OPENGL: Unify shader implementation for GL and GLES2.

This commit is contained in:
Johannes Schickel 2015-12-21 06:35:13 +01:00
parent fc52f73050
commit 8a3eecb73a
6 changed files with 59 additions and 238 deletions

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@ -77,12 +77,18 @@ typedef double GLdouble; /* double precision float */
typedef double GLclampd; /* double precision float in [0,1] */
typedef char GLchar;
typedef GLchar GLcharARB;
#if defined(__APPLE__) || defined(MACOSX)
#if defined(MACOSX)
typedef void *GLhandleARB;
#else
typedef uint GLhandleARB;
#endif
// This is an addition from us to alias ARB shader object extensions to
// OpenGL (ES) 2.0 style functions. It only works when GLhandleARB and GLuint
// are type compatible.
typedef GLhandleARB GLprogram;
typedef GLhandleARB GLshader;
/*
* Constants
*/

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@ -110,44 +110,30 @@ GL_FUNC_2_DEF(void, glUniform1i, glUniform1iARB, (GLint location, GLint v0));
GL_FUNC_2_DEF(void, glUniformMatrix4fv, glUniformMatrix4fvARB, (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value));
GL_FUNC_2_DEF(void, glVertexAttrib4f, glVertexAttrib4fARB, (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w));
GL_FUNC_2_DEF(void, glVertexAttribPointer, glVertexAttribPointerARB, (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer));
GL_FUNC_2_DEF(GLprogram, glCreateProgram, glCreateProgramObjectARB, ());
GL_FUNC_2_DEF(void, glDeleteProgram, glDeleteObjectARB, (GLprogram program));
GL_FUNC_2_DEF(void, glAttachShader, glAttachObjectARB, (GLprogram program, GLshader shader));
GL_FUNC_2_DEF(void, glDetachShader, glDetachObjectARB, (GLprogram program, GLshader shader));
GL_FUNC_2_DEF(void, glLinkProgram, glLinkProgramARB, (GLprogram program));
GL_FUNC_2_DEF(void, glUseProgram, glUseProgramObjectARB, (GLprogram program));
GL_FUNC_2_DEF(void, glGetProgramiv, glGetObjectParameterivARB, (GLprogram program, GLenum pname, GLint *params));
GL_FUNC_2_DEF(void, glGetProgramInfoLog, glGetInfoLogARB, (GLprogram program, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
GL_FUNC_2_DEF(void, glBindAttribLocation, glBindAttribLocationARB, (GLprogram program, GLuint index, const GLchar *name));
GL_FUNC_2_DEF(GLint, glGetUniformLocation, glGetUniformLocationARB, (GLprogram program, const GLchar *name));
GL_FUNC_2_DEF(GLshader, glCreateShader, glCreateShaderObjectARB, (GLenum type));
GL_FUNC_2_DEF(void, glDeleteShader, glDeleteObjectARB, (GLshader shader));
GL_FUNC_2_DEF(void, glGetShaderiv, glGetObjectParameterivARB, (GLshader shader, GLenum pname, GLint *params));
GL_FUNC_2_DEF(void, glGetShaderInfoLog, glGetInfoLogARB, (GLshader shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
GL_FUNC_2_DEF(void, glShaderSource, glShaderSourceARB, (GLshader shader, GLsizei count, const GLchar *const *string, const GLint *length));
GL_FUNC_2_DEF(void, glCompileShader, glCompileShaderARB, (GLshader shader));
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES
GL_FUNC_DEF(void, glDeleteProgram, (GLuint program));
GL_FUNC_DEF(void, glDeleteShader, (GLuint shader));
GL_FUNC_DEF(GLuint, glCreateProgram, ());
GL_FUNC_DEF(void, glAttachShader, (GLuint program, GLuint shader));
GL_FUNC_DEF(void, glBindAttribLocation, (GLuint program, GLuint index, const GLchar *name));
GL_FUNC_DEF(void, glLinkProgram, (GLuint program));
GL_FUNC_DEF(void, glDetachShader, (GLuint program, GLuint shader));
GL_FUNC_DEF(void, glGetProgramiv, (GLuint program, GLenum pname, GLint *params));
GL_FUNC_DEF(void, glGetProgramInfoLog, (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
GL_FUNC_DEF(GLint, glGetUniformLocation, (GLuint program, const GLchar *name));
GL_FUNC_DEF(void, glUseProgram, (GLuint program));
GL_FUNC_DEF(GLuint, glCreateShader, (GLenum type));
GL_FUNC_DEF(void, glShaderSource, (GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length));
GL_FUNC_DEF(void, glCompileShader, (GLuint shader));
GL_FUNC_DEF(void, glGetShaderiv, (GLuint shader, GLenum pname, GLint *params));
GL_FUNC_DEF(void, glGetShaderInfoLog, (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
GL_FUNC_DEF(void, glActiveTexture, (GLenum texture));
#endif
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
GL_EXT_FUNC_DEF(void, glDeleteObjectARB, (GLhandleARB obj));
GL_EXT_FUNC_DEF(GLhandleARB, glCreateProgramObjectARB, ());
GL_EXT_FUNC_DEF(void, glAttachObjectARB, (GLhandleARB containerObj, GLhandleARB obj));
GL_EXT_FUNC_DEF(void, glBindAttribLocationARB, (GLhandleARB programObj, GLuint index, const GLcharARB *name));
GL_EXT_FUNC_DEF(void, glLinkProgramARB, (GLhandleARB programObj));
GL_EXT_FUNC_DEF(void, glDetachObjectARB, (GLhandleARB containerObj, GLhandleARB attachedObj));
GL_EXT_FUNC_DEF(void, glGetObjectParameterivARB, (GLhandleARB obj, GLenum pname, GLint *params));
GL_EXT_FUNC_DEF(GLint, glGetUniformLocationARB, (GLhandleARB programObj, const GLcharARB *name));
GL_EXT_FUNC_DEF(void, glGetInfoLogARB, (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog));
GL_EXT_FUNC_DEF(void, glUseProgramObjectARB, (GLhandleARB programObj));
GL_EXT_FUNC_DEF(GLhandleARB, glCreateShaderObjectARB, (GLenum shaderType));
GL_EXT_FUNC_DEF(void, glShaderSourceARB, (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length));
GL_EXT_FUNC_DEF(void, glCompileShaderARB, (GLhandleARB shaderObj));
#endif
#ifdef DEFINED_GL_EXT_FUNC_DEF
#undef DEFINED_GL_EXT_FUNC_DEF
#undef GL_EXT_FUNC_DEF

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@ -908,14 +908,14 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
if (g_context.type == kContextGLES2) {
#endif
#if !USE_FORCED_GL
_shader = new ShaderGLES2(g_defaultVertexShader, g_defaultFragmentShaderGLES2);
_shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGLES2);
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES2
} else {
#endif
#if !USE_FORCED_GLES2
if (g_context.shadersSupported) {
_shader = new ShaderARB(g_defaultVertexShader, g_defaultFragmentShaderGL);
_shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGL);
}
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES2

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@ -30,6 +30,18 @@
#include "backends/platform/sdl/sdl-sys.h"
#endif
// On OS X we only support GL contexts. The reason is that Apple's GL interface
// uses "void *" for GLhandleARB which is not type compatible with GLint. This
// kills our aliasing trick for extension functions and thus would force us to
// supply two different Shader class implementations or introduce other
// wrappers. OS X only supports GL contexts right now anyway (at least
// according to SDL2 sources), thus it is not much of an issue.
#if defined(MACOSX) && (!defined(USE_GLES_MODE) || USE_GLES_MODE != 0)
//#warning "Only forced OpenGL mode is supported on Mac OS X. Overriding settings."
#undef USE_GLES_MODE
#define USE_GLES_MODE 0
#endif
// We allow to force GL or GLES modes on compile time.
// For this the USE_GLES_MODE define is used. The following values represent
// the given selection choices:

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@ -68,166 +68,39 @@ const char *const g_defaultFragmentShaderGLES2 =
"}\n";
#endif
#if !USE_FORCED_GLES2
ShaderARB::ShaderARB(const Common::String &vertex, const Common::String &fragment)
: Shader(vertex, fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
Shader::Shader(const Common::String &vertex, const Common::String &fragment)
: _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
}
ShaderARB::~ShaderARB() {
Shader::~Shader() {
// According to extension specification glDeleteObjectARB silently ignores
// 0. However, with nVidia drivers this can cause GL_INVALID_VALUE, thus
// we do not call it with 0 as parameter to avoid warnings.
if (_program) {
GL_CALL_SAFE(glDeleteObjectARB, (_program));
GL_CALL_SAFE(glDeleteProgram, (_program));
}
}
void ShaderARB::destroy() {
void Shader::destroy() {
// According to extension specification glDeleteObjectARB silently ignores
// 0. However, with nVidia drivers this can cause GL_INVALID_VALUE, thus
// we do not call it with 0 as parameter to avoid warnings.
if (_program) {
GL_CALL(glDeleteObjectARB(_program));
GL_CALL(glDeleteProgram(_program));
_program = 0;
}
_program = 0;
}
bool ShaderARB::recreate() {
bool Shader::recreate() {
// Make sure any old programs are destroyed properly.
destroy();
GLhandleARB vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER_ARB);
GLshader vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER);
if (!vertexShader) {
return false;
}
GLhandleARB fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER_ARB);
if (!fragmentShader) {
GL_CALL(glDeleteObjectARB(vertexShader));
return false;
}
GL_ASSIGN(_program, glCreateProgramObjectARB());
if (!_program) {
GL_CALL(glDeleteObjectARB(vertexShader));
GL_CALL(glDeleteObjectARB(fragmentShader));
return false;
}
GL_CALL(glAttachObjectARB(_program, vertexShader));
GL_CALL(glAttachObjectARB(_program, fragmentShader));
GL_CALL(glBindAttribLocationARB(_program, kPositionAttribLocation, "position"));
GL_CALL(glBindAttribLocationARB(_program, kTexCoordAttribLocation, "texCoordIn"));
GL_CALL(glBindAttribLocationARB(_program, kColorAttribLocation, "blendColorIn"));
GL_CALL(glLinkProgramARB(_program));
GL_CALL(glDetachObjectARB(_program, fragmentShader));
GL_CALL(glDeleteObjectARB(fragmentShader));
GL_CALL(glDetachObjectARB(_program, vertexShader));
GL_CALL(glDeleteObjectARB(vertexShader));
GLint result;
GL_CALL(glGetObjectParameterivARB(_program, GL_OBJECT_LINK_STATUS_ARB, &result));
if (result == GL_FALSE) {
GLint logSize;
GL_CALL(glGetObjectParameterivARB(_program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetInfoLogARB(_program, logSize, nullptr, log));
warning("Could not link shader: \"%s\"", log);
delete[] log;
destroy();
return false;
}
GL_ASSIGN(_projectionLocation, glGetUniformLocationARB(_program, "projection"));
if (_projectionLocation == -1) {
warning("Shader misses \"projection\" uniform.");
destroy();
return false;
}
GL_ASSIGN(_textureLocation, glGetUniformLocationARB(_program, "texture"));
if (_textureLocation == -1) {
warning("Shader misses \"texture\" uniform.");
destroy();
return false;
}
return true;
}
void ShaderARB::activate(const GLfloat *projectionMatrix) {
// Activate program.
GL_CALL(glUseProgramObjectARB(_program));
// Set projection matrix.
GL_CALL(glUniformMatrix4fv(_projectionLocation, 1, GL_FALSE, projectionMatrix));
// We always use texture unit 0.
GL_CALL(glUniform1i(_textureLocation, 0));
}
GLhandleARB ShaderARB::compileShader(const char *source, GLenum shaderType) {
GLuint handle;
GL_ASSIGN(handle, glCreateShaderObjectARB(shaderType));
if (!handle) {
return 0;
}
GL_CALL(glShaderSourceARB(handle, 1, &source, nullptr));
GL_CALL(glCompileShaderARB(handle));
GLint result;
GL_CALL(glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &result));
if (result == GL_FALSE) {
GLint logSize;
GL_CALL(glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetInfoLogARB(handle, logSize, nullptr, log));
warning("Could not compile shader \"%s\": \"%s\"", source, log);
delete[] log;
GL_CALL(glDeleteObjectARB(handle));
return 0;
}
return handle;
}
#endif // !USE_FORCED_GLES2
#if !USE_FORCED_GL
ShaderGLES2::ShaderGLES2(const Common::String &vertex, const Common::String &fragment)
: Shader(vertex, fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
}
ShaderGLES2::~ShaderGLES2() {
GL_CALL_SAFE(glDeleteProgram, (_program));
}
void ShaderGLES2::destroy() {
GL_CALL(glDeleteProgram(_program));
_program = 0;
}
bool ShaderGLES2::recreate() {
// Make sure any old programs are destroyed properly.
destroy();
GLuint vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER);
if (!vertexShader) {
return false;
}
GLuint fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER);
GLshader fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER);
if (!fragmentShader) {
GL_CALL(glDeleteShader(vertexShader));
return false;
@ -287,7 +160,7 @@ bool ShaderGLES2::recreate() {
return true;
}
void ShaderGLES2::activate(const GLfloat *projectionMatrix) {
void Shader::activate(const GLfloat *projectionMatrix) {
// Activate program.
GL_CALL(glUseProgram(_program));
@ -298,8 +171,8 @@ void ShaderGLES2::activate(const GLfloat *projectionMatrix) {
GL_CALL(glUniform1i(_textureLocation, 0));
}
GLuint ShaderGLES2::compileShader(const char *source, GLenum shaderType) {
GLuint handle;
GLshader Shader::compileShader(const char *source, GLenum shaderType) {
GLshader handle;
GL_ASSIGN(handle, glCreateShader(shaderType));
if (!handle) {
return 0;
@ -326,8 +199,6 @@ GLuint ShaderGLES2::compileShader(const char *source, GLenum shaderType) {
return handle;
}
#endif // !!USE_FORCED_GL
} // End of namespace OpenGL
#endif // !USE_FORCED_GLES

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@ -47,9 +47,8 @@ extern const char *const g_defaultFragmentShaderGLES2;
class Shader {
public:
Shader(const Common::String &vertex, const Common::String &fragment)
: _vertex(vertex), _fragment(fragment) {}
virtual ~Shader() {}
Shader(const Common::String &vertex, const Common::String &fragment);
~Shader();
/**
* Destroy the shader program.
@ -57,21 +56,21 @@ public:
* This keeps the vertex and fragment shader sources around and thus
* allows for recreating the shader on context recreation.
*/
virtual void destroy() = 0;
void destroy();
/**
* Recreate shader program.
*
* @return true on success, false on failure.
*/
virtual bool recreate() = 0;
bool recreate();
/**
* Make shader active.
*
* @param projectionMatrix Projection matrix to use.
*/
virtual void activate(const GLfloat *projectionMatrix) = 0;
void activate(const GLfloat *projectionMatrix);
protected:
/**
* Vertex shader sources.
@ -82,24 +81,11 @@ protected:
* Fragment shader sources.
*/
const Common::String _fragment;
};
#if !USE_FORCED_GLES2
class ShaderARB : public Shader {
public:
ShaderARB(const Common::String &vertex, const Common::String &fragment);
virtual ~ShaderARB();
virtual void destroy();
virtual bool recreate();
virtual void activate(const GLfloat *projectionMatrix);
private:
/**
* Shader program handle.
*/
GLhandleARB _program;
GLprogram _program;
/**
* Location of the matrix uniform in the shader program.
@ -119,48 +105,8 @@ private:
* GL_VERTEX_SHADER_ARB)
* @return The shader object or 0 on failure.
*/
static GLhandleARB compileShader(const char *source, GLenum shaderType);
static GLshader compileShader(const char *source, GLenum shaderType);
};
#endif // !USE_FORCED_GLES2
#if !USE_FORCED_GL
class ShaderGLES2 : public Shader {
public:
ShaderGLES2(const Common::String &vertex, const Common::String &fragment);
virtual ~ShaderGLES2();
virtual void destroy();
virtual bool recreate();
virtual void activate(const GLfloat *projectionMatrix);
private:
/**
* Shader program handle.
*/
GLuint _program;
/**
* Location of the matrix uniform in the shader program.
*/
GLint _projectionLocation;
/**
* Location of the texture sampler location in the shader program.
*/
GLint _textureLocation;
/**
* Compile a vertex or fragment shader.
*
* @param source Sources to the shader.
* @param shaderType Type of shader to compile (GL_FRAGMENT_SHADER or
* GL_VERTEX_SHADER)
* @return The shader object or 0 on failure.
*/
static GLuint compileShader(const char *source, GLenum shaderType);
};
#endif
} // End of namespace OpenGL