ppsspp/ext/native/gfx_es2/glsl_program.cpp

259 lines
7.4 KiB
C++

#include <set>
#include <stdio.h>
#include <string.h>
#include <sys/stat.h>
#include "base/logging.h"
#include "file/vfs.h"
#include "file/zip_read.h"
#include "glsl_program.h"
static std::set<GLSLProgram *> active_programs;
bool CompileShader(const char *source, GLuint shader, const char *filename, std::string *error_message) {
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
#define MAX_INFO_LOG_SIZE 2048
GLchar infoLog[MAX_INFO_LOG_SIZE];
GLsizei len;
glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog);
infoLog[len] = '\0';
ELOG("Error in shader compilation of %s!\n", filename);
ELOG("Info log: %s\n", infoLog);
ELOG("Shader source:\n%s\n", (const char *)source);
if (error_message)
*error_message = infoLog;
return false;
}
return true;
}
GLSLProgram *glsl_create(const char *vshader, const char *fshader, std::string *error_message) {
GLSLProgram *program = new GLSLProgram();
program->program_ = 0;
program->vsh_ = 0;
program->fsh_ = 0;
program->vshader_source = 0;
program->fshader_source = 0;
strcpy(program->name, vshader + strlen(vshader) - 15);
strcpy(program->vshader_filename, vshader);
strcpy(program->fshader_filename, fshader);
if (glsl_recompile(program, error_message)) {
active_programs.insert(program);
} else {
ELOG("Failed compiling GLSL program: %s %s", vshader, fshader);
delete program;
return 0;
}
return program;
}
GLSLProgram *glsl_create_source(const char *vshader_src, const char *fshader_src, std::string *error_message) {
GLSLProgram *program = new GLSLProgram();
program->program_ = 0;
program->vsh_ = 0;
program->fsh_ = 0;
program->vshader_source = vshader_src;
program->fshader_source = fshader_src;
strcpy(program->name, "[srcshader]");
strcpy(program->vshader_filename, "");
strcpy(program->fshader_filename, "");
if (glsl_recompile(program, error_message)) {
active_programs.insert(program);
} else {
ELOG("Failed compiling GLSL program from source strings");
delete program;
return 0;
}
return program;
}
// Not wanting to change ReadLocalFile semantics.
// TODO: Use C++11 unique_ptr, remove delete[]
struct AutoCharArrayBuf {
AutoCharArrayBuf(char *buf = nullptr) : buf_(buf) {
}
~AutoCharArrayBuf() {
delete [] buf_;
buf_ = nullptr;
}
void reset(char *buf) {
if (buf_) {
delete[] buf_;
}
buf_ = buf;
}
operator char *() {
return buf_;
}
private:
char *buf_;
};
bool glsl_recompile(GLSLProgram *program, std::string *error_message) {
struct stat vs, fs;
AutoCharArrayBuf vsh_src, fsh_src;
if (strlen(program->vshader_filename) > 0 && 0 == stat(program->vshader_filename, &vs)) {
program->vshader_mtime = vs.st_mtime;
if (!program->vshader_source) {
size_t sz;
vsh_src.reset((char *)ReadLocalFile(program->vshader_filename, &sz));
}
} else {
program->vshader_mtime = 0;
}
if (strlen(program->fshader_filename) > 0 && 0 == stat(program->fshader_filename, &fs)) {
program->fshader_mtime = fs.st_mtime;
if (!program->fshader_source) {
size_t sz;
fsh_src.reset((char *)ReadLocalFile(program->fshader_filename, &sz));
}
} else {
program->fshader_mtime = 0;
}
if (!program->vshader_source && !vsh_src) {
size_t sz;
vsh_src.reset((char *)VFSReadFile(program->vshader_filename, &sz));
}
if (!program->vshader_source && !vsh_src) {
ELOG("File missing: %s", program->vshader_filename);
if (error_message) {
*error_message = std::string("File missing: ") + program->vshader_filename;
}
return false;
}
if (!program->fshader_source && !fsh_src) {
size_t sz;
fsh_src.reset((char *)VFSReadFile(program->fshader_filename, &sz));
}
if (!program->fshader_source && !fsh_src) {
ELOG("File missing: %s", program->fshader_filename);
if (error_message) {
*error_message = std::string("File missing: ") + program->fshader_filename;
}
return false;
}
GLuint vsh = glCreateShader(GL_VERTEX_SHADER);
const GLchar *vsh_str = program->vshader_source ? program->vshader_source : (const GLchar *)(vsh_src);
if (!CompileShader(vsh_str, vsh, program->vshader_filename, error_message)) {
return false;
}
const GLchar *fsh_str = program->fshader_source ? program->fshader_source : (const GLchar *)(fsh_src);
GLuint fsh = glCreateShader(GL_FRAGMENT_SHADER);
if (!CompileShader(fsh_str, fsh, program->fshader_filename, error_message)) {
glDeleteShader(vsh);
return false;
}
GLuint prog = glCreateProgram();
glAttachShader(prog, vsh);
glAttachShader(prog, fsh);
glLinkProgram(prog);
GLint linkStatus;
glGetProgramiv(prog, GL_LINK_STATUS, &linkStatus);
if (linkStatus == GL_FALSE) {
GLint bufLength = 0;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = new char[bufLength + 1]; // safety
glGetProgramInfoLog(prog, bufLength, NULL, buf);
ILOG("vsh: %i fsh: %i", vsh, fsh);
ELOG("Could not link shader program (linkstatus=%i):\n %s \n", linkStatus, buf);
if (error_message) {
*error_message = buf;
}
delete [] buf;
} else {
ILOG("vsh: %i fsh: %i", vsh, fsh);
ELOG("Could not link shader program (linkstatus=%i). No OpenGL error log was available.", linkStatus);
if (error_message) {
*error_message = "(no error message available)";
}
}
glDeleteShader(vsh);
glDeleteShader(fsh);
return false;
}
// Destroy the old program, if any.
if (program->program_) {
glDeleteProgram(program->program_);
}
program->program_ = prog;
program->vsh_ = vsh;
program->fsh_ = fsh;
program->sampler0 = glGetUniformLocation(program->program_, "sampler0");
program->sampler1 = glGetUniformLocation(program->program_, "sampler1");
program->a_position = glGetAttribLocation(program->program_, "a_position");
program->a_color = glGetAttribLocation(program->program_, "a_color");
program->a_normal = glGetAttribLocation(program->program_, "a_normal");
program->a_texcoord0 = glGetAttribLocation(program->program_, "a_texcoord0");
program->a_texcoord1 = glGetAttribLocation(program->program_, "a_texcoord1");
program->u_worldviewproj = glGetUniformLocation(program->program_, "u_worldviewproj");
program->u_world = glGetUniformLocation(program->program_, "u_world");
program->u_viewproj = glGetUniformLocation(program->program_, "u_viewproj");
program->u_fog = glGetUniformLocation(program->program_, "u_fog");
program->u_sundir = glGetUniformLocation(program->program_, "u_sundir");
program->u_camerapos = glGetUniformLocation(program->program_, "u_camerapos");
//ILOG("Shader compilation success: %s %s",
// program->vshader_filename,
// program->fshader_filename);
return true;
}
int glsl_attrib_loc(const GLSLProgram *program, const char *name) {
return glGetAttribLocation(program->program_, name);
}
int glsl_uniform_loc(const GLSLProgram *program, const char *name) {
return glGetUniformLocation(program->program_, name);
}
void glsl_destroy(GLSLProgram *program) {
if (program) {
glDeleteShader(program->vsh_);
glDeleteShader(program->fsh_);
glDeleteProgram(program->program_);
active_programs.erase(program);
} else {
ELOG("Deleting null GLSL program!");
}
delete program;
}
static const GLSLProgram *curProgram;
void glsl_bind(const GLSLProgram *program) {
if (program)
glUseProgram(program->program_);
else
glUseProgram(0);
curProgram = program;
}
void glsl_unbind() {
glUseProgram(0);
curProgram = nullptr;
}
const GLSLProgram *glsl_get_program() {
return curProgram;
}