]> git.tdb.fi Git - libs/gl.git/blob - source/backends/opengl/program_backend.cpp
Remove support for array size specialization from the engine as well
[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("OpenGLProgram::add_stage");
73         }
74
75         if(stage_ids[type])
76                 throw invalid_operation("OpenGLProgram::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("OpenGLProgram::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("OpenGLProgram::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         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
141         rd.n_clip_distances = compiler.get_n_clip_distances();
142 }
143
144 void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
145 {
146         glCompileShader(stage_id);
147         int status = 0;
148         glGetShaderiv(stage_id, GL_COMPILE_STATUS, &status);
149
150         int info_log_len = 0;
151         glGetShaderiv(stage_id, GL_INFO_LOG_LENGTH, &info_log_len);
152         string info_log(info_log_len+1, 0);
153         glGetShaderInfoLog(stage_id, info_log_len+1, &info_log_len, &info_log[0]);
154         info_log.erase(info_log_len);
155         info_log = mod.get_source_map().translate_errors(info_log);
156
157         if(!status)
158                 throw compile_error(info_log);
159 #ifdef DEBUG
160         if(!info_log.empty())
161                 IO::print("Shader compile info log:\n%s", info_log);
162 #endif
163 }
164
165 void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values)
166 {
167         static Require _req(ARB_gl_spirv);
168         static Require _req2(ARB_ES2_compatibility);
169
170         unsigned n_stages = 0;
171         unsigned used_stage_ids[MAX_STAGES];
172         for(const SpirVModule::EntryPoint &e: mod.get_entry_points())
173         {
174                 unsigned stage_id = 0;
175                 switch(e.stage)
176                 {
177                 case SpirVModule::VERTEX: stage_id = add_stage(VERTEX); break;
178                 case SpirVModule::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
179                 case SpirVModule::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
180                 default: throw invalid_operation("OpenGLProgram::add_spirv_stages");
181                 }
182
183                 used_stage_ids[n_stages++] = stage_id;
184         }
185
186         if(!n_stages)
187                 throw invalid_argument("OpenGLProgram::add_spirv_stages");
188
189         const vector<uint32_t> &code = mod.get_code();
190         glShaderBinary(n_stages, used_stage_ids, GL_SHADER_BINARY_FORMAT_SPIR_V, &code[0], code.size()*4);
191
192         const vector<SpirVModule::Constant> &spec_consts = mod.get_spec_constants();
193         vector<unsigned> spec_id_array;
194         vector<unsigned> spec_value_array;
195         spec_id_array.reserve(spec_consts.size());
196         spec_value_array.reserve(spec_consts.size());
197         for(const SpirVModule::Constant &c: spec_consts)
198         {
199                 auto i = spec_values.find(c.name);
200                 if(i!=spec_values.end())
201                 {
202                         spec_id_array.push_back(c.constant_id);
203                         spec_value_array.push_back(i->second);
204                 }
205         }
206
207         auto j = mod.get_entry_points().begin();
208         for(unsigned i=0; i<MAX_STAGES; ++i)
209                 if(stage_ids[i])
210                         glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
211 }
212
213 void OpenGLProgram::finalize(const Module &mod, TransientData &transient)
214 {
215         glLinkProgram(id);
216         int status = 0;
217         glGetProgramiv(id, GL_LINK_STATUS, &status);
218         linked = status;
219
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);
227
228         if(!linked)
229                 throw compile_error(info_log);
230 #ifdef DEBUG
231         if(!info_log.empty())
232                 IO::print("Program link info log:\n%s", info_log);
233 #endif
234
235         if(mod.get_format()==Module::GLSL)
236         {
237                 query_uniforms();
238                 query_attributes();
239                 apply_bindings(transient);
240         }
241 }
242
243 void OpenGLProgram::query_uniforms()
244 {
245         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
246
247         unsigned count = 0;
248         glGetProgramiv(id, GL_ACTIVE_UNIFORMS, reinterpret_cast<int *>(&count));
249         rd.uniforms.reserve(count);
250         vector<string> uniform_names(count);
251         for(unsigned i=0; i<count; ++i)
252         {
253                 char name[128];
254                 int len = 0;
255                 int size;
256                 GLenum type;
257                 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
258                 if(len && strncmp(name, "gl_", 3))
259                 {
260                         /* Some implementations report the first element of a uniform array,
261                         others report just the name of the array itself. */
262                         if(len>3 && !strcmp(name+len-3, "[0]"))
263                                 name[len-3] = 0;
264
265                         rd.uniforms.push_back(ReflectData::UniformInfo());
266                         ReflectData::UniformInfo &info = rd.uniforms.back();
267                         info.name = name;
268                         info.tag = name;
269                         info.array_size = size;
270                         info.type = from_gl_type(type);
271                         uniform_names[i] = name;
272                 }
273         }
274
275         sort_member(rd.uniforms, &ReflectData::UniformInfo::tag);
276
277         if(ARB_uniform_buffer_object)
278         {
279                 vector<ReflectData::UniformInfo *> uniforms_by_index(count);
280                 for(unsigned i=0; i<count; ++i)
281                         if(!uniform_names[i].empty())
282                                 // The element is already known to be present
283                                 uniforms_by_index[i] = &*lower_bound_member(rd.uniforms, Tag(uniform_names[i]), &ReflectData::UniformInfo::tag);
284                 query_uniform_blocks(uniforms_by_index);
285         }
286
287         rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
288         ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
289
290         for(ReflectData::UniformInfo &u: rd.uniforms)
291                 if(!u.block)
292                 {
293                         u.location = glGetUniformLocation(id, u.name.c_str());
294                         u.block = &default_block;
295                         u.array_stride = get_type_size(u.type);
296                         if(is_matrix(u.type))
297                                 u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
298                         default_block.uniforms.push_back(&u);
299
300                         if(is_image(u.type) && u.location>=0)
301                                 glGetUniformiv(id, u.location, &u.binding);
302                 }
303
304         default_block.sort_uniforms();
305         default_block.update_layout_hash();
306         rd.update_layout_hash();
307 }
308
309 void OpenGLProgram::query_uniform_blocks(const vector<ReflectData::UniformInfo *> &uniforms_by_index)
310 {
311         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
312
313         unsigned count = 0;
314         glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, reinterpret_cast<int *>(&count));
315         // Reserve an extra index for the default block
316         rd.uniform_blocks.reserve(count+1);
317         for(unsigned i=0; i<count; ++i)
318         {
319                 char name[128];
320                 int len;
321                 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
322                 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
323                 ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
324                 info.name = name;
325
326                 int value;
327                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
328                 info.data_size = value;
329
330                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_BINDING, &value);
331                 info.bind_point = value;
332
333                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
334                 vector<int> indices(value);
335                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
336                 for(int j: indices)
337                 {
338                         if(!uniforms_by_index[j])
339                                 throw logic_error("OpenGLProgram::query_uniform_blocks");
340                         info.uniforms.push_back(uniforms_by_index[j]);
341                         uniforms_by_index[j]->block = &info;
342                 }
343
344                 vector<unsigned> query_indices(indices.begin(), indices.end());
345                 vector<int> values(indices.size());
346                 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_OFFSET, &values[0]);
347                 for(unsigned j=0; j<indices.size(); ++j)
348                         uniforms_by_index[indices[j]]->offset = values[j];
349
350                 query_indices.clear();
351                 for(int j: indices)
352                         if(uniforms_by_index[j]->array_size>1)
353                                 query_indices.push_back(j);
354                 if(!query_indices.empty())
355                 {
356                         glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
357                         for(unsigned j=0; j<query_indices.size(); ++j)
358                                 uniforms_by_index[query_indices[j]]->array_stride = values[j];
359                 }
360
361                 query_indices.clear();
362                 for(int j: indices)
363                 {
364                         DataType t = uniforms_by_index[j]->type;
365                         if(is_matrix(t))
366                                 query_indices.push_back(j);
367                 }
368                 if(!query_indices.empty())
369                 {
370                         glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
371                         for(unsigned j=0; j<query_indices.size(); ++j)
372                                 uniforms_by_index[query_indices[j]]->matrix_stride = values[j];
373                 }
374
375                 info.sort_uniforms();
376                 info.update_layout_hash();
377         }
378 }
379
380 void OpenGLProgram::query_attributes()
381 {
382         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
383
384         unsigned count = 0;
385         glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, reinterpret_cast<int *>(&count));
386         rd.attributes.reserve(count);
387         for(unsigned i=0; i<count; ++i)
388         {
389                 char name[128];
390                 int len = 0;
391                 int size;
392                 GLenum type;
393                 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
394                 if(len && strncmp(name, "gl_", 3))
395                 {
396                         if(len>3 && !strcmp(name+len-3, "[0]"))
397                                 name[len-3] = 0;
398
399                         rd.attributes.push_back(ReflectData::AttributeInfo());
400                         ReflectData::AttributeInfo &info = rd.attributes.back();
401                         info.name = name;
402                         info.location = glGetAttribLocation(id, name);
403                         info.array_size = size;
404                         info.type = from_gl_type(type);
405                 }
406         }
407 }
408
409 void OpenGLProgram::apply_bindings(const TransientData &transient)
410 {
411         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
412
413         for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
414         {
415                 auto j = transient.blocks.find(rd.uniform_blocks[i].name);
416                 if(j!=transient.blocks.end())
417                 {
418                         glUniformBlockBinding(id, i, j->second);
419                         rd.uniform_blocks[i].bind_point = j->second;
420                 }
421         }
422
423         if(!ARB_separate_shader_objects)
424                 glUseProgram(id);
425         for(const auto &kvp: transient.textures)
426         {
427                 int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
428                 if(location>=0)
429                 {
430                         if(ARB_separate_shader_objects)
431                                 glProgramUniform1i(id, location, kvp.second);
432                         else
433                                 glUniform1i(location, kvp.second);
434                 }
435         }
436 }
437
438 void OpenGLProgram::finalize_uniforms()
439 {
440         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
441
442         auto i = find_if(rd.uniform_blocks, [](const ReflectData::UniformBlockInfo &b){ return b.bind_point<0; });
443         if(i!=rd.uniform_blocks.end() && !i->uniforms.empty())
444         {
445                 for(const ReflectData::UniformInfo *u: i->uniforms)
446                         if(u->location>=0)
447                         {
448                                 UniformCall::FuncPtr func = 0;
449                                 if(u->type==FLOAT)
450                                         func = &uniform_wrapper<float, glUniform1fv>;
451                                 else if(u->type==FLOAT_VEC2)
452                                         func = &uniform_wrapper<float, glUniform2fv>;
453                                 else if(u->type==FLOAT_VEC3)
454                                         func = &uniform_wrapper<float, glUniform3fv>;
455                                 else if(u->type==FLOAT_VEC4)
456                                         func = &uniform_wrapper<float, glUniform4fv>;
457                                 else if(u->type==INT)
458                                         func = &uniform_wrapper<int, glUniform1iv>;
459                                 else if(u->type==INT_VEC2)
460                                         func = &uniform_wrapper<int, glUniform2iv>;
461                                 else if(u->type==INT_VEC3)
462                                         func = &uniform_wrapper<int, glUniform3iv>;
463                                 else if(u->type==INT_VEC4)
464                                         func = &uniform_wrapper<int, glUniform4iv>;
465                                 else if(u->type==UNSIGNED_INT)
466                                         func = &uniform_wrapper<unsigned, glUniform1uiv>;
467                                 else if(u->type==UINT_VEC2)
468                                         func = &uniform_wrapper<unsigned, glUniform2uiv>;
469                                 else if(u->type==UINT_VEC3)
470                                         func = &uniform_wrapper<unsigned, glUniform3uiv>;
471                                 else if(u->type==UINT_VEC4)
472                                         func = &uniform_wrapper<unsigned, glUniform4uiv>;
473                                 else if(u->type==FLOAT_MAT2)
474                                         func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
475                                 else if(u->type==FLOAT_MAT3)
476                                         func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
477                                 else if(u->type==FLOAT_MAT4)
478                                         func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
479                                 else if(u->type==FLOAT_MAT2x3)
480                                         func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
481                                 else if(u->type==FLOAT_MAT3x2)
482                                         func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
483                                 else if(u->type==FLOAT_MAT2x4)
484                                         func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
485                                 else if(u->type==FLOAT_MAT4x2)
486                                         func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
487                                 else if(u->type==FLOAT_MAT3x4)
488                                         func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
489                                 else if(u->type==FLOAT_MAT4x3)
490                                         func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
491
492                                 if(func)
493                                         uniform_calls.push_back(UniformCall(u->location, u->array_size, func));
494                         }
495
496                 if(i->data_size<=0)
497                 {
498                         const ReflectData::UniformInfo &last = *i->uniforms.back();
499                         i->data_size = last.location*16+last.array_size*get_type_size(last.type);
500                 }
501         }
502 }
503
504 void OpenGLProgram::set_debug_name(const string &name)
505 {
506 #ifdef DEBUG
507         debug_name = name;
508         if(KHR_debug)
509         {
510                 glObjectLabel(GL_PROGRAM, id, name.size(), name.c_str());
511                 for(unsigned i=0; i<MAX_STAGES; ++i)
512                         if(stage_ids[i])
513                                 set_stage_debug_name(stage_ids[i], static_cast<Stage>(i));
514         }
515 #else
516         (void)name;
517 #endif
518 }
519
520 void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
521 {
522 #ifdef DEBUG
523         static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]" };
524         string name = debug_name+suffixes[type];
525         glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
526 #else
527         (void)stage_id; (void)type;
528 #endif
529 }
530
531 } // namespace GL
532 } // namespace Msp