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Use default member initializers for simple types
[libs/gl.git] / source / backends / opengl / program_backend.cpp
1 #include <cstring>
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>
15 #include "error.h"
16 #include "program.h"
17 #include "program_backend.h"
18 #include "glsl/compiler.h"
19
20 using namespace std;
21
22 namespace {
23
24 template<typename T, void (*&func)(GLint, GLsizei, const T *)>
25 void uniform_wrapper(unsigned index, unsigned count, const void *data)
26 {
27         func(index, count, static_cast<const T *>(data));
28 }
29
30 template<typename T, void (*&func)(GLint, GLsizei, GLboolean, const T *)>
31 void uniform_matrix_wrapper(unsigned index, unsigned count, const void *data)
32 {
33         func(index, count, false, static_cast<const T *>(data));
34 }
35
36 }
37
38 namespace Msp {
39 namespace GL {
40
41 OpenGLProgram::OpenGLProgram()
42 {
43         static Require _req(ARB_shader_objects);
44
45         id = glCreateProgram();
46 }
47
48 OpenGLProgram::~OpenGLProgram()
49 {
50         for(unsigned i=0; i<MAX_STAGES; ++i)
51                 if(stage_ids[i])
52                         glDeleteShader(stage_ids[i]);
53         glDeleteProgram(id);
54 }
55
56 bool OpenGLProgram::has_stages() const
57 {
58         for(unsigned i=0; i<MAX_STAGES; ++i)
59                 if(stage_ids[i])
60                         return true;
61         return false;
62 }
63
64 unsigned OpenGLProgram::add_stage(Stage type)
65 {
66         GLenum gl_type;
67         switch(type)
68         {
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");
73         }
74
75         if(stage_ids[type])
76                 throw invalid_operation("Program::add_stage");
77
78         unsigned stage_id = glCreateShader(gl_type);
79         stage_ids[type] = stage_id;
80         glAttachShader(id, stage_id);
81
82 #ifdef DEBUG
83         if(!debug_name.empty() && KHR_debug)
84                 set_stage_debug_name(stage_id, type);
85 #endif
86
87         return stage_id;
88 }
89
90 void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
91 {
92         SL::Compiler compiler;
93         compiler.set_source(mod.get_prepared_source(), "<module>");
94         compiler.specialize(spec_values);
95         compiler.compile(SL::Compiler::PROGRAM);
96 #ifdef DEBUG
97         string diagnostics = compiler.get_diagnostics();
98         if(!diagnostics.empty())
99                 IO::print("Program diagnostics:\n%s\n", diagnostics);
100 #endif
101
102         vector<SL::Stage::Type> stages = compiler.get_stages();
103         if(stages.empty())
104                 throw invalid_argument("Program::add_glsl_stages");
105
106         for(SL::Stage::Type st: stages)
107         {
108                 unsigned stage_id = 0;
109                 switch(st)
110                 {
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");
115                 }
116
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);
121
122                 if(st==SL::Stage::VERTEX)
123                 {
124                         for(const auto &kvp: compiler.get_vertex_attributes())
125                                 glBindAttribLocation(id, kvp.second, kvp.first.c_str());
126                 }
127
128                 if(st==SL::Stage::FRAGMENT && EXT_gpu_shader4)
129                 {
130                         for(const auto &kvp: compiler.get_fragment_outputs())
131                                 glBindFragDataLocation(id, kvp.second, kvp.first.c_str());
132                 }
133
134                 compile_glsl_stage(mod, stage_id);
135         }
136
137         transient.textures = compiler.get_texture_bindings();
138         transient.blocks = compiler.get_uniform_block_bindings();
139 }
140
141 void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
142 {
143         glCompileShader(stage_id);
144         int status = 0;
145         glGetShaderiv(stage_id, GL_COMPILE_STATUS, &status);
146
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);
153
154         if(!status)
155                 throw compile_error(info_log);
156 #ifdef DEBUG
157         if(!info_log.empty())
158                 IO::print("Shader compile info log:\n%s", info_log);
159 #endif
160 }
161
162 void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values, TransientData &transient)
163 {
164         static Require _req(ARB_gl_spirv);
165         static Require _req2(ARB_ES2_compatibility);
166
167         unsigned n_stages = 0;
168         unsigned used_stage_ids[MAX_STAGES];
169         for(const SpirVModule::EntryPoint &e: mod.get_entry_points())
170         {
171                 unsigned stage_id = 0;
172                 switch(e.stage)
173                 {
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");
178                 }
179
180                 used_stage_ids[n_stages++] = stage_id;
181         }
182
183         if(!n_stages)
184                 throw invalid_argument("Program::add_spirv_stages");
185
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);
188
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)
195         {
196                 auto i = spec_values.find(c.name);
197                 if(i!=spec_values.end())
198                 {
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;
202                 }
203         }
204
205         auto j = mod.get_entry_points().begin();
206         for(unsigned i=0; i<MAX_STAGES; ++i)
207                 if(stage_ids[i])
208                         glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
209 }
210
211 void OpenGLProgram::finalize(const Module &mod)
212 {
213         glLinkProgram(id);
214         int status = 0;
215         glGetProgramiv(id, GL_LINK_STATUS, &status);
216         linked = status;
217
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);
225
226         if(!linked)
227                 throw compile_error(info_log);
228 #ifdef DEBUG
229         if(!info_log.empty())
230                 IO::print("Program link info log:\n%s", info_log);
231 #endif
232 }
233
234 void OpenGLProgram::query_uniforms()
235 {
236         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
237
238         unsigned count = 0;
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)
243         {
244                 char name[128];
245                 int len = 0;
246                 int size;
247                 GLenum type;
248                 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
249                 if(len && strncmp(name, "gl_", 3))
250                 {
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]"))
254                                 name[len-3] = 0;
255
256                         rd.uniforms.push_back(ReflectData::UniformInfo());
257                         ReflectData::UniformInfo &info = rd.uniforms.back();
258                         info.name = name;
259                         info.tag = name;
260                         info.array_size = size;
261                         info.type = from_gl_type(type);
262                         uniform_names[i] = name;
263                 }
264         }
265
266         sort_member(rd.uniforms, &ReflectData::UniformInfo::tag);
267
268         if(ARB_uniform_buffer_object)
269         {
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);
276         }
277
278         rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
279         ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
280
281         for(ReflectData::UniformInfo &u: rd.uniforms)
282                 if(!u.block)
283                 {
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);
290
291                         if(u.location>=0)
292                         {
293                                 UniformCall::FuncPtr func = 0;
294                                 if(is_image(u.type))
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>;
304                                 else if(u.type==INT)
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>;
330
331                                 if(func)
332                                         uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
333                         }
334                 }
335
336         default_block.sort_uniforms();
337         if(!default_block.uniforms.empty())
338         {
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);
341         }
342         default_block.update_layout_hash();
343         rd.update_layout_hash();
344 }
345
346 void OpenGLProgram::query_uniform_blocks(const vector<ReflectData::UniformInfo *> &uniforms_by_index)
347 {
348         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
349
350         unsigned count = 0;
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)
355         {
356                 char name[128];
357                 int len;
358                 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
359                 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
360                 ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
361                 info.name = name;
362
363                 int value;
364                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
365                 info.data_size = value;
366
367                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_BINDING, &value);
368                 info.bind_point = value;
369
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]);
373                 for(int j: indices)
374                 {
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;
379                 }
380
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];
386
387                 query_indices.clear();
388                 for(int j: indices)
389                         if(uniforms_by_index[j]->array_size>1)
390                                 query_indices.push_back(j);
391                 if(!query_indices.empty())
392                 {
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];
396                 }
397
398                 query_indices.clear();
399                 for(int j: indices)
400                 {
401                         DataType t = uniforms_by_index[j]->type;
402                         if(is_matrix(t))
403                                 query_indices.push_back(j);
404                 }
405                 if(!query_indices.empty())
406                 {
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];
410                 }
411
412                 info.sort_uniforms();
413                 info.update_layout_hash();
414         }
415 }
416
417 void OpenGLProgram::query_attributes()
418 {
419         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
420
421         unsigned count = 0;
422         glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, reinterpret_cast<int *>(&count));
423         rd.attributes.reserve(count);
424         for(unsigned i=0; i<count; ++i)
425         {
426                 char name[128];
427                 int len = 0;
428                 int size;
429                 GLenum type;
430                 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
431                 if(len && strncmp(name, "gl_", 3))
432                 {
433                         if(len>3 && !strcmp(name+len-3, "[0]"))
434                                 name[len-3] = 0;
435
436                         rd.attributes.push_back(ReflectData::AttributeInfo());
437                         ReflectData::AttributeInfo &info = rd.attributes.back();
438                         info.name = name;
439                         info.location = glGetAttribLocation(id, name);
440                         info.array_size = size;
441                         info.type = from_gl_type(type);
442                 }
443         }
444 }
445
446 void OpenGLProgram::apply_bindings(const TransientData &transient)
447 {
448         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
449
450         for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
451         {
452                 auto j = transient.blocks.find(rd.uniform_blocks[i].name);
453                 if(j!=transient.blocks.end())
454                 {
455                         glUniformBlockBinding(id, i, j->second);
456                         rd.uniform_blocks[i].bind_point = j->second;
457                 }
458         }
459
460         if(!ARB_separate_shader_objects)
461                 glUseProgram(id);
462         for(const auto &kvp: transient.textures)
463         {
464                 int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
465                 if(location>=0)
466                 {
467                         if(ARB_separate_shader_objects)
468                                 glProgramUniform1i(id, location, kvp.second);
469                         else
470                                 glUniform1i(location, kvp.second);
471                 }
472         }
473 }
474
475 void OpenGLProgram::set_debug_name(const string &name)
476 {
477 #ifdef DEBUG
478         debug_name = name;
479         if(KHR_debug)
480         {
481                 glObjectLabel(GL_PROGRAM, id, name.size(), name.c_str());
482                 for(unsigned i=0; i<MAX_STAGES; ++i)
483                         if(stage_ids[i])
484                                 set_stage_debug_name(stage_ids[i], static_cast<Stage>(i));
485         }
486 #else
487         (void)name;
488 #endif
489 }
490
491 void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
492 {
493 #ifdef DEBUG
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());
497 #else
498         (void)stage_id; (void)type;
499 #endif
500 }
501
502 } // namespace GL
503 } // namespace Msp