gtk/gsk/gskshaderbuilder.c
Emmanuele Bassi 4cda720ab9 gsk: Consolidate program creation and storage
We should use ShaderBuilder to create and store programs for the GL
renderer. This allows us to simplify the creation of programs (by moving
the compilation phase into the ShaderBuilder::create_program() method),
and move towards the ability to create multiple programs and just keep a
reference to the program id.
2016-10-18 11:49:07 +01:00

484 lines
13 KiB
C

#include "config.h"
#include "gskshaderbuilderprivate.h"
#include "gskdebugprivate.h"
#include <gdk/gdk.h>
#include <epoxy/gl.h>
typedef struct {
int program_id;
GHashTable *uniform_locations;
GHashTable *attribute_locations;
} ShaderProgram;
struct _GskShaderBuilder
{
GObject parent_instance;
char *resource_base_path;
char *vertex_preamble;
char *fragment_preamble;
int version;
GPtrArray *defines;
GPtrArray *uniforms;
GPtrArray *attributes;
GHashTable *programs;
};
G_DEFINE_TYPE (GskShaderBuilder, gsk_shader_builder, G_TYPE_OBJECT)
static void
shader_program_free (gpointer data)
{
ShaderProgram *p = data;
g_clear_pointer (&p->uniform_locations, g_hash_table_unref);
g_clear_pointer (&p->attribute_locations, g_hash_table_unref);
glDeleteProgram (p->program_id);
g_slice_free (ShaderProgram, data);
}
static ShaderProgram *
shader_program_new (int program_id)
{
ShaderProgram *p = g_slice_new (ShaderProgram);
p->program_id = program_id;
p->uniform_locations = g_hash_table_new (g_direct_hash, g_direct_equal);
p->attribute_locations = g_hash_table_new (g_direct_hash, g_direct_equal);
return p;
}
static void
gsk_shader_builder_finalize (GObject *gobject)
{
GskShaderBuilder *self = GSK_SHADER_BUILDER (gobject);
g_free (self->resource_base_path);
g_clear_pointer (&self->defines, g_ptr_array_unref);
g_clear_pointer (&self->uniforms, g_ptr_array_unref);
g_clear_pointer (&self->attributes, g_ptr_array_unref);
g_clear_pointer (&self->programs, g_hash_table_unref);
G_OBJECT_CLASS (gsk_shader_builder_parent_class)->finalize (gobject);
}
static void
gsk_shader_builder_class_init (GskShaderBuilderClass *klass)
{
G_OBJECT_CLASS (klass)->finalize = gsk_shader_builder_finalize;
}
static void
gsk_shader_builder_init (GskShaderBuilder *self)
{
self->defines = g_ptr_array_new_with_free_func (g_free);
self->uniforms = g_ptr_array_new_with_free_func (g_free);
self->attributes = g_ptr_array_new_with_free_func (g_free);
self->programs = g_hash_table_new_full (g_direct_hash, g_direct_equal,
NULL,
shader_program_free);
}
GskShaderBuilder *
gsk_shader_builder_new (void)
{
return g_object_new (GSK_TYPE_SHADER_BUILDER, NULL);
}
void
gsk_shader_builder_set_resource_base_path (GskShaderBuilder *builder,
const char *base_path)
{
g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
g_free (builder->resource_base_path);
builder->resource_base_path = g_strdup (base_path);
}
void
gsk_shader_builder_set_vertex_preamble (GskShaderBuilder *builder,
const char *vertex_preamble)
{
g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
g_free (builder->vertex_preamble);
builder->vertex_preamble = g_strdup (vertex_preamble);
}
void
gsk_shader_builder_set_fragment_preamble (GskShaderBuilder *builder,
const char *fragment_preamble)
{
g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
g_free (builder->fragment_preamble);
builder->fragment_preamble = g_strdup (fragment_preamble);
}
void
gsk_shader_builder_set_version (GskShaderBuilder *builder,
int version)
{
g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
builder->version = version;
}
void
gsk_shader_builder_add_define (GskShaderBuilder *builder,
const char *define_name,
const char *define_value)
{
g_return_if_fail (GSK_IS_SHADER_BUILDER (builder));
g_return_if_fail (define_name != NULL && *define_name != '\0');
g_return_if_fail (define_value != NULL && *define_name != '\0');
g_ptr_array_add (builder->defines, g_strdup (define_name));
g_ptr_array_add (builder->defines, g_strdup (define_value));
}
GQuark
gsk_shader_builder_add_uniform (GskShaderBuilder *builder,
const char *uniform_name)
{
g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), 0);
g_return_val_if_fail (uniform_name != NULL, 0);
g_ptr_array_add (builder->uniforms, g_strdup (uniform_name));
return g_quark_from_string (uniform_name);
}
GQuark
gsk_shader_builder_add_attribute (GskShaderBuilder *builder,
const char *attribute_name)
{
g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), 0);
g_return_val_if_fail (attribute_name != NULL, 0);
g_ptr_array_add (builder->attributes, g_strdup (attribute_name));
return g_quark_from_string (attribute_name);
}
static gboolean
lookup_shader_code (GString *code,
const char *base_path,
const char *shader_file,
GError **error)
{
GBytes *source;
char *path;
if (base_path != NULL)
path = g_build_filename (base_path, shader_file, NULL);
else
path = g_strdup (shader_file);
source = g_resources_lookup_data (path, 0, error);
g_free (path);
if (source == NULL)
return FALSE;
g_string_append (code, g_bytes_get_data (source, NULL));
g_bytes_unref (source);
return TRUE;
}
static int
gsk_shader_builder_compile_shader (GskShaderBuilder *builder,
int shader_type,
const char *shader_preamble,
const char *shader_source,
GError **error)
{
GString *code;
char *source;
int shader_id;
int status;
int i;
code = g_string_new (NULL);
if (builder->version > 0)
{
g_string_append_printf (code, "#version %d\n", builder->version);
g_string_append_c (code, '\n');
}
for (i = 0; i < builder->defines->len; i += 2)
{
const char *name = g_ptr_array_index (builder->defines, i);
const char *value = g_ptr_array_index (builder->defines, i + 1);
g_string_append (code, "#define");
g_string_append_c (code, ' ');
g_string_append (code, name);
g_string_append_c (code, ' ');
g_string_append (code, value);
g_string_append_c (code, '\n');
if (i == builder->defines->len - 2)
g_string_append_c (code, '\n');
}
if (!lookup_shader_code (code, builder->resource_base_path, shader_preamble, error))
{
g_string_free (code, TRUE);
return -1;
}
g_string_append_c (code, '\n');
if (!lookup_shader_code (code, builder->resource_base_path, shader_source, error))
{
g_string_free (code, TRUE);
return -1;
}
source = g_string_free (code, FALSE);
shader_id = glCreateShader (shader_type);
glShaderSource (shader_id, 1, (const GLchar **) &source, NULL);
glCompileShader (shader_id);
#ifdef G_ENABLE_DEBUG
if (GSK_DEBUG_CHECK (OPENGL))
{
g_print ("*** Compiling %s shader ***\n"
"%s\n",
shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
source);
}
#endif
g_free (source);
glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
int log_len;
char *buffer;
glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetShaderInfoLog (shader_id, log_len, NULL, buffer);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
"Compilation failure in %s shader:\n%s",
shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
buffer);
g_free (buffer);
glDeleteShader (shader_id);
return -1;
}
return shader_id;
}
static void
gsk_shader_builder_cache_uniforms (GskShaderBuilder *builder,
ShaderProgram *program)
{
int i;
for (i = 0; i < builder->uniforms->len; i++)
{
const char *uniform = g_ptr_array_index (builder->uniforms, i);
int loc = glGetUniformLocation (program->program_id, uniform);
g_hash_table_insert (program->uniform_locations,
GINT_TO_POINTER (g_quark_from_string (uniform)),
GINT_TO_POINTER (loc));
}
}
static void
gsk_shader_builder_cache_attributes (GskShaderBuilder *builder,
ShaderProgram *program)
{
int i;
for (i = 0; i < builder->attributes->len; i++)
{
const char *attribute = g_ptr_array_index (builder->attributes, i);
int loc = glGetAttribLocation (program->program_id, attribute);
g_hash_table_insert (program->attribute_locations,
GINT_TO_POINTER (g_quark_from_string (attribute)),
GINT_TO_POINTER (loc));
}
}
int
gsk_shader_builder_create_program (GskShaderBuilder *builder,
const char *vertex_shader,
const char *fragment_shader,
GError **error)
{
ShaderProgram *program;
int vertex_id, fragment_id;
int program_id;
int status;
g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
g_return_val_if_fail (vertex_shader != NULL, -1);
g_return_val_if_fail (fragment_shader != NULL, -1);
vertex_id = gsk_shader_builder_compile_shader (builder, GL_VERTEX_SHADER,
builder->vertex_preamble,
vertex_shader,
error);
if (vertex_id < 0)
return -1;
fragment_id = gsk_shader_builder_compile_shader (builder, GL_FRAGMENT_SHADER,
builder->fragment_preamble,
fragment_shader,
error);
if (fragment_id < 0)
{
glDeleteShader (vertex_id);
return -1;
}
program_id = glCreateProgram ();
glAttachShader (program_id, vertex_id);
glAttachShader (program_id, fragment_id);
glLinkProgram (program_id);
glGetProgramiv (program_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
char *buffer = NULL;
int log_len = 0;
glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetProgramInfoLog (program_id, log_len, NULL, buffer);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED,
"Linking failure in shader:\n%s", buffer);
g_free (buffer);
glDeleteProgram (program_id);
program_id = -1;
goto out;
}
program = shader_program_new (program_id);
gsk_shader_builder_cache_uniforms (builder, program);
gsk_shader_builder_cache_attributes (builder, program);
g_hash_table_insert (builder->programs, GINT_TO_POINTER (program_id), program);
#ifdef G_ENABLE_DEBUG
if (GSK_DEBUG_CHECK (OPENGL))
{
GHashTableIter iter;
gpointer name_p, location_p;
g_hash_table_iter_init (&iter, program->uniform_locations);
while (g_hash_table_iter_next (&iter, &name_p, &location_p))
{
g_print ("Uniform '%s' - location: %d\n",
g_quark_to_string (GPOINTER_TO_INT (name_p)),
GPOINTER_TO_INT (location_p));
}
g_hash_table_iter_init (&iter, program->attribute_locations);
while (g_hash_table_iter_next (&iter, &name_p, &location_p))
{
g_print ("Attribute '%s' - location: %d\n",
g_quark_to_string (GPOINTER_TO_INT (name_p)),
GPOINTER_TO_INT (location_p));
}
}
#endif
out:
if (vertex_id > 0)
{
glDetachShader (program_id, vertex_id);
glDeleteShader (vertex_id);
}
if (fragment_id > 0)
{
glDetachShader (program_id, fragment_id);
glDeleteShader (fragment_id);
}
return program_id;
}
int
gsk_shader_builder_get_uniform_location (GskShaderBuilder *builder,
int program_id,
GQuark uniform_quark)
{
ShaderProgram *p = NULL;
gpointer loc_p = NULL;
g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
g_return_val_if_fail (program_id >= 0, -1);
if (builder->uniforms->len == 0)
return -1;
p = g_hash_table_lookup (builder->programs, GINT_TO_POINTER (program_id));
if (p == NULL)
return -1;
if (g_hash_table_lookup_extended (p->uniform_locations, GINT_TO_POINTER (uniform_quark), NULL, &loc_p))
return GPOINTER_TO_INT (loc_p);
return -1;
}
int
gsk_shader_builder_get_attribute_location (GskShaderBuilder *builder,
int program_id,
GQuark attribute_quark)
{
ShaderProgram *p = NULL;
gpointer loc_p = NULL;
g_return_val_if_fail (GSK_IS_SHADER_BUILDER (builder), -1);
g_return_val_if_fail (program_id >= 0, -1);
if (builder->attributes->len == 0)
return -1;
p = g_hash_table_lookup (builder->programs, GINT_TO_POINTER (program_id));
if (p == NULL)
return -1;
if (g_hash_table_lookup_extended (p->attribute_locations, GINT_TO_POINTER (attribute_quark), NULL, &loc_p))
return GPOINTER_TO_INT (loc_p);
return -1;
}