProgram::query_uniforms()
238 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
241 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, reinterpret_cast<int *>(&count));
242 rd.uniforms.reserve(count);
243 vector<string> uniform_names(count);
244 for(unsigned i=0; i<count; ++i)
250 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
251 if(len && strncmp(name, "gl_", 3))
253 /* Some implementations report the first element of a uniform array,
254 others report just the name of the array itself. */
255 if(len>3 && !strcmp(name+len-3, "[0]"))
258 rd.uniforms.push_back(ReflectData::UniformInfo());
259 ReflectData::UniformInfo &info = rd.uniforms.back();
262 info.array_size = size;
263 info.type = from_gl_type(type);
264 uniform_names[i] = name;
268 sort_member(rd.uniforms, &ReflectData::UniformInfo::tag);
270 if(ARB_uniform_buffer_object)
272 vector<ReflectData::UniformInfo *> uniforms_by_index(count);
273 for(unsigned i=0; i<count; ++i)
274 if(!uniform_names[i].empty())
275 // The element is already known to be present
276 uniforms_by_index[i] = &*lower_bound_member(rd.uniforms, Tag(uniform_names[i]), &ReflectData::UniformInfo::tag);
277 query_uniform_blocks(uniforms_by_index);
280 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
281 ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
283 for(ReflectData::UniformInfo &u: rd.uniforms)
286 u.location = glGetUniformLocation(id, u.name.c_str());
287 u.block = &default_block;
288 u.array_stride = get_type_size(u.type);
289 if(is_matrix(u.type))
290 u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
291 default_block.uniforms.push_back(&u);
295 UniformCall::FuncPtr func = 0;
297 glGetUniformiv(id, u.location, &u.binding);
298 else if(u.type==FLOAT)
299 func = &uniform_wrapper<float, glUniform1fv>;
300 else if(u.type==FLOAT_VEC2)
301 func = &uniform_wrapper<float, glUniform2fv>;
302 else if(u.type==FLOAT_VEC3)
303 func = &uniform_wrapper<float, glUniform3fv>;
304 else if(u.type==FLOAT_VEC4)
305 func = &uniform_wrapper<float, glUniform4fv>;
307 func = &uniform_wrapper<int, glUniform1iv>;
308 else if(u.type==INT_VEC2)
309 func = &uniform_wrapper<int, glUniform2iv>;
310 else if(u.type==INT_VEC3)
311 func = &uniform_wrapper<int, glUniform3iv>;
312 else if(u.type==INT_VEC4)
313 func = &uniform_wrapper<int, glUniform4iv>;
314 else if(u.type==FLOAT_MAT2)
315 func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
316 else if(u.type==FLOAT_MAT3)
317 func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
318 else if(u.type==FLOAT_MAT4)
319 func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
320 else if(u.type==FLOAT_MAT2x3)
321 func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
322 else if(u.type==FLOAT_MAT3x2)
323 func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
324 else if(u.type==FLOAT_MAT2x4)
325 func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
326 else if(u.type==FLOAT_MAT4x2)
327 func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
328 else if(u.type==FLOAT_MAT3x4)
329 func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
330 else if(u.type==FLOAT_MAT4x3)
331 func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
334 uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
338 default_block.sort_uniforms();
339 if(!default_block.uniforms.empty())
341 const ReflectData::UniformInfo &uni = *default_block.uniforms.back();
342 default_block.data_size = uni.location*16+uni.array_size*get_type_size(uni.type);
344 default_block.update_layout_hash();
345 rd.update_layout_hash();
348 void OpenGLProgram::query_uniform_blocks(const vector<ReflectData::UniformInfo *> &uniforms_by_index)
350 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
353 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, reinterpret_cast<int *>(&count));
354 // Reserve an extra index for the default block
355 rd.uniform_blocks.reserve(count+1);
356 for(unsigned i=0; i<count; ++i)
360 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
361 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
362 ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
366 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
367 info.data_size = value;
369 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_BINDING, &value);
370 info.bind_point = value;
372 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
373 vector<int> indices(value);
374 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
377 if(!uniforms_by_index[j])
378 throw logic_error("Program::link");
379 info.uniforms.push_back(uniforms_by_index[j]);
380 uniforms_by_index[j]->block = &info;
383 vector<unsigned> query_indices(indices.begin(), indices.end());
384 vector<int> values(indices.size());
385 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_OFFSET, &values[0]);
386 for(unsigned j=0; j<indices.size(); ++j)
387 uniforms_by_index[indices[j]]->offset = values[j];
389 query_indices.clear();
391 if(uniforms_by_index[j]->array_size>1)
392 query_indices.push_back(j);
393 if(!query_indices.empty())
395 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
396 for(unsigned j=0; j<query_indices.size(); ++j)
397 uniforms_by_index[query_indices[j]]->array_stride = values[j];
400 query_indices.clear();
403 DataType t = uniforms_by_index[j]->type;
405 query_indices.push_back(j);
407 if(!query_indices.empty())
409 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
410 for(unsigned j=0; j<query_indices.size(); ++j)
411 uniforms_by_index[query_indices[j]]->matrix_stride = values[j];
414 info.sort_uniforms();
415 info.update_layout_hash();
419 void OpenGLProgram::query_attributes()
421 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
424 glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, reinterpret_cast<int *>(&count));
425 rd.attributes.reserve(count);
426 for(unsigned i=0; i<count; ++i)
432 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
433 if(len && strncmp(name, "gl_", 3))
435 if(len>3 && !strcmp(name+len-3, "[0]"))
438 rd.attributes.push_back(ReflectData::AttributeInfo());
439 ReflectData::AttributeInfo &info = rd.attributes.back();
441 info.location = glGetAttribLocation(id, name);
442 info.array_size = size;
443 info.type = from_gl_type(type);
448 void OpenGLProgram::apply_bindings(const TransientData &transient)
450 ReflectData &rd = static_cast<Program *>(this)->reflect_data;
452 for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
454 auto j = transient.blocks.find(rd.uniform_blocks[i].name);
455 if(j!=transient.blocks.end())
457 glUniformBlockBinding(id, i, j->second);
458 rd.uniform_blocks[i].bind_point = j->second;
462 if(!ARB_separate_shader_objects)
464 for(const auto &kvp: transient.textures)
466 int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
469 if(ARB_separate_shader_objects)
470 glProgramUniform1i(id, location, kvp.second);
472 glUniform1i(location, kvp.second);
477 void OpenGLProgram::set_debug_name(const string &name)
483 glObjectLabel(GL_PROGRAM, id, name.size(), name.c_str());
484 for(unsigned i=0; i<MAX_STAGES; ++i)
486 set_stage_debug_name(stage_ids[i], static_cast<Stage>(i));
493 void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
496 static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]" };
497 string name = debug_name+suffixes[type];
498 glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
500 (void)stage_id; (void)type;