winamp/src/common/gl/program.cpp
2023-04-10 23:50:09 +10:00

623 lines
17 KiB
C++

// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "program.h"
#include "../assert.h"
#include "../log.h"
#include "../string_util.h"
#include <array>
#include <fstream>
Log_SetChannel(GL);
namespace GL {
GLuint Program::s_last_program_id = 0;
static GLuint s_next_bad_shader_id = 1;
Program::Program() = default;
Program::Program(Program&& prog)
{
m_program_id = prog.m_program_id;
prog.m_program_id = 0;
m_vertex_shader_id = prog.m_vertex_shader_id;
prog.m_vertex_shader_id = 0;
m_fragment_shader_id = prog.m_fragment_shader_id;
prog.m_fragment_shader_id = 0;
m_uniform_locations = std::move(prog.m_uniform_locations);
}
Program::~Program()
{
Destroy();
}
GLuint Program::CompileShader(GLenum type, const std::string_view source)
{
GLuint id = glCreateShader(type);
std::array<const GLchar*, 1> sources = {{source.data()}};
std::array<GLint, 1> source_lengths = {{static_cast<GLint>(source.size())}};
glShaderSource(id, static_cast<GLsizei>(sources.size()), sources.data(), source_lengths.data());
glCompileShader(id);
GLint status = GL_FALSE;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
GLint info_log_length = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
if (status == GL_FALSE || info_log_length > 0)
{
std::string info_log;
info_log.resize(info_log_length + 1);
glGetShaderInfoLog(id, info_log_length, &info_log_length, &info_log[0]);
if (status == GL_TRUE)
{
Log_ErrorPrintf("Shader compiled with warnings:\n%s", info_log.c_str());
}
else
{
Log_ErrorPrintf("Shader failed to compile:\n%s", info_log.c_str());
std::ofstream ofs(StringUtil::StdStringFromFormat("bad_shader_%u.txt", s_next_bad_shader_id++).c_str(),
std::ofstream::out | std::ofstream::binary);
if (ofs.is_open())
{
ofs.write(sources[0], source_lengths[0]);
ofs << "\n\nCompile failed, info log:\n";
ofs << info_log;
ofs.close();
}
glDeleteShader(id);
return 0;
}
}
return id;
}
void Program::ResetLastProgram()
{
s_last_program_id = 0;
}
bool Program::Compile(const std::string_view vertex_shader,const std::string_view fragment_shader)
{
if (m_vertex_shader_id != 0)
{
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
}
if (m_fragment_shader_id != 0)
{
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
}
if (!vertex_shader.empty())
{
m_vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (m_vertex_shader_id == 0)
return false;
}
if (!fragment_shader.empty())
{
m_fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (m_fragment_shader_id == 0)
{
glDeleteShader(m_fragment_shader_id);
return false;
}
}
m_program_id = glCreateProgram();
if (m_vertex_shader_id != 0)
glAttachShader(m_program_id, m_vertex_shader_id);
if (m_fragment_shader_id != 0)
glAttachShader(m_program_id, m_fragment_shader_id);
return true;
}
bool Program::CreateFromBinary(const void* data, u32 data_length, u32 data_format)
{
GLuint prog = glCreateProgram();
glProgramBinary(prog, static_cast<GLenum>(data_format), data, data_length);
GLint link_status;
glGetProgramiv(prog, GL_LINK_STATUS, &link_status);
if (link_status != GL_TRUE)
{
Log_ErrorPrintf("Failed to create GL program from binary: status %d", link_status);
glDeleteProgram(prog);
return false;
}
m_program_id = prog;
return true;
}
bool Program::GetBinary(std::vector<u8>* out_data, u32* out_data_format)
{
GLint binary_size = 0;
glGetProgramiv(m_program_id, GL_PROGRAM_BINARY_LENGTH, &binary_size);
if (binary_size == 0)
{
Log_WarningPrint("glGetProgramiv(GL_PROGRAM_BINARY_LENGTH) returned 0");
return false;
}
GLenum format = 0;
out_data->resize(static_cast<size_t>(binary_size));
glGetProgramBinary(m_program_id, binary_size, &binary_size, &format, out_data->data());
if (binary_size == 0)
{
Log_WarningPrint("glGetProgramBinary() failed");
return false;
}
else if (static_cast<size_t>(binary_size) != out_data->size())
{
Log_WarningPrintf("Size changed from %zu to %d after glGetProgramBinary()", out_data->size(), binary_size);
out_data->resize(static_cast<size_t>(binary_size));
}
*out_data_format = static_cast<u32>(format);
Log_DevPrintf("Program binary retrieved, %zu bytes, format %u", out_data->size(), *out_data_format);
return true;
}
void Program::SetBinaryRetrievableHint()
{
glProgramParameteri(m_program_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
}
void Program::BindAttribute(GLuint index, const char* name)
{
glBindAttribLocation(m_program_id, index, name);
}
void Program::BindDefaultAttributes()
{
BindAttribute(0, "a_position");
BindAttribute(1, "a_texcoord");
BindAttribute(2, "a_color");
}
void Program::BindFragData(GLuint index /*= 0*/, const char* name /*= "o_col0"*/)
{
glBindFragDataLocation(m_program_id, index, name);
}
void Program::BindFragDataIndexed(GLuint color_number /*= 0*/, const char* name /*= "o_col0"*/)
{
if (GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended)
{
glBindFragDataLocationIndexed(m_program_id, color_number, 0, name);
return;
}
else if (GLAD_GL_EXT_blend_func_extended)
{
glBindFragDataLocationIndexedEXT(m_program_id, color_number, 0, name);
return;
}
Log_ErrorPrintf("BindFragDataIndexed() called without ARB or EXT extension, we'll probably crash.");
glBindFragDataLocationIndexed(m_program_id, color_number, 0, name);
}
bool Program::Link()
{
glLinkProgram(m_program_id);
if (m_vertex_shader_id != 0)
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
if (m_fragment_shader_id != 0)
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
GLint status = GL_FALSE;
glGetProgramiv(m_program_id, GL_LINK_STATUS, &status);
GLint info_log_length = 0;
glGetProgramiv(m_program_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (status == GL_FALSE || info_log_length > 0)
{
std::string info_log;
info_log.resize(info_log_length + 1);
glGetProgramInfoLog(m_program_id, info_log_length, &info_log_length, &info_log[0]);
if (status == GL_TRUE)
{
Log_ErrorPrintf("Program linked with warnings:\n%s", info_log.c_str());
}
else
{
Log_ErrorPrintf("Program failed to link:\n%s", info_log.c_str());
glDeleteProgram(m_program_id);
m_program_id = 0;
return false;
}
}
return true;
}
void Program::Bind() const
{
if (s_last_program_id == m_program_id)
return;
glUseProgram(m_program_id);
s_last_program_id = m_program_id;
}
void Program::Destroy()
{
if (m_vertex_shader_id != 0)
{
glDeleteShader(m_vertex_shader_id);
m_vertex_shader_id = 0;
}
if (m_fragment_shader_id != 0)
{
glDeleteShader(m_fragment_shader_id);
m_fragment_shader_id = 0;
}
if (m_program_id != 0)
{
glDeleteProgram(m_program_id);
m_program_id = 0;
}
m_uniform_locations.clear();
}
int Program::RegisterUniform(const char* name)
{
int id = static_cast<int>(m_uniform_locations.size());
m_uniform_locations.push_back(glGetUniformLocation(m_program_id, name));
return id;
}
void Program::Uniform1ui(int index, u32 x) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1ui(location, x);
}
void Program::Uniform2ui(int index, u32 x, u32 y) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2ui(location, x, y);
}
void Program::Uniform3ui(int index, u32 x, u32 y, u32 z) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3ui(location, x, y, z);
}
void Program::Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4ui(location, x, y, z, w);
}
void Program::Uniform1i(int index, s32 x) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1i(location, x);
}
void Program::Uniform2i(int index, s32 x, s32 y) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2i(location, x, y);
}
void Program::Uniform3i(int index, s32 x, s32 y, s32 z) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3i(location, x, y, z);
}
void Program::Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4i(location, x, y, z, w);
}
void Program::Uniform1f(int index, float x) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform1f(location, x);
}
void Program::Uniform2f(int index, float x, float y) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2f(location, x, y);
}
void Program::Uniform3f(int index, float x, float y, float z) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3f(location, x, y, z);
}
void Program::Uniform4f(int index, float x, float y, float z, float w) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4f(location, x, y, z, w);
}
void Program::Uniform2uiv(int index, const u32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2uiv(location, 1, v);
}
void Program::Uniform3uiv(int index, const u32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3uiv(location, 1, v);
}
void Program::Uniform4uiv(int index, const u32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4uiv(location, 1, v);
}
void Program::Uniform2iv(int index, const s32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2iv(location, 1, v);
}
void Program::Uniform3iv(int index, const s32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3iv(location, 1, v);
}
void Program::Uniform4iv(int index, const s32* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4iv(location, 1, v);
}
void Program::Uniform2fv(int index, const float* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform2fv(location, 1, v);
}
void Program::Uniform3fv(int index, const float* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform3fv(location, 1, v);
}
void Program::Uniform4fv(int index, const float* v) const
{
Assert(static_cast<size_t>(index) < m_uniform_locations.size());
const GLint location = m_uniform_locations[index];
if (location >= 0)
glUniform4fv(location, 1, v);
}
void Program::Uniform1ui(const char* name, u32 x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1ui(location, x);
}
void Program::Uniform2ui(const char* name, u32 x, u32 y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2ui(location, x, y);
}
void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3ui(location, x, y, z);
}
void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4ui(location, x, y, z, w);
}
void Program::Uniform1i(const char* name, s32 x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1i(location, x);
}
void Program::Uniform2i(const char* name, s32 x, s32 y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2i(location, x, y);
}
void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3i(location, x, y, z);
}
void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4i(location, x, y, z, w);
}
void Program::Uniform1f(const char* name, float x) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform1f(location, x);
}
void Program::Uniform2f(const char* name, float x, float y) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2f(location, x, y);
}
void Program::Uniform3f(const char* name, float x, float y, float z) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3f(location, x, y, z);
}
void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4f(location, x, y, z, w);
}
void Program::Uniform2uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2uiv(location, 1, v);
}
void Program::Uniform3uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3uiv(location, 1, v);
}
void Program::Uniform4uiv(const char* name, const u32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4uiv(location, 1, v);
}
void Program::Uniform2iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2iv(location, 1, v);
}
void Program::Uniform3iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3iv(location, 1, v);
}
void Program::Uniform4iv(const char* name, const s32* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4iv(location, 1, v);
}
void Program::Uniform2fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform2fv(location, 1, v);
}
void Program::Uniform3fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform3fv(location, 1, v);
}
void Program::Uniform4fv(const char* name, const float* v) const
{
const GLint location = glGetUniformLocation(m_program_id, name);
if (location >= 0)
glUniform4fv(location, 1, v);
}
void Program::BindUniformBlock(const char* name, u32 index)
{
const GLint location = glGetUniformBlockIndex(m_program_id, name);
if (location >= 0)
glUniformBlockBinding(m_program_id, location, index);
}
Program& Program::operator=(Program&& prog)
{
Destroy();
m_program_id = prog.m_program_id;
prog.m_program_id = 0;
m_vertex_shader_id = prog.m_vertex_shader_id;
prog.m_vertex_shader_id = 0;
m_fragment_shader_id = prog.m_fragment_shader_id;
prog.m_fragment_shader_id = 0;
m_uniform_locations = std::move(prog.m_uniform_locations);
return *this;
}
} // namespace GL