]> git.tdb.fi Git - libs/gl.git/blob - source/backends/opengl/program_backend.cpp
Remove generic clipping state
[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         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, TransientData &transient)
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("Program::add_spirv_stages");
181                 }
182
183                 used_stage_ids[n_stages++] = stage_id;
184         }
185
186         if(!n_stages)
187                 throw invalid_argument("Program::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                         transient.spec_values[c.constant_id] = i->second;
205                 }
206         }
207
208         auto j = mod.get_entry_points().begin();
209         for(unsigned i=0; i<MAX_STAGES; ++i)
210                 if(stage_ids[i])
211                         glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
212 }
213
214 void OpenGLProgram::finalize(const Module &mod)
215 {
216         glLinkProgram(id);
217         int status = 0;
218         glGetProgramiv(id, GL_LINK_STATUS, &status);
219         linked = status;
220
221         int info_log_len = 0;
222         glGetProgramiv(id, GL_INFO_LOG_LENGTH, &info_log_len);
223         string info_log(info_log_len+1, 0);
224         glGetProgramInfoLog(id, info_log_len+1, &info_log_len, &info_log[0]);
225         info_log.erase(info_log_len);
226         if(mod.get_format()==Module::GLSL)
227                 info_log = static_cast<const GlslModule &>(mod).get_source_map().translate_errors(info_log);
228
229         if(!linked)
230                 throw compile_error(info_log);
231 #ifdef DEBUG
232         if(!info_log.empty())
233                 IO::print("Program link info log:\n%s", info_log);
234 #endif
235 }
236
237 void OpenGLProgram::query_uniforms()
238 {
239         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
240
241         unsigned count = 0;
242         glGetProgramiv(id, GL_ACTIVE_UNIFORMS, reinterpret_cast<int *>(&count));
243         rd.uniforms.reserve(count);
244         vector<string> uniform_names(count);
245         for(unsigned i=0; i<count; ++i)
246         {
247                 char name[128];
248                 int len = 0;
249                 int size;
250                 GLenum type;
251                 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
252                 if(len && strncmp(name, "gl_", 3))
253                 {
254                         /* Some implementations report the first element of a uniform array,
255                         others report just the name of the array itself. */
256                         if(len>3 && !strcmp(name+len-3, "[0]"))
257                                 name[len-3] = 0;
258
259                         rd.uniforms.push_back(ReflectData::UniformInfo());
260                         ReflectData::UniformInfo &info = rd.uniforms.back();
261                         info.name = name;
262                         info.tag = name;
263                         info.array_size = size;
264                         info.type = from_gl_type(type);
265                         uniform_names[i] = name;
266                 }
267         }
268
269         sort_member(rd.uniforms, &ReflectData::UniformInfo::tag);
270
271         if(ARB_uniform_buffer_object)
272         {
273                 vector<ReflectData::UniformInfo *> uniforms_by_index(count);
274                 for(unsigned i=0; i<count; ++i)
275                         if(!uniform_names[i].empty())
276                                 // The element is already known to be present
277                                 uniforms_by_index[i] = &*lower_bound_member(rd.uniforms, Tag(uniform_names[i]), &ReflectData::UniformInfo::tag);
278                 query_uniform_blocks(uniforms_by_index);
279         }
280
281         rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
282         ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
283
284         for(ReflectData::UniformInfo &u: rd.uniforms)
285                 if(!u.block)
286                 {
287                         u.location = glGetUniformLocation(id, u.name.c_str());
288                         u.block = &default_block;
289                         u.array_stride = get_type_size(u.type);
290                         if(is_matrix(u.type))
291                                 u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
292                         default_block.uniforms.push_back(&u);
293
294                         if(u.location>=0)
295                         {
296                                 UniformCall::FuncPtr func = 0;
297                                 if(is_image(u.type))
298                                         glGetUniformiv(id, u.location, &u.binding);
299                                 else if(u.type==FLOAT)
300                                         func = &uniform_wrapper<float, glUniform1fv>;
301                                 else if(u.type==FLOAT_VEC2)
302                                         func = &uniform_wrapper<float, glUniform2fv>;
303                                 else if(u.type==FLOAT_VEC3)
304                                         func = &uniform_wrapper<float, glUniform3fv>;
305                                 else if(u.type==FLOAT_VEC4)
306                                         func = &uniform_wrapper<float, glUniform4fv>;
307                                 else if(u.type==INT)
308                                         func = &uniform_wrapper<int, glUniform1iv>;
309                                 else if(u.type==INT_VEC2)
310                                         func = &uniform_wrapper<int, glUniform2iv>;
311                                 else if(u.type==INT_VEC3)
312                                         func = &uniform_wrapper<int, glUniform3iv>;
313                                 else if(u.type==INT_VEC4)
314                                         func = &uniform_wrapper<int, glUniform4iv>;
315                                 else if(u.type==FLOAT_MAT2)
316                                         func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
317                                 else if(u.type==FLOAT_MAT3)
318                                         func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
319                                 else if(u.type==FLOAT_MAT4)
320                                         func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
321                                 else if(u.type==FLOAT_MAT2x3)
322                                         func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
323                                 else if(u.type==FLOAT_MAT3x2)
324                                         func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
325                                 else if(u.type==FLOAT_MAT2x4)
326                                         func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
327                                 else if(u.type==FLOAT_MAT4x2)
328                                         func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
329                                 else if(u.type==FLOAT_MAT3x4)
330                                         func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
331                                 else if(u.type==FLOAT_MAT4x3)
332                                         func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
333
334                                 if(func)
335                                         uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
336                         }
337                 }
338
339         default_block.sort_uniforms();
340         default_block.update_layout_hash();
341         rd.update_layout_hash();
342 }
343
344 void OpenGLProgram::query_uniform_blocks(const vector<ReflectData::UniformInfo *> &uniforms_by_index)
345 {
346         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
347
348         unsigned count = 0;
349         glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, reinterpret_cast<int *>(&count));
350         // Reserve an extra index for the default block
351         rd.uniform_blocks.reserve(count+1);
352         for(unsigned i=0; i<count; ++i)
353         {
354                 char name[128];
355                 int len;
356                 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
357                 rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
358                 ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
359                 info.name = name;
360
361                 int value;
362                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
363                 info.data_size = value;
364
365                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_BINDING, &value);
366                 info.bind_point = value;
367
368                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
369                 vector<int> indices(value);
370                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
371                 for(int j: indices)
372                 {
373                         if(!uniforms_by_index[j])
374                                 throw logic_error("Program::link");
375                         info.uniforms.push_back(uniforms_by_index[j]);
376                         uniforms_by_index[j]->block = &info;
377                 }
378
379                 vector<unsigned> query_indices(indices.begin(), indices.end());
380                 vector<int> values(indices.size());
381                 glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_OFFSET, &values[0]);
382                 for(unsigned j=0; j<indices.size(); ++j)
383                         uniforms_by_index[indices[j]]->offset = values[j];
384
385                 query_indices.clear();
386                 for(int j: indices)
387                         if(uniforms_by_index[j]->array_size>1)
388                                 query_indices.push_back(j);
389                 if(!query_indices.empty())
390                 {
391                         glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
392                         for(unsigned j=0; j<query_indices.size(); ++j)
393                                 uniforms_by_index[query_indices[j]]->array_stride = values[j];
394                 }
395
396                 query_indices.clear();
397                 for(int j: indices)
398                 {
399                         DataType t = uniforms_by_index[j]->type;
400                         if(is_matrix(t))
401                                 query_indices.push_back(j);
402                 }
403                 if(!query_indices.empty())
404                 {
405                         glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
406                         for(unsigned j=0; j<query_indices.size(); ++j)
407                                 uniforms_by_index[query_indices[j]]->matrix_stride = values[j];
408                 }
409
410                 info.sort_uniforms();
411                 info.update_layout_hash();
412         }
413 }
414
415 void OpenGLProgram::query_attributes()
416 {
417         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
418
419         unsigned count = 0;
420         glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, reinterpret_cast<int *>(&count));
421         rd.attributes.reserve(count);
422         for(unsigned i=0; i<count; ++i)
423         {
424                 char name[128];
425                 int len = 0;
426                 int size;
427                 GLenum type;
428                 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
429                 if(len && strncmp(name, "gl_", 3))
430                 {
431                         if(len>3 && !strcmp(name+len-3, "[0]"))
432                                 name[len-3] = 0;
433
434                         rd.attributes.push_back(ReflectData::AttributeInfo());
435                         ReflectData::AttributeInfo &info = rd.attributes.back();
436                         info.name = name;
437                         info.location = glGetAttribLocation(id, name);
438                         info.array_size = size;
439                         info.type = from_gl_type(type);
440                 }
441         }
442 }
443
444 void OpenGLProgram::apply_bindings(const TransientData &transient)
445 {
446         ReflectData &rd = static_cast<Program *>(this)->reflect_data;
447
448         for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
449         {
450                 auto j = transient.blocks.find(rd.uniform_blocks[i].name);
451                 if(j!=transient.blocks.end())
452                 {
453                         glUniformBlockBinding(id, i, j->second);
454                         rd.uniform_blocks[i].bind_point = j->second;
455                 }
456         }
457
458         if(!ARB_separate_shader_objects)
459                 glUseProgram(id);
460         for(const auto &kvp: transient.textures)
461         {
462                 int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
463                 if(location>=0)
464                 {
465                         if(ARB_separate_shader_objects)
466                                 glProgramUniform1i(id, location, kvp.second);
467                         else
468                                 glUniform1i(location, kvp.second);
469                 }
470         }
471 }
472
473 void OpenGLProgram::set_debug_name(const string &name)
474 {
475 #ifdef DEBUG
476         debug_name = name;
477         if(KHR_debug)
478         {
479                 glObjectLabel(GL_PROGRAM, id, name.size(), name.c_str());
480                 for(unsigned i=0; i<MAX_STAGES; ++i)
481                         if(stage_ids[i])
482                                 set_stage_debug_name(stage_ids[i], static_cast<Stage>(i));
483         }
484 #else
485         (void)name;
486 #endif
487 }
488
489 void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
490 {
491 #ifdef DEBUG
492         static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]" };
493         string name = debug_name+suffixes[type];
494         glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
495 #else
496         (void)stage_id; (void)type;
497 #endif
498 }
499
500 } // namespace GL
501 } // namespace Msp