1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2020 Blender Foundation.
17  * All rights reserved.
18  */
19 
20 /** \file
21  * \ingroup gpu
22  */
23 
24 #include "BKE_global.h"
25 
26 #include "BLI_string.h"
27 #include "BLI_vector.hh"
28 
29 #include "GPU_platform.h"
30 
31 #include "gl_backend.hh"
32 #include "gl_debug.hh"
33 #include "gl_vertex_buffer.hh"
34 
35 #include "gl_shader.hh"
36 #include "gl_shader_interface.hh"
37 
38 using namespace blender;
39 using namespace blender::gpu;
40 
41 /* -------------------------------------------------------------------- */
42 /** \name Creation / Destruction
43  * \{ */
44 
GLShader(const char * name)45 GLShader::GLShader(const char *name) : Shader(name)
46 {
47 #if 0 /* Would be nice to have, but for now the Deferred compilation \
48        * does not have a GPUContext. */
49   BLI_assert(GLContext::get() != NULL);
50 #endif
51   shader_program_ = glCreateProgram();
52 
53   debug::object_label(GL_PROGRAM, shader_program_, name);
54 }
55 
~GLShader(void)56 GLShader::~GLShader(void)
57 {
58 #if 0 /* Would be nice to have, but for now the Deferred compilation \
59        * does not have a GPUContext. */
60   BLI_assert(GLContext::get() != NULL);
61 #endif
62   /* Invalid handles are silently ignored. */
63   glDeleteShader(vert_shader_);
64   glDeleteShader(geom_shader_);
65   glDeleteShader(frag_shader_);
66   glDeleteProgram(shader_program_);
67 }
68 
69 /** \} */
70 
71 /* -------------------------------------------------------------------- */
72 /** \name Shader stage creation
73  * \{ */
74 
glsl_patch_get(void)75 char *GLShader::glsl_patch_get(void)
76 {
77   /** Used for shader patching. Init once. */
78   static char patch[512] = "\0";
79   if (patch[0] != '\0') {
80     return patch;
81   }
82 
83   size_t slen = 0;
84   /* Version need to go first. */
85   STR_CONCAT(patch, slen, "#version 330\n");
86 
87   /* Enable extensions for features that are not part of our base GLSL version
88    * don't use an extension for something already available! */
89   if (GLContext::texture_gather_support) {
90     STR_CONCAT(patch, slen, "#extension GL_ARB_texture_gather: enable\n");
91     /* Some drivers don't agree on GLEW_ARB_texture_gather and the actual support in the
92      * shader so double check the preprocessor define (see T56544). */
93     STR_CONCAT(patch, slen, "#ifdef GL_ARB_texture_gather\n");
94     STR_CONCAT(patch, slen, "#  define GPU_ARB_texture_gather\n");
95     STR_CONCAT(patch, slen, "#endif\n");
96   }
97   if (GLContext::shader_draw_parameters_support) {
98     STR_CONCAT(patch, slen, "#extension GL_ARB_shader_draw_parameters : enable\n");
99     STR_CONCAT(patch, slen, "#define GPU_ARB_shader_draw_parameters\n");
100   }
101   if (GLContext::texture_cube_map_array_support) {
102     STR_CONCAT(patch, slen, "#extension GL_ARB_texture_cube_map_array : enable\n");
103     STR_CONCAT(patch, slen, "#define GPU_ARB_texture_cube_map_array\n");
104   }
105 
106   /* Derivative sign can change depending on implementation. */
107   STR_CONCATF(patch, slen, "#define DFDX_SIGN %1.1f\n", GLContext::derivative_signs[0]);
108   STR_CONCATF(patch, slen, "#define DFDY_SIGN %1.1f\n", GLContext::derivative_signs[1]);
109 
110   BLI_assert(slen < sizeof(patch));
111   return patch;
112 }
113 
114 /* Create, compile and attach the shader stage to the shader program. */
create_shader_stage(GLenum gl_stage,MutableSpan<const char * > sources)115 GLuint GLShader::create_shader_stage(GLenum gl_stage, MutableSpan<const char *> sources)
116 {
117   GLuint shader = glCreateShader(gl_stage);
118   if (shader == 0) {
119     fprintf(stderr, "GLShader: Error: Could not create shader object.");
120     return 0;
121   }
122 
123   /* Patch the shader code using the first source slot. */
124   sources[0] = glsl_patch_get();
125 
126   glShaderSource(shader, sources.size(), sources.data(), NULL);
127   glCompileShader(shader);
128 
129   GLint status;
130   glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
131   if (!status || (G.debug & G_DEBUG_GPU)) {
132     char log[5000] = "";
133     glGetShaderInfoLog(shader, sizeof(log), NULL, log);
134     if (log[0] != '\0') {
135       switch (gl_stage) {
136         case GL_VERTEX_SHADER:
137           this->print_log(sources, log, "VertShader", !status);
138           break;
139         case GL_GEOMETRY_SHADER:
140           this->print_log(sources, log, "GeomShader", !status);
141           break;
142         case GL_FRAGMENT_SHADER:
143           this->print_log(sources, log, "FragShader", !status);
144           break;
145       }
146     }
147   }
148   if (!status) {
149     glDeleteShader(shader);
150     compilation_failed_ = true;
151     return 0;
152   }
153 
154   debug::object_label(gl_stage, shader, name);
155 
156   glAttachShader(shader_program_, shader);
157   return shader;
158 }
159 
vertex_shader_from_glsl(MutableSpan<const char * > sources)160 void GLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
161 {
162   vert_shader_ = this->create_shader_stage(GL_VERTEX_SHADER, sources);
163 }
164 
geometry_shader_from_glsl(MutableSpan<const char * > sources)165 void GLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
166 {
167   geom_shader_ = this->create_shader_stage(GL_GEOMETRY_SHADER, sources);
168 }
169 
fragment_shader_from_glsl(MutableSpan<const char * > sources)170 void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
171 {
172   frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
173 }
174 
finalize(void)175 bool GLShader::finalize(void)
176 {
177   if (compilation_failed_) {
178     return false;
179   }
180 
181   glLinkProgram(shader_program_);
182 
183   GLint status;
184   glGetProgramiv(shader_program_, GL_LINK_STATUS, &status);
185   if (!status) {
186     char log[5000];
187     glGetProgramInfoLog(shader_program_, sizeof(log), NULL, log);
188     Span<const char *> sources;
189     this->print_log(sources, log, "Linking", true);
190     return false;
191   }
192 
193   interface = new GLShaderInterface(shader_program_);
194 
195   return true;
196 }
197 
198 /** \} */
199 
200 /* -------------------------------------------------------------------- */
201 /** \name Binding
202  * \{ */
203 
bind(void)204 void GLShader::bind(void)
205 {
206   BLI_assert(shader_program_ != 0);
207   glUseProgram(shader_program_);
208 }
209 
unbind(void)210 void GLShader::unbind(void)
211 {
212 #ifndef NDEBUG
213   glUseProgram(0);
214 #endif
215 }
216 
217 /** \} */
218 
219 /* -------------------------------------------------------------------- */
220 /** \name Transform feedback
221  *
222  * TODO(fclem): Should be replaced by compute shaders.
223  * \{ */
224 
225 /* Should be called before linking. */
transform_feedback_names_set(Span<const char * > name_list,const eGPUShaderTFBType geom_type)226 void GLShader::transform_feedback_names_set(Span<const char *> name_list,
227                                             const eGPUShaderTFBType geom_type)
228 {
229   glTransformFeedbackVaryings(
230       shader_program_, name_list.size(), name_list.data(), GL_INTERLEAVED_ATTRIBS);
231   transform_feedback_type_ = geom_type;
232 }
233 
transform_feedback_enable(GPUVertBuf * buf_)234 bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
235 {
236   if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
237     return false;
238   }
239 
240   GLVertBuf *buf = static_cast<GLVertBuf *>(unwrap(buf_));
241 
242   BLI_assert(buf->vbo_id_ != 0);
243 
244   glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, buf->vbo_id_);
245 
246   switch (transform_feedback_type_) {
247     case GPU_SHADER_TFB_POINTS:
248       glBeginTransformFeedback(GL_POINTS);
249       break;
250     case GPU_SHADER_TFB_LINES:
251       glBeginTransformFeedback(GL_LINES);
252       break;
253     case GPU_SHADER_TFB_TRIANGLES:
254       glBeginTransformFeedback(GL_TRIANGLES);
255       break;
256     default:
257       return false;
258   }
259   return true;
260 }
261 
transform_feedback_disable(void)262 void GLShader::transform_feedback_disable(void)
263 {
264   glEndTransformFeedback();
265 }
266 
267 /** \} */
268 
269 /* -------------------------------------------------------------------- */
270 /** \name Uniforms setters
271  * \{ */
272 
uniform_float(int location,int comp_len,int array_size,const float * data)273 void GLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
274 {
275   switch (comp_len) {
276     case 1:
277       glUniform1fv(location, array_size, data);
278       break;
279     case 2:
280       glUniform2fv(location, array_size, data);
281       break;
282     case 3:
283       glUniform3fv(location, array_size, data);
284       break;
285     case 4:
286       glUniform4fv(location, array_size, data);
287       break;
288     case 9:
289       glUniformMatrix3fv(location, array_size, 0, data);
290       break;
291     case 16:
292       glUniformMatrix4fv(location, array_size, 0, data);
293       break;
294     default:
295       BLI_assert(0);
296       break;
297   }
298 }
299 
uniform_int(int location,int comp_len,int array_size,const int * data)300 void GLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
301 {
302   switch (comp_len) {
303     case 1:
304       glUniform1iv(location, array_size, data);
305       break;
306     case 2:
307       glUniform2iv(location, array_size, data);
308       break;
309     case 3:
310       glUniform3iv(location, array_size, data);
311       break;
312     case 4:
313       glUniform4iv(location, array_size, data);
314       break;
315     default:
316       BLI_assert(0);
317       break;
318   }
319 }
320 
321 /** \} */
322 
323 /* -------------------------------------------------------------------- */
324 /** \name GPUVertFormat from Shader
325  * \{ */
326 
calc_component_size(const GLenum gl_type)327 static uint calc_component_size(const GLenum gl_type)
328 {
329   switch (gl_type) {
330     case GL_FLOAT_VEC2:
331     case GL_INT_VEC2:
332     case GL_UNSIGNED_INT_VEC2:
333       return 2;
334     case GL_FLOAT_VEC3:
335     case GL_INT_VEC3:
336     case GL_UNSIGNED_INT_VEC3:
337       return 3;
338     case GL_FLOAT_VEC4:
339     case GL_FLOAT_MAT2:
340     case GL_INT_VEC4:
341     case GL_UNSIGNED_INT_VEC4:
342       return 4;
343     case GL_FLOAT_MAT3:
344       return 9;
345     case GL_FLOAT_MAT4:
346       return 16;
347     case GL_FLOAT_MAT2x3:
348     case GL_FLOAT_MAT3x2:
349       return 6;
350     case GL_FLOAT_MAT2x4:
351     case GL_FLOAT_MAT4x2:
352       return 8;
353     case GL_FLOAT_MAT3x4:
354     case GL_FLOAT_MAT4x3:
355       return 12;
356     default:
357       return 1;
358   }
359 }
360 
get_fetch_mode_and_comp_type(int gl_type,GPUVertCompType * r_comp_type,GPUVertFetchMode * r_fetch_mode)361 static void get_fetch_mode_and_comp_type(int gl_type,
362                                          GPUVertCompType *r_comp_type,
363                                          GPUVertFetchMode *r_fetch_mode)
364 {
365   switch (gl_type) {
366     case GL_FLOAT:
367     case GL_FLOAT_VEC2:
368     case GL_FLOAT_VEC3:
369     case GL_FLOAT_VEC4:
370     case GL_FLOAT_MAT2:
371     case GL_FLOAT_MAT3:
372     case GL_FLOAT_MAT4:
373     case GL_FLOAT_MAT2x3:
374     case GL_FLOAT_MAT2x4:
375     case GL_FLOAT_MAT3x2:
376     case GL_FLOAT_MAT3x4:
377     case GL_FLOAT_MAT4x2:
378     case GL_FLOAT_MAT4x3:
379       *r_comp_type = GPU_COMP_F32;
380       *r_fetch_mode = GPU_FETCH_FLOAT;
381       break;
382     case GL_INT:
383     case GL_INT_VEC2:
384     case GL_INT_VEC3:
385     case GL_INT_VEC4:
386       *r_comp_type = GPU_COMP_I32;
387       *r_fetch_mode = GPU_FETCH_INT;
388       break;
389     case GL_UNSIGNED_INT:
390     case GL_UNSIGNED_INT_VEC2:
391     case GL_UNSIGNED_INT_VEC3:
392     case GL_UNSIGNED_INT_VEC4:
393       *r_comp_type = GPU_COMP_U32;
394       *r_fetch_mode = GPU_FETCH_INT;
395       break;
396     default:
397       BLI_assert(0);
398   }
399 }
400 
vertformat_from_shader(GPUVertFormat * format) const401 void GLShader::vertformat_from_shader(GPUVertFormat *format) const
402 {
403   GPU_vertformat_clear(format);
404 
405   GLint attr_len;
406   glGetProgramiv(shader_program_, GL_ACTIVE_ATTRIBUTES, &attr_len);
407 
408   for (int i = 0; i < attr_len; i++) {
409     char name[256];
410     GLenum gl_type;
411     GLint size;
412     glGetActiveAttrib(shader_program_, i, sizeof(name), NULL, &size, &gl_type, name);
413 
414     /* Ignore OpenGL names like `gl_BaseInstanceARB`, `gl_InstanceID` and `gl_VertexID`. */
415     if (glGetAttribLocation(shader_program_, name) == -1) {
416       continue;
417     }
418 
419     GPUVertCompType comp_type;
420     GPUVertFetchMode fetch_mode;
421     get_fetch_mode_and_comp_type(gl_type, &comp_type, &fetch_mode);
422 
423     int comp_len = calc_component_size(gl_type) * size;
424 
425     GPU_vertformat_attr_add(format, name, comp_type, comp_len, fetch_mode);
426   }
427 }
428 
429 /** \} */
430