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CLK/Outputs/OpenGL/Primitives/Shader.cpp
2026-01-28 14:30:31 -05:00

407 lines
12 KiB
C++

//
// Shader.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
// Copyright 2016 Thomas Harte. All rights reserved.
//
#include "Shader.hpp"
#include "Outputs/Log.hpp"
#include <vector>
using namespace Outputs::Display::OpenGL;
namespace {
thread_local const Shader *bound_shader = nullptr;
using Logger = Log::Logger<Log::Source::OpenGL>;
}
GLuint Shader::compile_shader(const std::string &source, const GLenum type) {
const GLuint shader = glCreateShader(type);
switch(api_) {
case API::OpenGL32Core: {
// Desktop OpenGL: ensure the precision specifiers act as no-ops
// and request GLSL 1.5.
const char *const sources[] = {
R"glsl(
#version 150
#define highp
#define mediump
#define lowp
)glsl",
source.c_str()
};
test_gl(glShaderSource, shader, 2, sources, NULL);
} break;
case API::OpenGLES3:
// OpenGL ES: supply default precisions for where they might have
// been omitted and specify GLSL ES 3.0 as a floor. The project
// otherwise assumes that integers and bitwise operations are available.
const char *const sources[] = {
R"glsl(
#version 300 es
precision highp float;
precision highp usampler2D;
)glsl",
source.c_str()
};
test_gl(glShaderSource, shader, 2, sources, NULL);
break;
}
test_gl(glCompileShader, shader);
GLint is_compiled = 0;
test_gl(glGetShaderiv, shader, GL_COMPILE_STATUS, &is_compiled);
if(is_compiled == GL_FALSE) {
if constexpr (Logger::ErrorsEnabled) {
Logger::error().append("Failed to compile: %s", source.c_str());
GLint log_length;
test_gl(glGetShaderiv, shader, GL_INFO_LOG_LENGTH, &log_length);
if(log_length > 0) {
const auto length = std::vector<GLchar>::size_type(log_length);
std::vector<GLchar> log(length);
test_gl(glGetShaderInfoLog, shader, log_length, &log_length, log.data());
Logger::error().append("Compile log: %s", log.data());
}
}
throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
}
return shader;
}
Shader::Shader(
const API api,
const std::string &vertex_shader,
const std::string &fragment_shader,
const std::vector<AttributeBinding> &attribute_bindings
) : api_(api) {
init(vertex_shader, fragment_shader, attribute_bindings);
}
Shader::Shader(
const API api,
const std::string &vertex_shader,
const std::string &fragment_shader,
const std::vector<std::string> &binding_names
) : api_(api) {
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
) {
shader_program_ = glCreateProgram();
const GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
const GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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());
if constexpr (Logger::ErrorsEnabled) {
const auto error = glGetError();
switch(error) {
case 0: break;
case GL_INVALID_VALUE:
Logger::error().append(
"GL_INVALID_VALUE when attempting to bind %s to index %d "
"(i.e. index is greater than or equal to GL_MAX_VERTEX_ATTRIBS)",
binding.name.c_str(), binding.index);
break;
case GL_INVALID_OPERATION:
Logger::error().append(
"GL_INVALID_OPERATION when attempting to bind %s to index %d "
"(i.e. name begins with gl_)",
binding.name.c_str(), binding.index);
break;
default:
Logger::error().append(
"Error %d when attempting to bind %s to index %d", error, binding.name.c_str(), binding.index);
break;
}
}
}
test_gl(glLinkProgram, shader_program_);
GLint did_link = 0;
test_gl(glGetProgramiv, shader_program_, GL_LINK_STATUS, &did_link);
if(did_link == GL_FALSE) {
if constexpr (Logger::ErrorsEnabled) {
GLint log_length;
test_gl(glGetProgramiv, shader_program_, GL_INFO_LOG_LENGTH, &log_length);
if(log_length > 0) {
std::vector<GLchar> log(log_length);
test_gl(glGetProgramInfoLog, shader_program_, log_length, &log_length, log.data());
Logger::error().append("Link log: %s", log.data());
}
}
throw ProgramLinkageError;
}
}
Shader::Shader(Shader &&rhs) {
api_ = rhs.api_;
shader_program_ = rhs.shader_program_;
if(bound_shader == &rhs) {
bound_shader = this;
}
rhs.shader_program_ = 0;
}
Shader::~Shader() {
if(bound_shader == this) Shader::unbind();
glDeleteProgram(shader_program_);
}
void Shader::bind() const {
if(bound_shader != this) {
test_gl(glUseProgram, shader_program_);
bound_shader = this;
}
flush_functions();
}
void Shader::unbind() {
bound_shader = nullptr;
test_gl(glUseProgram, 0);
}
GLint Shader::get_attrib_location(const std::string &name) const {
return glGetAttribLocation(shader_program_, name.c_str());
}
GLint Shader::get_uniform_location(const std::string &name) const {
const auto location = glGetUniformLocation(shader_program_, name.c_str());
test_gl_error();
return location;
}
void Shader::enable_vertex_attribute_with_pointer(
const std::string &name,
const GLint size,
const GLenum type,
const GLboolean normalised,
const GLsizei stride,
const GLvoid *const pointer,
const GLuint divisor
) {
const auto 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 {
Logger::error().append("Couldn't enable vertex attribute %s", name.c_str());
}
}
// The various set_uniforms...
#define with_location(func, ...) {\
const GLint location = glGetUniformLocation(shader_program_, name.c_str()); \
if(location == -1) { \
Logger::error().append("Couldn't get location for uniform %s", name.c_str()); \
} else { \
func(location, __VA_ARGS__); \
if(glGetError()) Logger::error().append("Error setting uniform %s via %s", name.c_str(), #func); \
} \
}
void Shader::set_uniform(const std::string &name, const GLint value) {
enqueue_function([name, value, this] {
with_location(glUniform1i, value);
});
}
void Shader::set_uniform(const std::string &name, const GLuint value) {
enqueue_function([name, value, this] {
with_location(glUniform1ui, value);
});
}
void Shader::set_uniform(const std::string &name, const GLfloat value) {
enqueue_function([name, value, this] {
with_location(glUniform1f, value);
});
}
void Shader::set_uniform(const std::string &name, const GLint value1, const GLint value2) {
enqueue_function([name, value1, value2, this] {
with_location(glUniform2i, value1, value2);
});
}
void Shader::set_uniform(const std::string &name, const GLfloat value1, const GLfloat value2) {
enqueue_function([name, value1, value2, this] {
with_location(glUniform2f, value1, value2);
});
}
void Shader::set_uniform(const std::string &name, const GLuint value1, const GLuint value2) {
enqueue_function([name, value1, value2, this] {
with_location(glUniform2ui, value1, value2);
});
}
void Shader::set_uniform(const std::string &name, const GLint value1, const GLint value2, const GLint value3) {
enqueue_function([name, value1, value2, value3, this] {
with_location(glUniform3i, value1, value2, value3);
});
}
void Shader::set_uniform(const std::string &name, const GLfloat value1, const GLfloat value2, const GLfloat value3) {
enqueue_function([name, value1, value2, value3, this] {
with_location(glUniform3f, value1, value2, value3);
});
}
void Shader::set_uniform(const std::string &name, const GLuint value1, const GLuint value2, const GLuint value3) {
enqueue_function([name, value1, value2, value3, this] {
with_location(glUniform3ui, value1, value2, value3);
});
}
void Shader::set_uniform(
const std::string &name,
const GLint value1,
const GLint value2,
const GLint value3,
const GLint value4
) {
enqueue_function([name, value1, value2, value3, value4, this] {
with_location(glUniform4i, value1, value2, value3, value4);
});
}
void Shader::set_uniform(
const std::string &name,
const GLfloat value1,
const GLfloat value2,
const GLfloat value3,
const GLfloat value4
) {
enqueue_function([name, value1, value2, value3, value4, this] {
with_location(glUniform4f, value1, value2, value3, value4);
});
}
void Shader::set_uniform(
const std::string &name,
const GLuint value1,
const GLuint value2,
const GLuint value3,
const GLuint value4
) {
enqueue_function([name, value1, value2, value3, value4, this] {
with_location(glUniform4ui, value1, value2, value3, value4);
});
}
void Shader::set_uniform(
const std::string &name,
const GLint size,
const GLsizei count,
const GLint *const 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] {
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;
}
});
}
void Shader::set_uniform(const std::string &name, const GLint size, const GLsizei count, const GLfloat *const 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] {
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;
}
});
}
void Shader::set_uniform(const std::string &name, const GLint size, const GLsizei count, const GLuint *const 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] {
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;
}
});
}
void Shader::set_uniform_matrix(
const std::string &name,
const GLint size,
const bool transpose,
const GLfloat *const values
) {
set_uniform_matrix(name, size, 1, transpose, values);
}
void Shader::set_uniform_matrix(
const std::string &name,
const GLint size,
const GLsizei count,
const bool transpose,
const GLfloat *const 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;
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;
}
});
}
void Shader::enqueue_function(const std::function<void(void)> function) {
const std::lock_guard function_guard(function_mutex_);
enqueued_functions_.push_back(function);
}
void Shader::flush_functions() const {
const std::lock_guard function_guard(function_mutex_);
for(std::function<void(void)> &function : enqueued_functions_) {
function();
test_gl_error();
}
enqueued_functions_.clear();
}