1 /* 2 ----------------------------------------------------------------------------- 3 This source file is part of OGRE 4 (Object-oriented Graphics Rendering Engine) 5 For the latest info, see http://www.ogre3d.org/ 6 7 Copyright (c) 2000-2014 Torus Knot Software Ltd 8 9 Permission is hereby granted, free of charge, to any person obtaining a copy 10 of this software and associated documentation files (the "Software"), to deal 11 in the Software without restriction, including without limitation the rights 12 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 13 copies of the Software, and to permit persons to whom the Software is 14 furnished to do so, subject to the following conditions: 15 16 The above copyright notice and this permission notice shall be included in 17 all copies or substantial portions of the Software. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 22 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 23 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 24 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 25 THE SOFTWARE. 26 ----------------------------------------------------------------------------- 27 */ 28 29 #include "OgreGLSLProgram.h" 30 #include "OgreGLSLShader.h" 31 #include "OgreGpuProgramManager.h" 32 #include "OgreGLSLShader.h" 33 #include "OgreRoot.h" 34 #include "OgreGLSLExtSupport.h" 35 36 namespace Ogre { 37 GLSLProgram(GLSLShader * vertexShader,GLSLShader * hullShader,GLSLShader * domainShader,GLSLShader * geometryShader,GLSLShader * fragmentShader,GLSLShader * computeShader)38 GLSLProgram::GLSLProgram(GLSLShader* vertexShader, 39 GLSLShader* hullShader, 40 GLSLShader* domainShader, 41 GLSLShader* geometryShader, 42 GLSLShader* fragmentShader, 43 GLSLShader* computeShader) 44 : GLSLProgramCommon(vertexShader) 45 , mHullShader(hullShader) 46 , mDomainShader(domainShader) 47 , mGeometryShader(geometryShader) 48 , mFragmentShader(fragmentShader) 49 , mComputeShader(computeShader) 50 { 51 } 52 getCombinedName()53 Ogre::String GLSLProgram::getCombinedName() 54 { 55 String name; 56 if (mVertexShader) 57 { 58 name += "Vertex Shader: "; 59 name += mVertexShader->getName(); 60 name += "\n"; 61 } 62 if (mHullShader) 63 { 64 name += "Tessellation Control Shader: "; 65 name += mHullShader->getName(); 66 name += "\n"; 67 } 68 if (mDomainShader) 69 { 70 name += "Tessellation Evaluation Shader: "; 71 name += mDomainShader->getName(); 72 name += "\n"; 73 } 74 if (mGeometryShader) 75 { 76 name += "Geometry Shader: "; 77 name += mGeometryShader->getName(); 78 name += "\n"; 79 } 80 if (mFragmentShader) 81 { 82 name += "Fragment Shader: "; 83 name += mFragmentShader->getName(); 84 name += "\n"; 85 } 86 if (mComputeShader) 87 { 88 name += "Compute Shader: "; 89 name += mComputeShader->getName(); 90 name += "\n"; 91 } 92 93 return name; 94 } 95 bindFixedAttributes(GLuint program)96 void GLSLProgram::bindFixedAttributes(GLuint program) 97 { 98 GLint maxAttribs = Root::getSingleton().getRenderSystem()->getCapabilities()->getNumVertexAttributes(); 99 100 size_t numAttribs = sizeof(msCustomAttributes) / sizeof(CustomAttribute); 101 for (size_t i = 0; i < numAttribs; ++i) 102 { 103 const CustomAttribute& a = msCustomAttributes[i]; 104 if (a.attrib < maxAttribs) 105 { 106 107 OGRE_CHECK_GL_ERROR(glBindAttribLocation(program, a.attrib, a.name)); 108 } 109 } 110 } 111 getCombinedHash()112 uint32 GLSLProgram::getCombinedHash() 113 { 114 uint32 hash = 0; 115 GpuProgram* progs[] = {mVertexShader, mFragmentShader, mGeometryShader, 116 mHullShader, mDomainShader, mComputeShader}; 117 for (auto p : progs) 118 { 119 if(!p) continue; 120 hash = p->_getHash(hash); 121 } 122 return hash; 123 } 124 setTransformFeedbackVaryings(const std::vector<String> & nameStrings)125 void GLSLProgram::setTransformFeedbackVaryings(const std::vector<String>& nameStrings) 126 { 127 // Get program object ID. 128 GLuint programId; 129 if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS)) 130 { 131 //TODO include tessellation stages 132 GLSLShader* glslGpuProgram = getGeometryShader(); 133 if (!glslGpuProgram) 134 glslGpuProgram = getVertexShader(); 135 136 programId = glslGpuProgram->getGLProgramHandle(); 137 138 // force re-link 139 GpuProgramManager::getSingleton().removeMicrocodeFromCache(glslGpuProgram->_getHash()); 140 glslGpuProgram->setLinked(false); 141 } 142 else 143 { 144 programId = getGLProgramHandle(); 145 146 // force re-link 147 GpuProgramManager::getSingleton().removeMicrocodeFromCache(getCombinedHash()); 148 } 149 mLinked = false; 150 151 // Convert to const char * for GL 152 std::vector<const char*> names; 153 for (uint e = 0; e < nameStrings.size(); e++) 154 { 155 names.push_back(nameStrings[e].c_str()); 156 } 157 158 // TODO replace glTransformFeedbackVaryings with in-shader specification (GL 4.4) 159 OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(programId, nameStrings.size(), &names[0], 160 GL_INTERLEAVED_ATTRIBS)); 161 162 #if OGRE_DEBUG_MODE 163 activate(); 164 // Check if varyings were successfully set. 165 GLchar Name[64]; 166 GLsizei Length(0); 167 GLsizei Size(0); 168 GLenum Type(0); 169 // bool Validated = false; 170 for (size_t i = 0; i < nameStrings.size(); i++) 171 { 172 OGRE_CHECK_GL_ERROR( 173 glGetTransformFeedbackVarying(programId, i, 64, &Length, &Size, &Type, Name)); 174 LogManager::getSingleton().stream() << "Varying " << i << ": " << Name << " " << Length 175 << " " << Size << " " << Type; 176 // Validated = (Size == 1) && (Type == GL_FLOAT_VEC3); 177 // std::cout << Validated << " " << GL_FLOAT_VEC3 << std::endl; 178 } 179 #endif 180 } 181 getMicrocodeFromCache(uint32 id)182 void GLSLProgram::getMicrocodeFromCache(uint32 id) 183 { 184 GpuProgramManager::Microcode cacheMicrocode = 185 GpuProgramManager::getSingleton().getMicrocodeFromCache(id); 186 187 cacheMicrocode->seek(0); 188 189 // Turns out we need this param when loading. 190 GLenum binaryFormat = 0; 191 cacheMicrocode->read(&binaryFormat, sizeof(GLenum)); 192 193 // Get size of binary. 194 GLint binaryLength = static_cast<GLint>(cacheMicrocode->size() - sizeof(GLenum)); 195 196 // Load binary. 197 OGRE_CHECK_GL_ERROR(glProgramBinary(mGLProgramHandle, 198 binaryFormat, 199 cacheMicrocode->getCurrentPtr(), 200 binaryLength)); 201 202 GLint success = 0; 203 OGRE_CHECK_GL_ERROR(glGetProgramiv(mGLProgramHandle, GL_LINK_STATUS, &success)); 204 205 if(success) 206 { 207 mLinked = true; 208 return; 209 } 210 211 logObjectInfo("could not load from cache "+getCombinedName(), mGLProgramHandle); 212 // Something must have changed since the program binaries 213 // were cached away. Fallback to source shader loading path, 214 // and then retrieve and cache new program binaries once again. 215 compileAndLink(); 216 } 217 218 } // namespace Ogre 219