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CLK/Outputs/OpenGL/Primitives/Shader.cpp

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//
// Shader.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
// Copyright 2016 Thomas Harte. All rights reserved.
//
#include "Shader.hpp"
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#include "../../Log.hpp"
#include <vector>
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using namespace Outputs::Display::OpenGL;
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namespace {
// The below is disabled because it isn't context/thread-specific. Which makes it
// fairly 'unuseful'.
// Shader *bound_shader = nullptr;
}
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GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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GLuint shader = glCreateShader(type);
const char *c_str = source.c_str();
test_gl(glShaderSource, shader, 1, &c_str, NULL);
test_gl(glCompileShader, shader);
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#ifndef NDEBUG
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GLint isCompiled = 0;
test_gl(glGetShaderiv, shader, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE) {
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GLint logLength;
test_gl(glGetShaderiv, shader, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0) {
const auto length = std::vector<GLchar>::size_type(logLength);
std::vector<GLchar> log(length);
test_gl(glGetShaderInfoLog, shader, logLength, &logLength, log.data());
LOG("Compile log:\n" << log.data());
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}
throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
#endif
return shader;
}
Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
init(vertex_shader, fragment_shader, attribute_bindings);
}
Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names) {
std::vector<AttributeBinding> bindings;
GLuint index = 0;
for(const auto &name: binding_names) {
bindings.emplace_back(name, index);
++index;
}
init(vertex_shader, fragment_shader, bindings);
}
void Shader::init(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
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shader_program_ = glCreateProgram();
const GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
const GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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test_gl(glAttachShader, shader_program_, vertex);
test_gl(glAttachShader, shader_program_, fragment);
for(const auto &binding : attribute_bindings) {
test_gl(glBindAttribLocation, shader_program_, binding.index, binding.name.c_str());
#ifndef NDEBUG
const auto error = glGetError();
switch(error) {
case 0: break;
case GL_INVALID_VALUE:
LOG("GL_INVALID_VALUE when attempting to bind " << binding.name << " to index " << binding.index << " (i.e. index is greater than or equal to GL_MAX_VERTEX_ATTRIBS)");
break;
case GL_INVALID_OPERATION:
LOG("GL_INVALID_OPERATION when attempting to bind " << binding.name << " to index " << binding.index << " (i.e. name begins with gl_)");
break;
default:
LOG("Error " << error << " when attempting to bind " << binding.name << " to index " << binding.index);
break;
}
#endif
}
test_gl(glLinkProgram, shader_program_);
#ifndef NDEBUG
GLint logLength;
test_gl(glGetProgramiv, shader_program_, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0) {
GLchar *log = new GLchar[std::size_t(logLength)];
test_gl(glGetProgramInfoLog, shader_program_, logLength, &logLength, log);
LOG("Link log:\n" << log);
delete[] log;
}
GLint didLink = 0;
test_gl(glGetProgramiv, shader_program_, GL_LINK_STATUS, &didLink);
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if(didLink == GL_FALSE) {
throw ProgramLinkageError;
}
#endif
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}
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Shader::~Shader() {
// if(bound_shader == this) Shader::unbind();
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glDeleteProgram(shader_program_);
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}
void Shader::bind() const {
// if(bound_shader != this) {
test_gl(glUseProgram, shader_program_);
// bound_shader = this;
// }
flush_functions();
}
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void Shader::unbind() {
// bound_shader = nullptr;
test_gl(glUseProgram, 0);
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}
GLint Shader::get_attrib_location(const std::string &name) const {
return glGetAttribLocation(shader_program_, name.c_str());
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}
GLint Shader::get_uniform_location(const std::string &name) const {
return glGetUniformLocation(shader_program_, name.c_str());
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}
void Shader::enable_vertex_attribute_with_pointer(const std::string &name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor) {
GLint location = get_attrib_location(name);
if(location >= 0) {
test_gl(glEnableVertexAttribArray, GLuint(location));
test_gl(glVertexAttribPointer, GLuint(location), size, type, normalised, stride, pointer);
test_gl(glVertexAttribDivisor, GLuint(location), divisor);
} else {
LOG("Couldn't enable vertex attribute " << name);
}
}
// The various set_uniforms...
#define with_location(func, ...) {\
const GLint location = glGetUniformLocation(shader_program_, name.c_str()); \
if(location == -1) { \
LOG("Couldn't get location for uniform " << name); \
} else { \
func(location, __VA_ARGS__); \
if(glGetError()) LOG("Error setting uniform " << name << " via " << #func); \
} \
}
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void Shader::set_uniform(const std::string &name, GLint value) {
enqueue_function([name, value, this] {
with_location(glUniform1i, value);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value) {
enqueue_function([name, value, this] {
with_location(glUniform1ui, value);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value) {
enqueue_function([name, value, this] {
with_location(glUniform1f, value);
});
}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2) {
enqueue_function([name, value1, value2, this] {
with_location(glUniform2i, value1, value2);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2) {
enqueue_function([name, value1, value2, this] {
with_location(glUniform2f, value1, value2);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2) {
enqueue_function([name, value1, value2, this] {
with_location(glUniform2ui, value1, value2);
});
}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3) {
enqueue_function([name, value1, value2, value3, this] {
with_location(glUniform3i, value1, value2, value3);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3) {
enqueue_function([name, value1, value2, value3, this] {
with_location(glUniform3f, value1, value2, value3);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3) {
enqueue_function([name, value1, value2, value3, this] {
with_location(glUniform3ui, value1, value2, value3);
});
}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4) {
enqueue_function([name, value1, value2, value3, value4, this] {
with_location(glUniform4i, value1, value2, value3, value4);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4) {
enqueue_function([name, value1, value2, value3, value4, this] {
with_location(glUniform4f, value1, value2, value3, value4);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4) {
enqueue_function([name, value1, value2, value3, value4, this] {
with_location(glUniform4ui, value1, value2, value3, value4);
});
}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values) {
std::size_t number_of_values = std::size_t(count) * std::size_t(size);
std::vector<GLint> values_copy(values, values + number_of_values);
enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
case 1: with_location(glUniform1iv, count, values_copy.data()); break;
case 2: with_location(glUniform2iv, count, values_copy.data()); break;
case 3: with_location(glUniform3iv, count, values_copy.data()); break;
case 4: with_location(glUniform4iv, count, values_copy.data()); break;
}
});
}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values) {
std::size_t number_of_values = std::size_t(count) * std::size_t(size);
std::vector<GLfloat> values_copy(values, values + number_of_values);
enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
case 1: with_location(glUniform1fv, count, values_copy.data()); break;
case 2: with_location(glUniform2fv, count, values_copy.data()); break;
case 3: with_location(glUniform3fv, count, values_copy.data()); break;
case 4: with_location(glUniform4fv, count, values_copy.data()); break;
}
});
}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values) {
std::size_t number_of_values = std::size_t(count) * std::size_t(size);
std::vector<GLuint> values_copy(values, values + number_of_values);
enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
case 1: with_location(glUniform1uiv, count, values_copy.data()); break;
case 2: with_location(glUniform2uiv, count, values_copy.data()); break;
case 3: with_location(glUniform3uiv, count, values_copy.data()); break;
case 4: with_location(glUniform4uiv, count, values_copy.data()); break;
}
});
}
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void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values) {
set_uniform_matrix(name, size, 1, transpose, values);
}
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void Shader::set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values) {
std::size_t number_of_values = std::size_t(count) * std::size_t(size) * std::size_t(size);
std::vector<GLfloat> values_copy(values, values + number_of_values);
enqueue_function([name, size, count, transpose, values_copy, this] {
GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE;
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switch(size) {
case 2: with_location(glUniformMatrix2fv, count, glTranspose, values_copy.data()); break;
case 3: with_location(glUniformMatrix3fv, count, glTranspose, values_copy.data()); break;
case 4: with_location(glUniformMatrix4fv, count, glTranspose, values_copy.data()); break;
}
});
}
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void Shader::enqueue_function(std::function<void(void)> function) {
std::lock_guard function_guard(function_mutex_);
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enqueued_functions_.push_back(function);
}
void Shader::flush_functions() const {
std::lock_guard function_guard(function_mutex_);
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for(std::function<void(void)> function : enqueued_functions_) {
function();
}
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enqueued_functions_.clear();
}