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 #include "OgreGpuProgram.h" 29 #include "OgreRoot.h" 30 #include "OgreRenderSystem.h" 31 #include "OgreRenderSystemCapabilities.h" 32 #include "OgreStringConverter.h" 33 #include "OgreGpuProgramManager.h" 34 #include "OgreHighLevelGpuProgramManager.h" 35 #include "OgreLogManager.h" 36 37 #include "OgreGLSLProgram.h" 38 #include "OgreGLSLGpuProgram.h" 39 #include "OgreGLSLExtSupport.h" 40 #include "OgreGLSLLinkProgramManager.h" 41 #include "OgreGLSLPreprocessor.h" 42 43 namespace Ogre { 44 namespace GLSL { 45 //--------------------------------------------------------------------------- ~GLSLProgram()46 GLSLProgram::~GLSLProgram() 47 { 48 // Have to call this here rather than in Resource destructor 49 // since calling virtual methods in base destructors causes crash 50 if (isLoaded()) 51 { 52 unload(); 53 } 54 else 55 { 56 unloadHighLevel(); 57 } 58 } 59 //--------------------------------------------------------------------------- compile(bool checkErrors)60 bool GLSLProgram::compile(bool checkErrors) 61 { 62 // only create a shader object if glsl is supported 63 if (isSupported()) 64 { 65 // create shader object 66 GLenum shaderType = 0x0000; 67 switch (mType) 68 { 69 case GPT_VERTEX_PROGRAM: 70 shaderType = GL_VERTEX_SHADER_ARB; 71 break; 72 case GPT_FRAGMENT_PROGRAM: 73 shaderType = GL_FRAGMENT_SHADER_ARB; 74 break; 75 case GPT_GEOMETRY_PROGRAM: 76 shaderType = GL_GEOMETRY_SHADER_EXT; 77 break; 78 case GPT_COMPUTE_PROGRAM: 79 case GPT_DOMAIN_PROGRAM: 80 case GPT_HULL_PROGRAM: 81 break; 82 } 83 mGLHandle = glCreateShaderObjectARB(shaderType); 84 } 85 86 // Add preprocessor extras and main source 87 if (!mSource.empty()) 88 { 89 const char *source = mSource.c_str(); 90 glShaderSourceARB(mGLHandle, 1, &source, NULL); 91 } 92 93 glCompileShaderARB(mGLHandle); 94 // check for compile errors 95 int compiled = 0; 96 glGetObjectParameterivARB(mGLHandle, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); 97 98 if(!checkErrors) 99 return compiled == 1; 100 101 String compileInfo = getObjectInfo(mGLHandle); 102 103 if (!compiled) 104 OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, getResourceLogName() + " " + compileInfo, "compile"); 105 106 // probably we have warnings 107 if (!compileInfo.empty()) 108 LogManager::getSingleton().stream(LML_WARNING) << getResourceLogName() << " " << compileInfo; 109 110 return (compiled == 1); 111 } 112 113 //----------------------------------------------------------------------- createLowLevelImpl(void)114 void GLSLProgram::createLowLevelImpl(void) 115 { 116 mAssemblerProgram = GpuProgramPtr(OGRE_NEW GLSLGpuProgram( this )); 117 // Shader params need to be forwarded to low level implementation 118 mAssemblerProgram->setAdjacencyInfoRequired(isAdjacencyInfoRequired()); 119 } 120 //----------------------------------------------------------------------- unloadHighLevelImpl(void)121 void GLSLProgram::unloadHighLevelImpl(void) 122 { 123 if (isSupported()) 124 { 125 glDeleteObjectARB(mGLHandle); 126 mGLHandle = 0; 127 128 // destroy all programs using this shader 129 GLSLLinkProgramManager::getSingletonPtr()->destroyAllByShader(this); 130 } 131 } 132 133 //----------------------------------------------------------------------- populateParameterNames(GpuProgramParametersSharedPtr params)134 void GLSLProgram::populateParameterNames(GpuProgramParametersSharedPtr params) 135 { 136 getConstantDefinitions(); 137 params->_setNamedConstants(mConstantDefs); 138 // Don't set logical / physical maps here, as we can't access parameters by logical index in GLHL. 139 } 140 //----------------------------------------------------------------------- buildConstantDefinitions() const141 void GLSLProgram::buildConstantDefinitions() const 142 { 143 // We need an accurate list of all the uniforms in the shader, but we 144 // can't get at them until we link all the shaders into a program object. 145 146 147 // Therefore instead, parse the source code manually and extract the uniforms 148 createParameterMappingStructures(true); 149 GLSLLinkProgramManager::getSingleton().extractUniformsFromGLSL( 150 mSource, *mConstantDefs, mName); 151 152 // Also parse any attached sources 153 for (GLSLProgramContainer::const_iterator i = mAttachedGLSLPrograms.begin(); 154 i != mAttachedGLSLPrograms.end(); ++i) 155 { 156 GLSLShaderCommon* childShader = *i; 157 158 GLSLLinkProgramManager::getSingleton().extractUniformsFromGLSL( 159 childShader->getSource(), *mConstantDefs, childShader->getName()); 160 161 } 162 } 163 164 //----------------------------------------------------------------------- GLSLProgram(ResourceManager * creator,const String & name,ResourceHandle handle,const String & group,bool isManual,ManualResourceLoader * loader)165 GLSLProgram::GLSLProgram(ResourceManager* creator, 166 const String& name, ResourceHandle handle, 167 const String& group, bool isManual, ManualResourceLoader* loader) 168 : GLSLShaderCommon(creator, name, handle, group, isManual, loader) 169 , mGLHandle(0) 170 { 171 // add parameter command "attach" to the material serializer dictionary 172 if (createParamDictionary("GLSLProgram")) 173 { 174 setupBaseParamDictionary(); 175 ParamDictionary* dict = getParamDictionary(); 176 177 dict->addParameter(ParameterDef("preprocessor_defines", 178 "Preprocessor defines use to compile the program.", 179 PT_STRING),&msCmdPreprocessorDefines); 180 dict->addParameter(ParameterDef("attach", 181 "name of another GLSL program needed by this program", 182 PT_STRING),&msCmdAttach); 183 dict->addParameter(ParameterDef("column_major_matrices", 184 "Whether matrix packing in column-major order.", 185 PT_BOOL),&msCmdColumnMajorMatrices); 186 dict->addParameter( 187 ParameterDef("input_operation_type", 188 "The input operation type for this geometry program. \ 189 Can be 'point_list', 'line_list', 'line_strip', 'triangle_list', \ 190 'triangle_strip' or 'triangle_fan'", PT_STRING), 191 &msInputOperationTypeCmd); 192 dict->addParameter( 193 ParameterDef("output_operation_type", 194 "The input operation type for this geometry program. \ 195 Can be 'point_list', 'line_strip' or 'triangle_strip'", 196 PT_STRING), 197 &msOutputOperationTypeCmd); 198 dict->addParameter( 199 ParameterDef("max_output_vertices", 200 "The maximum number of vertices a single run of this geometry program can output", 201 PT_INT),&msMaxOutputVerticesCmd); 202 } 203 // Manually assign language now since we use it immediately 204 mSyntaxCode = "glsl"; 205 } 206 207 //----------------------------------------------------------------------- attachToProgramObject(const GLhandleARB programObject)208 void GLSLProgram::attachToProgramObject( const GLhandleARB programObject ) 209 { 210 // attach child objects 211 for (auto childShader : mAttachedGLSLPrograms) 212 { 213 childShader->attachToProgramObject(programObject); 214 } 215 glAttachObjectARB( programObject, mGLHandle ); 216 GLenum glErr = glGetError(); 217 if(glErr != GL_NO_ERROR) 218 { 219 reportGLSLError( glErr, "GLSLProgram::attachToProgramObject", 220 "Error attaching " + mName + " shader object to GLSL Program Object", programObject ); 221 } 222 223 } 224 //----------------------------------------------------------------------- detachFromProgramObject(const GLhandleARB programObject)225 void GLSLProgram::detachFromProgramObject( const GLhandleARB programObject ) 226 { 227 glDetachObjectARB(programObject, mGLHandle); 228 229 GLenum glErr = glGetError(); 230 if(glErr != GL_NO_ERROR) 231 { 232 reportGLSLError( glErr, "GLSLProgram::detachFromProgramObject", 233 "Error detaching " + mName + " shader object from GLSL Program Object", programObject ); 234 } 235 // attach child objects 236 GLSLProgramContainerIterator childprogramcurrent = mAttachedGLSLPrograms.begin(); 237 GLSLProgramContainerIterator childprogramend = mAttachedGLSLPrograms.end(); 238 239 while (childprogramcurrent != childprogramend) 240 { 241 GLSLShaderCommon* childShader = *childprogramcurrent; 242 childShader->detachFromProgramObject( programObject ); 243 ++childprogramcurrent; 244 } 245 246 } 247 248 //----------------------------------------------------------------------- getLanguage(void) const249 const String& GLSLProgram::getLanguage(void) const 250 { 251 static const String language = "glsl"; 252 253 return language; 254 } 255 256 } 257 } 258