https://github.com/scummvm/scummvm
Tip revision: 710878a86b2dc55b3c18c314cbf44c21bdc0345a authored by Eugene Sandulenko on 03 December 2023, 21:04:01 UTC
RELEASE: This is 2.8.0pre
RELEASE: This is 2.8.0pre
Tip revision: 710878a
shader.cpp
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#include "common/config-manager.h"
#include "graphics/opengl/system_headers.h"
#if defined(USE_OPENGL) && !USE_FORCED_GLES
#include "graphics/opengl/shader.h"
#include "graphics/opengl/context.h"
namespace OpenGL {
static const char *compatVertex =
"#if defined(GL_ES)\n"
"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
"#define in attribute\n"
"#define out varying\n"
"#elif __VERSION__ < 130\n"
"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
"#define highp\n"
"#define in attribute\n"
"#define out varying\n"
"#else\n"
"#define ROUND(x) round(x)\n"
"#endif\n";
static const char *compatFragment =
"#if defined(GL_ES)\n"
"#define in varying\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#define OUTPUT\n"
"#define outColor gl_FragColor\n"
"#define texture texture2D\n"
"#elif __VERSION__ < 130\n"
"#define in varying\n"
"#define OUTPUT\n"
"#define outColor gl_FragColor\n"
"#define texture texture2D\n"
"#else\n"
"#define OUTPUT out vec4 outColor;\n"
"#endif\n";
// OGLES2 on AmigaOS doesn't support uniform booleans, let's introduce some shim
#if defined(AMIGAOS)
static const char *compatUniformBool =
"#define UBOOL mediump int\n"
"#define UBOOL_TEST(v) (v != 0)\n";
#else
static const char *compatUniformBool =
"#define UBOOL bool\n"
"#define UBOOL_TEST(v) v\n";
#endif
static const GLchar *readFile(const Common::String &filename) {
Common::File file;
Common::String shaderDir;
#ifndef RELEASE_BUILD
// Allow load shaders from source code directory without install them.
// It's used for development purpose.
// Additionally allow load shaders outside distribution data path,
// 'extrapath' is used temporary in SearchMan.
SearchMan.addDirectory("GRIM_SHADERS", "engines/grim", 0, 2);
SearchMan.addDirectory("MYST3_SHADERS", "engines/myst3", 0, 2);
SearchMan.addDirectory("STARK_SHADERS", "engines/stark", 0, 2);
SearchMan.addDirectory("WINTERMUTE_SHADERS", "engines/wintermute/base/gfx/opengl", 0, 2);
SearchMan.addDirectory("PLAYGROUND3D_SHADERS", "engines/playground3d", 0, 2);
SearchMan.addDirectory("FREESCAPE_SHADERS", "engines/freescape", 0, 2);
SearchMan.addDirectory("HPL1_SHADERS", "engines/hpl1/engine/impl", 0, 2);
#endif
if (ConfMan.hasKey("extrapath")) {
SearchMan.addDirectory("EXTRA_PATH", Common::FSNode(ConfMan.get("extrapath")), 0, 2);
}
#if !defined(IPHONE)
shaderDir = "shaders/";
#endif
file.open(shaderDir + filename);
if (!file.isOpen())
error("Could not open shader %s!", filename.c_str());
#ifndef RELEASE_BUILD
SearchMan.remove("GRIM_SHADERS");
SearchMan.remove("MYST3_SHADERS");
SearchMan.remove("STARK_SHADERS");
SearchMan.remove("WINTERMUTE_SHADERS");
SearchMan.remove("PLAYGROUND3D_SHADERS");
SearchMan.remove("FREESCAPE_SHADERS");
SearchMan.remove("HPL1_SHADERS");
#endif
SearchMan.remove("EXTRA_PATH");
const int32 size = file.size();
GLchar *shaderSource = new GLchar[size + 1];
file.read(shaderSource, size);
file.close();
shaderSource[size] = '\0';
return shaderSource;
}
GLuint Shader::createDirectShader(size_t shaderSourcesCount, const char *const *shaderSources, GLenum shaderType, const Common::String &name) {
GLuint shader;
GL_ASSIGN(shader, glCreateShader(shaderType));
GL_CALL(glShaderSource(shader, shaderSourcesCount, shaderSources, NULL));
GL_CALL(glCompileShader(shader));
GLint status;
GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
if (status != GL_TRUE) {
GLint logSize;
GL_CALL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetShaderInfoLog(shader, logSize, nullptr, log));
_error = Common::String::format("Could not compile shader %s: %s", name.c_str(), log);
warning("Shader::createDirectShader(): %s", _error.c_str());
delete[] log;
return 0;
}
return shader;
}
GLuint Shader::createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name, int compatGLSLVersion) {
GLchar versionSource[20];
if (OpenGLContext.type == kContextGLES2) {
switch(compatGLSLVersion) {
case 100:
case 110:
case 120:
// GLSL ES 1.00 is a subset of GLSL 1.20
compatGLSLVersion = 100;
break;
default:
_error = Common::String::format("Invalid GLSL version %d", compatGLSLVersion);
warning("Shader: createCompatShader(): %s", _error.c_str());
return 0;
}
} else {
switch(compatGLSLVersion) {
case 100:
case 110:
case 120:
break;
default:
_error = Common::String::format("Invalid GLSL version %d", compatGLSLVersion);
warning("Shader: createCompatShader(): %s", _error.c_str());
return 0;
}
}
if (OpenGLContext.glslVersion < compatGLSLVersion) {
_error = Common::String::format("Required GLSL version %d is not supported (%d maximum)", compatGLSLVersion, OpenGLContext.glslVersion);
warning("Shader: createCompatShader(): %s", _error.c_str());
return 0;
}
Common::sprintf_s(versionSource, "#version %d\n", compatGLSLVersion);
const GLchar *compatSource =
shaderType == GL_VERTEX_SHADER ? compatVertex : compatFragment;
const GLchar *shaderSources[] = {
versionSource,
compatSource,
compatUniformBool,
shaderSource
};
GLuint shader;
GL_ASSIGN(shader, glCreateShader(shaderType));
GL_CALL(glShaderSource(shader, 4, shaderSources, NULL));
GL_CALL(glCompileShader(shader));
GLint status;
GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
if (status != GL_TRUE) {
GLint logSize;
GL_CALL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetShaderInfoLog(shader, logSize, nullptr, log));
_error = Common::String::format("Could not compile shader %s: %s", name.c_str(), log);
warning("Shader: createCompatShader(): %s", _error.c_str());
return 0;
}
return shader;
}
GLuint Shader::loadShaderFromFile(const char *base, const char *extension, GLenum shaderType, int compatGLSLVersion) {
const Common::String filename = Common::String(base) + "." + extension;
const GLchar *shaderSource = readFile(filename);
GLuint shader;
if (compatGLSLVersion) {
shader = createCompatShader(shaderSource, shaderType, filename, compatGLSLVersion);
} else {
shader = createDirectShader(1, &shaderSource, shaderType, filename);
}
delete[] shaderSource;
return shader;
}
/**
* A deleter for OpenGL programs pointers which can be used with Common::SharedPtr.
*/
struct SharedPtrProgramDeleter {
void operator()(GLuint *ptr) {
if (ptr) {
GL_CALL(glDeleteProgram(*ptr));
}
delete ptr;
}
};
Shader *Shader::_previousShader = nullptr;
uint32 Shader::previousNumAttributes = 0;
Shader::Shader() {
}
bool Shader::loadShader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char *const *attributes) {
assert(attributes);
_name = name;
GLuint shaderProgram;
GL_ASSIGN(shaderProgram, glCreateProgram());
GL_CALL(glAttachShader(shaderProgram, vertexShader));
GL_CALL(glAttachShader(shaderProgram, fragmentShader));
for (int idx = 0; attributes[idx]; ++idx) {
GL_CALL(glBindAttribLocation(shaderProgram, idx, attributes[idx]));
_attributes.push_back(VertexAttrib(idx, attributes[idx]));
}
GL_CALL(glLinkProgram(shaderProgram));
GLint status;
GL_CALL(glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status));
if (status != GL_TRUE) {
GLint logSize;
GL_CALL(glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetProgramInfoLog(shaderProgram, logSize, nullptr, log));
_error = Common::String::format("Could not link shader %s: %s", name.c_str(), log);
warning("Shader:Shader(): %s", _error.c_str());
return false;
}
GL_CALL(glDetachShader(shaderProgram, vertexShader));
GL_CALL(glDetachShader(shaderProgram, fragmentShader));
GL_CALL(glDeleteShader(vertexShader));
GL_CALL(glDeleteShader(fragmentShader));
_shaderNo = Common::SharedPtr<GLuint>(new GLuint(shaderProgram), SharedPtrProgramDeleter());
_uniforms = Common::SharedPtr<UniformsMap>(new UniformsMap());
return true;
}
Shader *Shader::fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
Shader *shader = new Shader;
shader->loadFromStrings(name, vertex, fragment, attributes, compatGLSLVersion);
if (shader->hasError())
error("%s", shader->getError().c_str());
return shader;
}
bool Shader::loadFromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
GLuint vertexShader, fragmentShader;
if (compatGLSLVersion) {
vertexShader = createCompatShader(vertex, GL_VERTEX_SHADER, name + ".vertex", compatGLSLVersion);
if (!vertexShader)
return false;
fragmentShader = createCompatShader(fragment, GL_FRAGMENT_SHADER, name + ".fragment", compatGLSLVersion);
} else {
vertexShader = createDirectShader(1, &vertex, GL_VERTEX_SHADER, name + ".vertex");
if (!vertexShader)
return false;
fragmentShader = createDirectShader(1, &fragment, GL_FRAGMENT_SHADER, name + ".fragment");
}
if (!fragmentShader)
return false;
return loadShader(name, vertexShader, fragmentShader, attributes);
}
bool Shader::loadFromStringsArray(const Common::String &name,
size_t vertexCount, const char *const *vertex,
size_t fragmentCount, const char *const *fragment,
const char *const *attributes) {
GLuint vertexShader, fragmentShader;
vertexShader = createDirectShader(vertexCount, vertex, GL_VERTEX_SHADER, name + ".vertex");
if (!vertexShader)
return false;
fragmentShader = createDirectShader(fragmentCount, fragment, GL_FRAGMENT_SHADER, name + ".fragment");
if (!fragmentShader)
return false;
return loadShader(name, vertexShader, fragmentShader, attributes);
}
Shader *Shader::fromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
Shader *shader = new Shader;
shader->loadFromFiles(vertex, fragment, attributes, compatGLSLVersion);
if (shader->hasError())
error("%s", shader->getError().c_str());
return shader;
}
bool Shader::loadFromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
GLuint vertexShader = loadShaderFromFile(vertex, "vertex", GL_VERTEX_SHADER, compatGLSLVersion);
if (!vertexShader)
return false;
GLuint fragmentShader = loadShaderFromFile(fragment, "fragment", GL_FRAGMENT_SHADER, compatGLSLVersion);
if (!fragmentShader)
return false;
Common::String name = Common::String::format("%s/%s", vertex, fragment);
return loadShader(name, vertexShader, fragmentShader, attributes);
}
void Shader::use(bool forceReload) {
if (this == _previousShader && !forceReload)
return;
// The previous shader might have had more attributes. Disable any extra ones.
if (_attributes.size() < previousNumAttributes) {
for (uint32 i = _attributes.size(); i < previousNumAttributes; ++i) {
GL_CALL(glDisableVertexAttribArray(i));
}
}
_previousShader = this;
previousNumAttributes = _attributes.size();
GL_CALL(glUseProgram(*_shaderNo));
for (uint32 i = 0; i < _attributes.size(); ++i) {
VertexAttrib &attrib = _attributes[i];
if (attrib._enabled) {
GL_CALL(glEnableVertexAttribArray(i));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, attrib._vbo));
GL_CALL(glVertexAttribPointer(i, attrib._size, attrib._type, attrib._normalized, attrib._stride, (const void *)attrib._pointer));
} else {
GL_CALL(glDisableVertexAttribArray(i));
switch (attrib._size) {
case 2:
GL_CALL(glVertexAttrib2fv(i, attrib._const));
break;
case 3:
GL_CALL(glVertexAttrib3fv(i, attrib._const));
break;
case 4:
GL_CALL(glVertexAttrib4fv(i, attrib._const));
break;
}
}
}
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
}
GLuint Shader::createBuffer(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {
GLuint vbo;
GL_CALL(glGenBuffers(1, &vbo));
GL_CALL(glBindBuffer(target, vbo));
GL_CALL(glBufferData(target, size, data, usage));
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
return vbo;
}
void Shader::freeBuffer(GLuint vbo) {
GL_CALL(glDeleteBuffers(1, &vbo));
}
bool Shader::addAttribute(const char *attrib) {
// Once we are linked we can't rebind the attribute so we have to deal with its place defined by OpenGL
// As we store attribute at its OpenGL index, we will end up with empty attributes in the middle
uint32 i;
for (i = 0; i < _attributes.size(); ++i)
if (_attributes[i]._name.equals(attrib))
return true;
GLint result = -1;
GL_ASSIGN(result, glGetAttribLocation(*_shaderNo, attrib));
if (result < 0)
return false;
// Make sure we can store our new attribute
if (_attributes.size() <= (uint)result) {
for(; i < (uint)result; i++) {
_attributes.push_back(VertexAttrib(i, ""));
}
_attributes.push_back(VertexAttrib(result, attrib));
}
_attributes[result] = VertexAttrib(result, attrib);
return true;
}
VertexAttrib &Shader::getAttributeAt(uint32 idx) {
assert(idx < _attributes.size());
return _attributes[idx];
}
VertexAttrib &Shader::getAttribute(const char *attrib) {
for (uint32 i = 0; i < _attributes.size(); ++i)
if (_attributes[i]._name.equals(attrib))
return _attributes[i];
_error = Common::String::format("Could not find attribute %s in shader %s", attrib, _name.c_str());
warning("Shader: getAttribute(): %s", _error.c_str());
return _attributes[0];
}
void Shader::enableVertexAttribute(const char *attrib, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = true;
va._vbo = 0;
va._size = size;
va._type = type;
va._normalized = normalized;
va._stride = stride;
va._pointer = (uintptr)pointer;
}
void Shader::enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = true;
va._vbo = vbo;
va._size = size;
va._type = type;
va._normalized = normalized;
va._stride = stride;
va._pointer = offset;
}
void Shader::disableVertexAttribute(const char *attrib, int size, const float *data) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = false;
va._size = size;
for (int i = 0; i < size; ++i)
va._const[i] = data[i];
}
void Shader::unbind() {
GL_CALL(glUseProgram(0));
_previousShader = nullptr;
// Disable all vertex attributes as well
for (uint32 i = 0; i < previousNumAttributes; ++i) {
GL_CALL(glDisableVertexAttribArray(i));
}
previousNumAttributes = 0;
}
Shader::~Shader() {
// If this is the currently active shader, unbind
if (_previousShader == this) {
unbind();
}
}
} // End of namespace OpenGL
#endif