#include #include #include #include #include #include #include "mojoshader.h" // Get basic wankery out of the way here... #define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) ) typedef unsigned int uint; // this is a printf() helper. don't use for code. typedef uint8_t uint8; typedef uint32_t uint32; typedef int32_t int32; struct MOJOSHADER_glShader { const MOJOSHADER_parseData *parseData; GLhandleARB handle; uint32 refcount; }; typedef struct { MOJOSHADER_shaderType shader_type; MOJOSHADER_uniform *uniform; GLuint location; } UniformMap; typedef struct { MOJOSHADER_attribute *attribute; GLuint location; } AttributeMap; struct MOJOSHADER_glProgram { const MOJOSHADER_glShader *vertex; const MOJOSHADER_glShader *fragment; GLhandleARB handle; uint32 uniform_count; UniformMap uniforms; uint32 attribute_count; AttributeMap attributes; uint32 refcount; }; // Allocators... static MOJOSHADER_malloc malloc_fn = NULL; static MOJOSHADER_free free_fn = NULL; static void *malloc_data = NULL; // The constant register files... // Man, it kills me how much memory this takes... static float vs_register_file_f[8192 * 4]; static int vs_register_file_i[2047 * 4]; static uint8 vs_register_file_b[2047]; static float ps_register_file_f[8192 * 4]; static int ps_register_file_i[2047 * 4]; static uint8 ps_register_file_b[2047]; // GL stuff... static MOJOSHADER_glProgram *bound_program = NULL; // Error state... static char error_buffer[1024] = { '\0' }; static void set_error(const char *str) { snprintf(error_buffer, sizeof (error_buffer), "%s", str); } // set_error // #define this to force app to supply an allocator, so there's no reference // to the C runtime's malloc() and free()... #if MOJOSHADER_FORCE_ALLOCATOR #define internal_malloc NULL #define internal_free NULL #else static void *internal_malloc(int bytes, void *d) { return malloc(bytes); } static void internal_free(void *ptr, void *d) { free(ptr); } #endif static inline void *Malloc(const size_t len) { void *retval = malloc_fn(len, malloc_data); if (retval == NULL) set_error("out of memory"); return retval; } // Malloc static inline void Free(void *ptr) { if (ptr != NULL) free_fn(ptr, malloc_data); } // Free const char *MOJOSHADER_glGetError(void) { return error_buffer; } // MOJOSHADER_glGetError int MOJOSHADER_glInit(const char *_profile, void *(*lookup)(const char *fnname), MOJOSHADER_malloc m, MOJOSHADER_free f, void *d) { error_buffer[0] = '\0'; if (strcmp(_profile, MOJOSHADER_PROFILE_GLSL) != 0) profile = MOJOSHADER_PROFILE_GLSL; else { set_error("unknown profile"); return 0; } // else // !!! FIXME: lookup glGetString(), check extensions. malloc_fn = (m == NULL) ? internal_malloc : m; free_fn = (f == NULL) ? internal_free : f; malloc_data = d; // !!! FIXME: lookup other entry points. memset(vs_register_file_f, '\0', sizeof (vs_register_file_f)); memset(vs_register_file_i, '\0', sizeof (vs_register_file_i)); memset(vs_register_file_b, '\0', sizeof (vs_register_file_b)); memset(ps_register_file_f, '\0', sizeof (ps_register_file_f)); memset(ps_register_file_i, '\0', sizeof (ps_register_file_i)); memset(ps_register_file_b, '\0', sizeof (ps_register_file_b)); MOJOSHADER_glBindProgram(NULL); return 1; } // MOJOSHADER_glInit MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf, const unsigned int bufsize) { MOJOSHADER_glShader *retval = NULL; GLhandleARB shader = 0; const MOJOSHADER_parseData *pd = MOJOSHADER_parse(profile, tokenbuf, bufsize, malloc_fn, free_fn, malloc_data); if (pd->error != NULL) { set_error(pd->error); goto compile_shader_fail; } // if retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader)); if (retval == NULL) goto compile_shader_fail; GLint ok = 0; const GLenum shader_type = (pd->shader_type == MOJOSHADER_TYPE_PIXEL) ? GL_FRAGMENT_SHADER_ARB : GL_VERTEX_SHADER_ARB; GLint shaderlen = (GLint) pd->output_len; shader = pglCreateShaderObjectARB(shader_type); pglShaderSourceARB(shader, 1, (const GLcharARB **) &pd->output, &shaderlen); pglCompileShaderARB(shader); pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok); if (!ok) { GLsizei len = 0; pglGetInfoLogARB(shader, sizeof (error_buffer), &len, (GLcharARB *) error_buffer); goto compile_shader_fail; } // if retval->parseData = pd; retval->handle = shader; retval->refcount = 1; return retval; compile_shader_fail: MOJOSHADER_freeParseData(pd); Free(retval); if (shader != 0) pglDeleteObjectARB(shader); return NULL; } // MOJOSHADER_glCompileShader static void shader_unref(MOJOSHADER_glShader *shader) { if (shader != NULL) { const uint32 refcount = program->refcount; if (refcount > 1) program->refcount--; else { pglDeleteObjectARB(shader->handle); MOJOSHADER_freeParseData(shader->parseData); Free(shader); } // else } // if } // shader_unref static void program_unref(MOJOSHADER_glProgram *program) { if (program != NULL) { const uint32 refcount = program->refcount; if (refcount > 1) program->refcount--; else { pglDeleteObjectARB(program->handle); shader_unref(program->vertex); shader_unref(program->fragment); Free(program->attributes); Free(program->uniforms); Free(program); } // else } // if } // program_unref static void lookup_uniforms(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader) { int i; const MOJOSHADER_parseData *pd = shader->parseData; const MOJOSHADER_uniforms *u = pd->uniforms; const MOJOSHADER_shaderType shader_type = pd->shader_type; for (i = 0; i < pd->uniform_count; i++) { const GLint loc = pglGetUniformLocationARB(program->handle, u[i].name); if (loc != -1) // maybe the Uniform was optimized out? { UniformMap *map = &program->uniforms[program->uniform_count]; map->shader_type = shader_type; map->uniform = &u[i]; map->location = (GLuint) loc; program->uniform_count++; } // if } // for } // lookup_uniforms static void lookup_attributes(MOJOSHADER_glProgram *program) { int i; const MOJOSHADER_parseData *pd = program->vertex->parseData; const MOJOSHADER_attributes *a = pd->attributes; for (i = 0; i < pd->attribute_count; i++) { const GLint loc = pglGetAttribLocationARB(program->handle, a->name); if (loc != -1) // maybe the Attribute was optimized out? { AttributeMap *map = &program->attributes[program->attribute_count]; map->attribute = &a[i]; map->location = (GLuint) loc; program->attribute_count++; } // if } // for } // lookup_attributes MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader, MOJOSHADER_glShader *pshader) { if ((vshader == NULL) && (pshader == NULL)) return NULL; MOJOSHADER_glProgram *retval = NULL; const GLhandleARB program = pglCreateProgramObjectARB(); if (vshader != NULL) pglAttachObjectARB(program, vshader->handle); if (pshader != NULL) pglAttachObjectARB(program, pshader->handle); pglLinkProgramARB(program); GLint ok = 0; pglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &ok); if (!ok) { GLsizei len = 0; pglGetInfoLogARB(shader, sizeof (error_buffer), &len, (GLcharARB *) error_buffer); goto link_program_fail; } // if retval = (MOJOSHADER_glProgram *) Malloc(sizeof (MOJOSHADER_glProgram)); if (retval == NULL) goto link_program_fail; memset(retval, '\0', sizeof (MOJOSHADER_glProgram)); int numregs = 0; if (vshader != NULL) numregs += vshader->parseData->uniform_count; if (pshader != NULL) numregs += pshader->parseData->uniform_count; retval->uniforms = (UniformMap *) Malloc(sizeof (UniformMap) * numregs); if (retval->uniforms == NULL) goto link_program_fail; memset(retval->uniforms, '\0', sizeof (UniformMap) * numregs); retval->handle = program; retval->vertex = vshader; retval->fragment = pshader; retval->refcount = 1; if (vshader != NULL) { retval->attributes = (AttributeMap *) Malloc(sizeof (AttributeMap) * vshader->parseData->attribute_count); if (retval->attributes == NULL) goto link_program_fail; lookup_attributes(retval); lookup_uniforms(retval, vshader); vshader->refcount++; } // if if (pshader != NULL) { lookup_uniforms(retval, pshader); pshader->refcount++; } // if return retval; link_program_fail: if (retval != NULL) { Free(retval->uniforms); Free(retval->attributes); Free(retval); } // if pglDeleteObjectARB(program); return NULL; } // MOJOSHADER_glLinkProgram void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program) { GLhandleARB handle = 0; if (program != NULL) { handle = program->handle; program->refcount++; } // if // !!! FIXME: unbind client-side arrays. pglUseProgramObjectARB(handle); program_unref(bound_program); bound_program = program; } // MOJOSHADER_glBindProgram static inline uint maxuint(const uint a, const uint b) { return ((a > b) ? a : b); } // maxuint void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data, unsigned int vec4n) { const uint maxregs = STATICARRAYLEN(vs_register_file_f) / 4; if (idx < maxregs) { const uint cpy = maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4; memcpy(vs_register_file_f + (idx * 4), data, cpy); } // if } // MOJOSHADER_glSetVertexShaderUniformF void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data, unsigned int ivec4n) { const uint maxregs = STATICARRAYLEN(vs_register_file_i) / 4; if (idx < maxregs) { const uint cpy = maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4; memcpy(vs_register_file_i + (idx * 4), data, cpy); } // if } // MOJOSHADER_glSetVertexShaderUniformI void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data, unsigned int bcount) { const uint maxregs = STATICARRAYLEN(vs_register_file_f) / 4; if (idx < maxregs) { uint8 *wptr = vs_register_file_b + idx; uint8 *endptr = wptr + maxuint(maxregs - idx, bcount); while (wptr != endptr) *(wptr++) = *(data++) ? 1 : 0; } // if } // MOJOSHADER_glSetVertexShaderUniformB void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data, unsigned int vec4n) { const uint maxregs = STATICARRAYLEN(ps_register_file_f) / 4; if (idx < maxregs) { const uint cpy = maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4; memcpy(ps_register_file_f + (idx * 4), data, cpy); } // if } // MOJOSHADER_glSetPixelShaderUniformF void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data, unsigned int ivec4n) { const uint maxregs = STATICARRAYLEN(ps_register_file_i) / 4; if (idx < maxregs) { const uint cpy = maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4; memcpy(ps_register_file_i + (idx * 4), data, cpy); } // if } // MOJOSHADER_glSetPixelShaderUniformI void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data, unsigned int bcount) { const uint maxregs = STATICARRAYLEN(ps_register_file_f) / 4; if (idx < maxregs) { uint8 *wptr = ps_register_file_b + idx; uint8 *endptr = wptr + maxuint(maxregs - idx, bcount); while (wptr != endptr) *(wptr++) = *(data++) ? 1 : 0; } // if } // MOJOSHADER_glSetPixelShaderUniformB static inline GLenum opengl_posattr_type(const MOJOSHADER_attributeType type) { // we don't ever use the glVertexPointer() stream, so we just need to // make the data types reasonably match, so the GL doesn't overrun // the buffer when dereferencing it. switch (type) { case MOJOSHADER_ATTRIBUTE_BYTE: return GL_NONE; // oh well. case MOJOSHADER_ATTRIBUTE_UBYTE: return GL_NONE; // oh well. case MOJOSHADER_ATTRIBUTE_SHORT: return GL_SHORT; case MOJOSHADER_ATTRIBUTE_USHORT: return GL_SHORT; case MOJOSHADER_ATTRIBUTE_INT: return GL_INT; case MOJOSHADER_ATTRIBUTE_UINT: return GL_INT; case MOJOSHADER_ATTRIBUTE_FLOAT: return GL_FLOAT; case MOJOSHADER_ATTRIBUTE_DOUBLE: return GL_DOUBLE; } // switch return GL_NONE; // oh well. Raises a GL error later. } // opengl_posattr_type static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type) { switch (type) { case MOJOSHADER_ATTRIBUTE_BYTE: return GL_BYTE; case MOJOSHADER_ATTRIBUTE_UBYTE: return GL_UNSIGNED_BYTE; case MOJOSHADER_ATTRIBUTE_SHORT: return GL_SHORT; case MOJOSHADER_ATTRIBUTE_USHORT: return GL_USHORT; case MOJOSHADER_ATTRIBUTE_INT: return GL_INT; case MOJOSHADER_ATTRIBUTE_UINT: return GL_UNSIGNED_INT; case MOJOSHADER_ATTRIBUTE_FLOAT: return GL_FLOAT; case MOJOSHADER_ATTRIBUTE_DOUBLE: return GL_DOUBLE; } // switch return GL_NONE; // oh well. Raises a GL error later. } // opengl_attr_type void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage, int index, unsigned int size, MOJOSHADER_attributeType type, int normalized, unsigned int stride, const void *ptr) { if ((bound_program == NULL) || (bound_program->vertex == NULL)) return; // Since glVertexPointer() lacks the flexibility that we can get from // glVertexAttribPointer(), we set POSITION0 to a generic vertex // attribute, and the shaders we generate know to look there instead of // GLSL's gl_Position global variable. But to keep the GL handy, we // also set the best possible equivalent with glVertexPointer(). Messy. if ((usage == MOJOSHADER_USAGE_POSITION) && (index == 0)) { // !!! FIXME: fails if size==1. pglVertexPointer(size, opengl_posattr_type(type), stride, ptr); pglEnableClientState(GL_VERTEX_ARRAY); } // if int i; GLuint gl_index = 0; for (i = 0; i < bound_program->attribute_count; i++) { const AttributeMap *map = &bound_program->attributes[i]; const MOJOSHADER_attribute *a = map->attribute; // !!! FIXME: is this array guaranteed to be sorted by usage? // !!! FIXME: if so, we can break out of the loop if a->usage > usage. if ((a->usage == usage) && (a->index == index)) { gl_index = map->location; break; } // if } // for if (gl_index != 0) { const GLenum gl_type = opengl_attr_type(type); const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE; pglVertexAttribPointerARB(gl_index, size, gl_type, norm, stride, ptr); pglEnableVertexAttribArrayARB(gl_index); } // if } // MOJOSHADER_glSetVertexAttribute void MOJOSHADER_glProgramReady(void) { int i; if (bound_program == NULL) return; // nothing to do. // !!! FIXME: don't push Uniforms if we know they haven't changed. // push Uniforms to the program from our register files... for (i = 0; i < bound_program->uniform_count; i++) { const UniformMap *map = &bound_program->uniforms[i]; const MOJOSHADER_uniform *u = map->uniform; const MOJOSHADER_uniformType type = u->type; const MOJOSHADER_shaderType shader_type = map->shader_type; const int index = u->index; const GLint location = map->location; if (shader_type == MOJOSHADER_TYPE_VERTEX) { if (type == MOJOSHADER_UNIFORM_FLOAT) pglUniform4fvARB(location, 1, &vs_register_file_f[index * 4]); else if (type == MOJOSHADER_UNIFORM_INT) pglUniform4ivARB(location, 1, &vs_register_file_i[index * 4]); else if (type == MOJOSHADER_UNIFORM_BOOL) pglUniform1iARB(location, vs_register_file_b[index]); } // if else if (shader_type == MOJOSHADER_TYPE_PIXEL) { if (type == MOJOSHADER_UNIFORM_FLOAT) pglUniform4fvARB(location, 1, &ps_register_file_f[index * 4]); else if (type == MOJOSHADER_UNIFORM_INT) pglUniform4ivARB(location, 1, &ps_register_file_i[index * 4]); else if (type == MOJOSHADER_UNIFORM_BOOL) pglUniform1iARB(location, ps_register_file_b[index]); } // else if } // for } // MOJOSHADER_glProgramReady void MOJOSHADER_glDeleteProgram(const MOJOSHADER_glProgram *program) { program_unref(shader); } // MOJOSHADER_glDeleteProgram void MOJOSHADER_glDeleteShader(const MOJOSHADER_glShader *shader) { shader_unref(shader); } // MOJOSHADER_glDeleteShader void MOJOSHADER_glDeinit(void) { MOJOSHADER_glBindProgram(NULL); profile = NULL; malloc_fn = NULL; free_fn = NULL; malloc_data = NULL; error_buffer[0] = '\0'; // !!! FIXME: NULL entry points. } // MOJOSHADER_glDeinit // end of mojoshader_opengl.c ...