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ogl_shader.c
517 lines (423 loc) · 14 KB
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ogl_shader.c
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/* ______ ___ ___
* /\ _ \ /\_ \ /\_ \
* \ \ \L\ \\//\ \ \//\ \ __ __ _ __ ___
* \ \ __ \ \ \ \ \ \ \ /'__`\ /'_ `\/\`'__\/ __`\
* \ \ \/\ \ \_\ \_ \_\ \_/\ __//\ \L\ \ \ \//\ \L\ \
* \ \_\ \_\/\____\/\____\ \____\ \____ \ \_\\ \____/
* \/_/\/_/\/____/\/____/\/____/\/___L\ \/_/ \/___/
* /\____/
* \_/__/
*
* OpenGL shader support.
*
* See LICENSE.txt for copyright information.
*/
#include <stdio.h>
#include "allegro5/allegro.h"
#include "allegro5/allegro_opengl.h"
#include "allegro5/internal/aintern_bitmap.h"
#include "allegro5/internal/aintern_display.h"
#include "allegro5/internal/aintern_opengl.h"
#include "allegro5/internal/aintern_shader.h"
#ifdef ALLEGRO_MSVC
#define snprintf _snprintf
#endif
#ifdef ALLEGRO_CFG_SHADER_GLSL
ALLEGRO_DEBUG_CHANNEL("shader")
static _AL_VECTOR shaders;
static ALLEGRO_MUTEX *shaders_mutex;
typedef struct ALLEGRO_SHADER_GLSL_S ALLEGRO_SHADER_GLSL_S;
struct ALLEGRO_SHADER_GLSL_S
{
ALLEGRO_SHADER shader;
GLuint vertex_shader;
GLuint pixel_shader;
GLuint program_object;
ALLEGRO_OGL_VARLOCS varlocs;
};
/* forward declarations */
static struct ALLEGRO_SHADER_INTERFACE shader_glsl_vt;
static void lookup_varlocs(ALLEGRO_OGL_VARLOCS *varlocs, GLuint program);
static bool check_gl_error(const char* name)
{
GLenum err = glGetError();
if (err != 0) {
ALLEGRO_WARN("%s (%s)\n", name, _al_gl_error_string(err));
return false;
}
return true;
}
ALLEGRO_SHADER *_al_create_shader_glsl(ALLEGRO_SHADER_PLATFORM platform)
{
ALLEGRO_SHADER_GLSL_S *shader = al_calloc(1, sizeof(ALLEGRO_SHADER_GLSL_S));
if (!shader)
return NULL;
shader->shader.platform = platform;
shader->shader.vt = &shader_glsl_vt;
_al_vector_init(&shader->shader.bitmaps, sizeof(ALLEGRO_BITMAP *));
al_lock_mutex(shaders_mutex);
{
ALLEGRO_SHADER **back = (ALLEGRO_SHADER **)_al_vector_alloc_back(&shaders);
*back = (ALLEGRO_SHADER *)shader;
}
al_unlock_mutex(shaders_mutex);
return (ALLEGRO_SHADER *)shader;
}
static bool glsl_attach_shader_source(ALLEGRO_SHADER *shader,
ALLEGRO_SHADER_TYPE type, const char *source)
{
GLint status;
GLchar error_buf[4096];
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
ALLEGRO_DISPLAY *display = al_get_current_display();
ASSERT(display);
ASSERT(display->flags & ALLEGRO_OPENGL);
if (source == NULL) {
if (type == ALLEGRO_VERTEX_SHADER) {
if (gl_shader->vertex_shader) {
glDetachShader(gl_shader->program_object, gl_shader->vertex_shader);
glDeleteShader(gl_shader->vertex_shader);
gl_shader->vertex_shader = 0;
}
}
else {
if (gl_shader->pixel_shader) {
glDetachShader(gl_shader->program_object, gl_shader->pixel_shader);
glDeleteShader(gl_shader->pixel_shader);
gl_shader->pixel_shader = 0;
}
}
return true;
}
else {
GLuint *handle;
GLenum gl_type;
if (type == ALLEGRO_VERTEX_SHADER) {
handle = &(gl_shader->vertex_shader);
gl_type = GL_VERTEX_SHADER;
}
else {
handle = &(gl_shader->pixel_shader);
gl_type = GL_FRAGMENT_SHADER;
}
*handle = glCreateShader(gl_type);
if ((*handle) == 0) {
return false;
}
glShaderSource(*handle, 1, &source, NULL);
glCompileShader(*handle);
glGetShaderiv(*handle, GL_COMPILE_STATUS, &status);
if (status == 0) {
glGetShaderInfoLog(*handle, sizeof(error_buf), NULL, error_buf);
if (shader->log) {
al_ustr_truncate(shader->log, 0);
al_ustr_append_cstr(shader->log, error_buf);
}
else {
shader->log = al_ustr_new(error_buf);
}
ALLEGRO_ERROR("Compile error: %s\n", error_buf);
glDeleteShader(*handle);
return false;
}
}
return true;
}
static bool glsl_build_shader(ALLEGRO_SHADER *shader)
{
GLint status;
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLchar error_buf[4096];
if (gl_shader->vertex_shader == 0 && gl_shader->pixel_shader == 0)
return false;
if (gl_shader->program_object != 0) {
glDeleteProgram(gl_shader->program_object);
}
gl_shader->program_object = glCreateProgram();
if (gl_shader->program_object == 0)
return false;
if (gl_shader->vertex_shader)
glAttachShader(gl_shader->program_object, gl_shader->vertex_shader);
if (gl_shader->pixel_shader)
glAttachShader(gl_shader->program_object, gl_shader->pixel_shader);
glLinkProgram(gl_shader->program_object);
glGetProgramiv(gl_shader->program_object, GL_LINK_STATUS, &status);
if (status == 0) {
glGetProgramInfoLog(gl_shader->program_object, sizeof(error_buf), NULL,
error_buf);
if (shader->log) {
al_ustr_truncate(shader->log, 0);
al_ustr_append_cstr(shader->log, error_buf);
}
else {
shader->log = al_ustr_new(error_buf);
}
ALLEGRO_ERROR("Link error: %s\n", error_buf);
glDeleteProgram(gl_shader->program_object);
return false;
}
/* Look up variable locations. */
lookup_varlocs(&gl_shader->varlocs, gl_shader->program_object);
return true;
}
static bool glsl_use_shader(ALLEGRO_SHADER *shader, ALLEGRO_DISPLAY *display,
bool set_projview_matrix_from_display)
{
ALLEGRO_SHADER_GLSL_S *gl_shader;
GLuint program_object;
GLenum err;
if (!(display->flags & ALLEGRO_OPENGL)) {
return false;
}
gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
program_object = gl_shader->program_object;
glGetError(); /* clear error */
glUseProgram(program_object);
err = glGetError();
if (err != GL_NO_ERROR) {
ALLEGRO_WARN("glUseProgram(%u) failed: %s\n", program_object,
_al_gl_error_string(err));
display->ogl_extras->program_object = 0;
return false;
}
display->ogl_extras->program_object = program_object;
/* Copy variable locations. */
display->ogl_extras->varlocs = gl_shader->varlocs;
/* Optionally set projview matrix. We skip this when it is known that the
* matrices in the display are out of date and are about to be clobbered
* itself.
*/
if (set_projview_matrix_from_display) {
_al_glsl_set_projview_matrix(
display->ogl_extras->varlocs.projview_matrix_loc, &display->projview_transform);
}
return true;
}
static void glsl_unuse_shader(ALLEGRO_SHADER *shader, ALLEGRO_DISPLAY *display)
{
(void)shader;
(void)display;
glUseProgram(0);
}
static void glsl_destroy_shader(ALLEGRO_SHADER *shader)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
al_lock_mutex(shaders_mutex);
_al_vector_find_and_delete(&shaders, &shader);
al_unlock_mutex(shaders_mutex);
glDeleteShader(gl_shader->vertex_shader);
glDeleteShader(gl_shader->pixel_shader);
glDeleteProgram(gl_shader->program_object);
al_free(shader);
}
static bool glsl_set_shader_sampler(ALLEGRO_SHADER *shader,
const char *name, ALLEGRO_BITMAP *bitmap, int unit)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLint handle;
GLuint texture;
if (bitmap && al_get_bitmap_flags(bitmap) & ALLEGRO_MEMORY_BITMAP) {
ALLEGRO_WARN("Cannot use memory bitmap for sampler\n");
return false;
}
handle = glGetUniformLocation(gl_shader->program_object, name);
if (handle < 0) {
ALLEGRO_WARN("No uniform variable '%s' in shader program\n", name);
return false;
}
glActiveTexture(GL_TEXTURE0 + unit);
texture = bitmap ? al_get_opengl_texture(bitmap) : 0;
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(handle, unit);
return check_gl_error(name);
}
static bool glsl_set_shader_matrix(ALLEGRO_SHADER *shader,
const char *name, const ALLEGRO_TRANSFORM *matrix)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLint handle;
handle = glGetUniformLocation(gl_shader->program_object, name);
if (handle < 0) {
ALLEGRO_WARN("No uniform variable '%s' in shader program\n", name);
return false;
}
glUniformMatrix4fv(handle, 1, false, (const float *)matrix->m);
return check_gl_error(name);
}
static bool glsl_set_shader_int(ALLEGRO_SHADER *shader,
const char *name, int i)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLint handle;
handle = glGetUniformLocation(gl_shader->program_object, name);
if (handle < 0) {
ALLEGRO_WARN("No uniform variable '%s' in shader program\n", name);
return false;
}
glUniform1i(handle, i);
return check_gl_error(name);
}
static bool glsl_set_shader_float(ALLEGRO_SHADER *shader,
const char *name, float f)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLint handle;
handle = glGetUniformLocation(gl_shader->program_object, name);
if (handle < 0) {
ALLEGRO_WARN("No uniform variable '%s' in shader program\n", name);
return false;
}
glUniform1f(handle, f);
return check_gl_error(name);
}
static bool glsl_set_shader_int_vector(ALLEGRO_SHADER *shader,
const char *name, int num_components, const int *i, int num_elems)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLint handle;
handle = glGetUniformLocation(gl_shader->program_object, name);
if (handle < 0) {
ALLEGRO_WARN("No uniform variable '%s' in shader program\n", name);
return false;
}
switch (num_components) {
case 1:
glUniform1iv(handle, num_elems, i);
break;
case 2:
glUniform2iv(handle, num_elems, i);
break;
case 3:
glUniform3iv(handle, num_elems, i);
break;
case 4:
glUniform4iv(handle, num_elems, i);
break;
default:
ASSERT(false);
break;
}
return check_gl_error(name);
}
static bool glsl_set_shader_float_vector(ALLEGRO_SHADER *shader,
const char *name, int num_components, const float *f, int num_elems)
{
ALLEGRO_SHADER_GLSL_S *gl_shader = (ALLEGRO_SHADER_GLSL_S *)shader;
GLint handle;
handle = glGetUniformLocation(gl_shader->program_object, name);
if (handle < 0) {
ALLEGRO_WARN("No uniform variable '%s' in shader program\n", name);
return false;
}
switch (num_components) {
case 1:
glUniform1fv(handle, num_elems, f);
break;
case 2:
glUniform2fv(handle, num_elems, f);
break;
case 3:
glUniform3fv(handle, num_elems, f);
break;
case 4:
glUniform4fv(handle, num_elems, f);
break;
default:
ASSERT(false);
break;
}
return check_gl_error(name);
}
static bool glsl_set_shader_bool(ALLEGRO_SHADER *shader,
const char *name, bool b)
{
return glsl_set_shader_int(shader, name, b);
}
static struct ALLEGRO_SHADER_INTERFACE shader_glsl_vt =
{
glsl_attach_shader_source,
glsl_build_shader,
glsl_use_shader,
glsl_unuse_shader,
glsl_destroy_shader,
NULL, /* on_lost_device */
NULL, /* on_reset_device */
glsl_set_shader_sampler,
glsl_set_shader_matrix,
glsl_set_shader_int,
glsl_set_shader_float,
glsl_set_shader_int_vector,
glsl_set_shader_float_vector,
glsl_set_shader_bool
};
static void lookup_varlocs(ALLEGRO_OGL_VARLOCS *varlocs, GLuint program)
{
unsigned i;
varlocs->pos_loc = glGetAttribLocation(program, ALLEGRO_SHADER_VAR_POS);
varlocs->color_loc = glGetAttribLocation(program, ALLEGRO_SHADER_VAR_COLOR);
varlocs->projview_matrix_loc = glGetUniformLocation(program, ALLEGRO_SHADER_VAR_PROJVIEW_MATRIX);
varlocs->texcoord_loc = glGetAttribLocation(program, ALLEGRO_SHADER_VAR_TEXCOORD);
varlocs->use_tex_loc = glGetUniformLocation(program, ALLEGRO_SHADER_VAR_USE_TEX);
varlocs->tex_loc = glGetUniformLocation(program, ALLEGRO_SHADER_VAR_TEX);
varlocs->use_tex_matrix_loc = glGetUniformLocation(program, ALLEGRO_SHADER_VAR_USE_TEX_MATRIX);
varlocs->tex_matrix_loc = glGetUniformLocation(program, ALLEGRO_SHADER_VAR_TEX_MATRIX);
for (i = 0; i < _ALLEGRO_PRIM_MAX_USER_ATTR; i++) {
/* al_user_attr_##0 */
char user_attr_name[sizeof(ALLEGRO_SHADER_VAR_USER_ATTR "999")];
snprintf(user_attr_name, sizeof(user_attr_name), ALLEGRO_SHADER_VAR_USER_ATTR "%d", i);
varlocs->user_attr_loc[i] = glGetAttribLocation(program, user_attr_name);
}
check_gl_error("glGetAttribLocation, glGetUniformLocation");
}
bool _al_glsl_set_projview_matrix(GLint projview_matrix_loc,
const ALLEGRO_TRANSFORM *t)
{
if (projview_matrix_loc >= 0) {
glUniformMatrix4fv(projview_matrix_loc, 1, false, (float *)t->m);
return true;
}
return false;
}
void _al_glsl_init_shaders(void)
{
_al_vector_init(&shaders, sizeof(ALLEGRO_SHADER *));
shaders_mutex = al_create_mutex();
}
void _al_glsl_shutdown_shaders(void)
{
_al_vector_free(&shaders);
al_destroy_mutex(shaders_mutex);
shaders_mutex = NULL;
}
/* Look through all the bitmaps associated with all the shaders and c;ear their
* shader field */
void _al_glsl_unuse_shaders(void)
{
unsigned i;
al_lock_mutex(shaders_mutex);
for (i = 0; i < _al_vector_size(&shaders); i++) {
unsigned j;
ALLEGRO_SHADER *shader = *((ALLEGRO_SHADER **)_al_vector_ref(&shaders, i));
for (j = 0; j < _al_vector_size(&shader->bitmaps); j++) {
ALLEGRO_BITMAP *bitmap =
*((ALLEGRO_BITMAP **)_al_vector_ref(&shader->bitmaps, j));
_al_set_bitmap_shader_field(bitmap, NULL);
}
}
al_unlock_mutex(shaders_mutex);
}
#endif
/* Function: al_get_opengl_program_object
*/
GLuint al_get_opengl_program_object(ALLEGRO_SHADER *shader)
{
ASSERT(shader);
#ifdef ALLEGRO_CFG_SHADER_GLSL
if (shader->platform != ALLEGRO_SHADER_GLSL)
return 0;
return ((ALLEGRO_SHADER_GLSL_S *)shader)->program_object;
#else
return 0;
#endif
}
/* vim: set sts=3 sw=3 et: */