]> git.tdb.fi Git - libs/gl.git/blobdiff - source/backends/opengl/program_backend.cpp
Move all OpenGL-specific code to a separate directory
[libs/gl.git] / source / backends / opengl / program_backend.cpp
diff --git a/source/backends/opengl/program_backend.cpp b/source/backends/opengl/program_backend.cpp
new file mode 100644 (file)
index 0000000..3b1c429
--- /dev/null
@@ -0,0 +1,505 @@
+#include <cstring>
+#include <msp/core/algorithm.h>
+#include <msp/gl/extensions/arb_es2_compatibility.h>
+#include <msp/gl/extensions/arb_fragment_shader.h>
+#include <msp/gl/extensions/arb_gl_spirv.h>
+#include <msp/gl/extensions/arb_geometry_shader4.h>
+#include <msp/gl/extensions/arb_separate_shader_objects.h>
+#include <msp/gl/extensions/arb_shader_objects.h>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/khr_debug.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
+#include <msp/io/print.h>
+#include "error.h"
+#include "program.h"
+#include "program_backend.h"
+#include "glsl/compiler.h"
+
+using namespace std;
+
+namespace {
+
+template<typename T, void (*&func)(GLint, GLsizei, const T *)>
+void uniform_wrapper(unsigned index, unsigned count, const void *data)
+{
+       func(index, count, static_cast<const T *>(data));
+}
+
+template<typename T, void (*&func)(GLint, GLsizei, GLboolean, const T *)>
+void uniform_matrix_wrapper(unsigned index, unsigned count, const void *data)
+{
+       func(index, count, false, static_cast<const T *>(data));
+}
+
+}
+
+namespace Msp {
+namespace GL {
+
+OpenGLProgram::OpenGLProgram():
+       linked(false)
+{
+       static Require _req(ARB_shader_objects);
+
+       id = glCreateProgram();
+       fill(stage_ids, stage_ids+MAX_STAGES, 0);
+}
+
+OpenGLProgram::~OpenGLProgram()
+{
+       for(unsigned i=0; i<MAX_STAGES; ++i)
+               if(stage_ids[i])
+                       glDeleteShader(stage_ids[i]);
+       glDeleteProgram(id);
+}
+
+bool OpenGLProgram::has_stages() const
+{
+       for(unsigned i=0; i<MAX_STAGES; ++i)
+               if(stage_ids[i])
+                       return true;
+       return false;
+}
+
+unsigned OpenGLProgram::add_stage(Stage type)
+{
+       GLenum gl_type;
+       switch(type)
+       {
+       case VERTEX: { static Require _req(ARB_vertex_shader); gl_type = GL_VERTEX_SHADER; } break;
+       case GEOMETRY: { static Require _req(ARB_geometry_shader4); gl_type = GL_GEOMETRY_SHADER; } break;
+       case FRAGMENT: { static Require _req(ARB_fragment_shader); gl_type = GL_FRAGMENT_SHADER; } break;
+       default: throw invalid_argument("Program::add_stage");
+       }
+
+       if(stage_ids[type])
+               throw invalid_operation("Program::add_stage");
+
+       unsigned stage_id = glCreateShader(gl_type);
+       stage_ids[type] = stage_id;
+       glAttachShader(id, stage_id);
+
+#ifdef DEBUG
+       if(!debug_name.empty() && KHR_debug)
+               set_stage_debug_name(stage_id, type);
+#endif
+
+       return stage_id;
+}
+
+void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
+{
+       SL::Compiler compiler;
+       compiler.set_source(mod.get_prepared_source(), "<module>");
+       compiler.specialize(spec_values);
+       compiler.compile(SL::Compiler::PROGRAM);
+#ifdef DEBUG
+       string diagnostics = compiler.get_diagnostics();
+       if(!diagnostics.empty())
+               IO::print("Program diagnostics:\n%s\n", diagnostics);
+#endif
+
+       vector<SL::Stage::Type> stages = compiler.get_stages();
+       if(stages.empty())
+               throw invalid_argument("Program::add_glsl_stages");
+
+       for(SL::Stage::Type st: stages)
+       {
+               unsigned stage_id = 0;
+               switch(st)
+               {
+               case SL::Stage::VERTEX: stage_id = add_stage(VERTEX); break;
+               case SL::Stage::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
+               case SL::Stage::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
+               default: throw invalid_operation("Program::add_glsl_stages");
+               }
+
+               string stage_src = compiler.get_stage_glsl(st);
+               const char *src_ptr = stage_src.data();
+               int src_len = stage_src.size();
+               glShaderSource(stage_id, 1, &src_ptr, &src_len);
+
+               if(st==SL::Stage::VERTEX)
+               {
+                       for(const auto &kvp: compiler.get_vertex_attributes())
+                               glBindAttribLocation(id, kvp.second, kvp.first.c_str());
+               }
+
+               if(st==SL::Stage::FRAGMENT && EXT_gpu_shader4)
+               {
+                       for(const auto &kvp: compiler.get_fragment_outputs())
+                               glBindFragDataLocation(id, kvp.second, kvp.first.c_str());
+               }
+
+               compile_glsl_stage(mod, stage_id);
+       }
+
+       transient.textures = compiler.get_texture_bindings();
+       transient.blocks = compiler.get_uniform_block_bindings();
+}
+
+void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
+{
+       glCompileShader(stage_id);
+       int status = 0;
+       glGetShaderiv(stage_id, GL_COMPILE_STATUS, &status);
+
+       int info_log_len = 0;
+       glGetShaderiv(stage_id, GL_INFO_LOG_LENGTH, &info_log_len);
+       string info_log(info_log_len+1, 0);
+       glGetShaderInfoLog(stage_id, info_log_len+1, &info_log_len, &info_log[0]);
+       info_log.erase(info_log_len);
+       info_log = mod.get_source_map().translate_errors(info_log);
+
+       if(!status)
+               throw compile_error(info_log);
+#ifdef DEBUG
+       if(!info_log.empty())
+               IO::print("Shader compile info log:\n%s", info_log);
+#endif
+}
+
+void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values, TransientData &transient)
+{
+       static Require _req(ARB_gl_spirv);
+       static Require _req2(ARB_ES2_compatibility);
+
+       unsigned n_stages = 0;
+       unsigned used_stage_ids[MAX_STAGES];
+       for(const SpirVModule::EntryPoint &e: mod.get_entry_points())
+       {
+               unsigned stage_id = 0;
+               switch(e.stage)
+               {
+               case SpirVModule::VERTEX: stage_id = add_stage(VERTEX); break;
+               case SpirVModule::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
+               case SpirVModule::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
+               default: throw invalid_operation("Program::add_spirv_stages");
+               }
+
+               used_stage_ids[n_stages++] = stage_id;
+       }
+
+       if(!n_stages)
+               throw invalid_argument("Program::add_spirv_stages");
+
+       const vector<uint32_t> &code = mod.get_code();
+       glShaderBinary(n_stages, used_stage_ids, GL_SHADER_BINARY_FORMAT_SPIR_V, &code[0], code.size()*4);
+
+       const vector<SpirVModule::Constant> &spec_consts = mod.get_spec_constants();
+       vector<unsigned> spec_id_array;
+       vector<unsigned> spec_value_array;
+       spec_id_array.reserve(spec_consts.size());
+       spec_value_array.reserve(spec_consts.size());
+       for(const SpirVModule::Constant &c: spec_consts)
+       {
+               auto i = spec_values.find(c.name);
+               if(i!=spec_values.end())
+               {
+                       spec_id_array.push_back(c.constant_id);
+                       spec_value_array.push_back(i->second);
+                       transient.spec_values[c.constant_id] = i->second;
+               }
+       }
+
+       auto j = mod.get_entry_points().begin();
+       for(unsigned i=0; i<MAX_STAGES; ++i)
+               if(stage_ids[i])
+                       glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
+}
+
+void OpenGLProgram::finalize(const Module &mod)
+{
+       glLinkProgram(id);
+       int status = 0;
+       glGetProgramiv(id, GL_LINK_STATUS, &status);
+       linked = status;
+
+       int info_log_len = 0;
+       glGetProgramiv(id, GL_INFO_LOG_LENGTH, &info_log_len);
+       string info_log(info_log_len+1, 0);
+       glGetProgramInfoLog(id, info_log_len+1, &info_log_len, &info_log[0]);
+       info_log.erase(info_log_len);
+       if(mod.get_format()==Module::GLSL)
+               info_log = static_cast<const GlslModule &>(mod).get_source_map().translate_errors(info_log);
+
+       if(!linked)
+               throw compile_error(info_log);
+#ifdef DEBUG
+       if(!info_log.empty())
+               IO::print("Program link info log:\n%s", info_log);
+#endif
+}
+
+void OpenGLProgram::query_uniforms()
+{
+       ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+       unsigned count = 0;
+       glGetProgramiv(id, GL_ACTIVE_UNIFORMS, reinterpret_cast<int *>(&count));
+       rd.uniforms.reserve(count);
+       vector<string> uniform_names(count);
+       for(unsigned i=0; i<count; ++i)
+       {
+               char name[128];
+               int len = 0;
+               int size;
+               GLenum type;
+               glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
+               if(len && strncmp(name, "gl_", 3))
+               {
+                       /* Some implementations report the first element of a uniform array,
+                       others report just the name of the array itself. */
+                       if(len>3 && !strcmp(name+len-3, "[0]"))
+                               name[len-3] = 0;
+
+                       rd.uniforms.push_back(ReflectData::UniformInfo());
+                       ReflectData::UniformInfo &info = rd.uniforms.back();
+                       info.name = name;
+                       info.tag = name;
+                       info.array_size = size;
+                       info.type = from_gl_type(type);
+                       uniform_names[i] = name;
+               }
+       }
+
+       sort_member(rd.uniforms, &ReflectData::UniformInfo::tag);
+
+       if(ARB_uniform_buffer_object)
+       {
+               vector<ReflectData::UniformInfo *> uniforms_by_index(count);
+               for(unsigned i=0; i<count; ++i)
+                       if(!uniform_names[i].empty())
+                               // The element is already known to be present
+                               uniforms_by_index[i] = &*lower_bound_member(rd.uniforms, Tag(uniform_names[i]), &ReflectData::UniformInfo::tag);
+               query_uniform_blocks(uniforms_by_index);
+       }
+
+       rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
+       ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
+
+       for(ReflectData::UniformInfo &u: rd.uniforms)
+               if(!u.block)
+               {
+                       u.location = glGetUniformLocation(id, u.name.c_str());
+                       u.block = &default_block;
+                       u.array_stride = get_type_size(u.type);
+                       if(is_matrix(u.type))
+                               u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
+                       default_block.uniforms.push_back(&u);
+
+                       if(u.location>=0)
+                       {
+                               UniformCall::FuncPtr func = 0;
+                               if(is_image(u.type))
+                                       glGetUniformiv(id, u.location, &u.binding);
+                               else if(u.type==FLOAT)
+                                       func = &uniform_wrapper<float, glUniform1fv>;
+                               else if(u.type==FLOAT_VEC2)
+                                       func = &uniform_wrapper<float, glUniform2fv>;
+                               else if(u.type==FLOAT_VEC3)
+                                       func = &uniform_wrapper<float, glUniform3fv>;
+                               else if(u.type==FLOAT_VEC4)
+                                       func = &uniform_wrapper<float, glUniform4fv>;
+                               else if(u.type==INT)
+                                       func = &uniform_wrapper<int, glUniform1iv>;
+                               else if(u.type==INT_VEC2)
+                                       func = &uniform_wrapper<int, glUniform2iv>;
+                               else if(u.type==INT_VEC3)
+                                       func = &uniform_wrapper<int, glUniform3iv>;
+                               else if(u.type==INT_VEC4)
+                                       func = &uniform_wrapper<int, glUniform4iv>;
+                               else if(u.type==FLOAT_MAT2)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
+                               else if(u.type==FLOAT_MAT3)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
+                               else if(u.type==FLOAT_MAT4)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
+                               else if(u.type==FLOAT_MAT2x3)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
+                               else if(u.type==FLOAT_MAT3x2)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
+                               else if(u.type==FLOAT_MAT2x4)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
+                               else if(u.type==FLOAT_MAT4x2)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
+                               else if(u.type==FLOAT_MAT3x4)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
+                               else if(u.type==FLOAT_MAT4x3)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
+
+                               if(func)
+                                       uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
+                       }
+               }
+
+       default_block.sort_uniforms();
+       if(!default_block.uniforms.empty())
+       {
+               const ReflectData::UniformInfo &uni = *default_block.uniforms.back();
+               default_block.data_size = uni.location*16+uni.array_size*get_type_size(uni.type);
+       }
+       default_block.update_layout_hash();
+       rd.update_layout_hash();
+}
+
+void OpenGLProgram::query_uniform_blocks(const vector<ReflectData::UniformInfo *> &uniforms_by_index)
+{
+       ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+       unsigned count = 0;
+       glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, reinterpret_cast<int *>(&count));
+       // Reserve an extra index for the default block
+       rd.uniform_blocks.reserve(count+1);
+       for(unsigned i=0; i<count; ++i)
+       {
+               char name[128];
+               int len;
+               glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
+               rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
+               ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
+               info.name = name;
+
+               int value;
+               glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+               info.data_size = value;
+
+               glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_BINDING, &value);
+               info.bind_point = value;
+
+               glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+               vector<int> indices(value);
+               glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+               for(int j: indices)
+               {
+                       if(!uniforms_by_index[j])
+                               throw logic_error("Program::link");
+                       info.uniforms.push_back(uniforms_by_index[j]);
+                       uniforms_by_index[j]->block = &info;
+               }
+
+               vector<unsigned> query_indices(indices.begin(), indices.end());
+               vector<int> values(indices.size());
+               glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_OFFSET, &values[0]);
+               for(unsigned j=0; j<indices.size(); ++j)
+                       uniforms_by_index[indices[j]]->offset = values[j];
+
+               query_indices.clear();
+               for(int j: indices)
+                       if(uniforms_by_index[j]->array_size>1)
+                               query_indices.push_back(j);
+               if(!query_indices.empty())
+               {
+                       glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
+                       for(unsigned j=0; j<query_indices.size(); ++j)
+                               uniforms_by_index[query_indices[j]]->array_stride = values[j];
+               }
+
+               query_indices.clear();
+               for(int j: indices)
+               {
+                       DataType t = uniforms_by_index[j]->type;
+                       if(is_matrix(t))
+                               query_indices.push_back(j);
+               }
+               if(!query_indices.empty())
+               {
+                       glGetActiveUniformsiv(id, query_indices.size(), &query_indices[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
+                       for(unsigned j=0; j<query_indices.size(); ++j)
+                               uniforms_by_index[query_indices[j]]->matrix_stride = values[j];
+               }
+
+               info.sort_uniforms();
+               info.update_layout_hash();
+       }
+}
+
+void OpenGLProgram::query_attributes()
+{
+       ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+       unsigned count = 0;
+       glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, reinterpret_cast<int *>(&count));
+       rd.attributes.reserve(count);
+       for(unsigned i=0; i<count; ++i)
+       {
+               char name[128];
+               int len = 0;
+               int size;
+               GLenum type;
+               glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
+               if(len && strncmp(name, "gl_", 3))
+               {
+                       if(len>3 && !strcmp(name+len-3, "[0]"))
+                               name[len-3] = 0;
+
+                       rd.attributes.push_back(ReflectData::AttributeInfo());
+                       ReflectData::AttributeInfo &info = rd.attributes.back();
+                       info.name = name;
+                       info.location = glGetAttribLocation(id, name);
+                       info.array_size = size;
+                       info.type = from_gl_type(type);
+               }
+       }
+}
+
+void OpenGLProgram::apply_bindings(const TransientData &transient)
+{
+       ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+       for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
+       {
+               auto j = transient.blocks.find(rd.uniform_blocks[i].name);
+               if(j!=transient.blocks.end())
+               {
+                       glUniformBlockBinding(id, i, j->second);
+                       rd.uniform_blocks[i].bind_point = j->second;
+               }
+       }
+
+       if(!ARB_separate_shader_objects)
+               glUseProgram(id);
+       for(const auto &kvp: transient.textures)
+       {
+               int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
+               if(location>=0)
+               {
+                       if(ARB_separate_shader_objects)
+                               glProgramUniform1i(id, location, kvp.second);
+                       else
+                               glUniform1i(location, kvp.second);
+               }
+       }
+}
+
+void OpenGLProgram::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       debug_name = name;
+       if(KHR_debug)
+       {
+               glObjectLabel(GL_PROGRAM, id, name.size(), name.c_str());
+               for(unsigned i=0; i<MAX_STAGES; ++i)
+                       if(stage_ids[i])
+                               set_stage_debug_name(stage_ids[i], static_cast<Stage>(i));
+       }
+#else
+       (void)name;
+#endif
+}
+
+void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
+{
+#ifdef DEBUG
+       static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]" };
+       string name = debug_name+suffixes[type];
+       glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
+#else
+       (void)stage_id; (void)type;
+#endif
+}
+
+} // namespace GL
+} // namespace Msp