/* gskglcompiler.c * * Copyright 2020 Christian Hergert * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this program. If not, see . * * SPDX-License-Identifier: LGPL-2.1-or-later */ #include "config.h" #include #include #include #include "gskglcommandqueueprivate.h" #include "gskglcompilerprivate.h" #include "gskglprogramprivate.h" #define SHADER_VERSION_GLES 100 #define SHADER_VERSION_GL2_LEGACY 110 #define SHADER_VERSION_GL3_LEGACY 130 #define SHADER_VERSION_GL3 150 struct _GskGLCompiler { GObject parent_instance; GskGLDriver *driver; GBytes *all_preamble; GBytes *fragment_preamble; GBytes *vertex_preamble; GBytes *fragment_source; GBytes *fragment_suffix; GBytes *vertex_source; GBytes *vertex_suffix; GArray *attrib_locations; int glsl_version; guint gl3 : 1; guint gles : 1; guint legacy : 1; guint debug_shaders : 1; }; typedef struct _GskGLProgramAttrib { const char *name; guint location; } GskGLProgramAttrib; static GBytes *empty_bytes; G_DEFINE_TYPE (GskGLCompiler, gsk_gl_compiler, G_TYPE_OBJECT) static void gsk_gl_compiler_finalize (GObject *object) { GskGLCompiler *self = (GskGLCompiler *)object; g_clear_pointer (&self->all_preamble, g_bytes_unref); g_clear_pointer (&self->fragment_preamble, g_bytes_unref); g_clear_pointer (&self->vertex_preamble, g_bytes_unref); g_clear_pointer (&self->vertex_suffix, g_bytes_unref); g_clear_pointer (&self->fragment_source, g_bytes_unref); g_clear_pointer (&self->fragment_suffix, g_bytes_unref); g_clear_pointer (&self->vertex_source, g_bytes_unref); g_clear_pointer (&self->attrib_locations, g_array_unref); g_clear_object (&self->driver); G_OBJECT_CLASS (gsk_gl_compiler_parent_class)->finalize (object); } static void gsk_gl_compiler_class_init (GskGLCompilerClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); object_class->finalize = gsk_gl_compiler_finalize; empty_bytes = g_bytes_new (NULL, 0); } static void gsk_gl_compiler_init (GskGLCompiler *self) { self->glsl_version = 150; self->attrib_locations = g_array_new (FALSE, FALSE, sizeof (GskGLProgramAttrib)); self->all_preamble = g_bytes_ref (empty_bytes); self->vertex_preamble = g_bytes_ref (empty_bytes); self->fragment_preamble = g_bytes_ref (empty_bytes); self->vertex_source = g_bytes_ref (empty_bytes); self->vertex_suffix = g_bytes_ref (empty_bytes); self->fragment_source = g_bytes_ref (empty_bytes); self->fragment_suffix = g_bytes_ref (empty_bytes); } GskGLCompiler * gsk_gl_compiler_new (GskGLDriver *driver, gboolean debug_shaders) { GskGLCompiler *self; GdkGLContext *context; g_return_val_if_fail (GSK_IS_GL_DRIVER (driver), NULL); g_return_val_if_fail (driver->shared_command_queue != NULL, NULL); self = g_object_new (GSK_TYPE_GL_COMPILER, NULL); self->driver = g_object_ref (driver); self->debug_shaders = !!debug_shaders; context = gsk_gl_command_queue_get_context (self->driver->shared_command_queue); if (gdk_gl_context_get_use_es (context)) { self->glsl_version = SHADER_VERSION_GLES; self->gles = TRUE; } else if (gdk_gl_context_is_legacy (context)) { int maj, min; gdk_gl_context_get_version (context, &maj, &min); if (maj == 3) self->glsl_version = SHADER_VERSION_GL3_LEGACY; else self->glsl_version = SHADER_VERSION_GL2_LEGACY; self->legacy = TRUE; } else { self->glsl_version = SHADER_VERSION_GL3; self->gl3 = TRUE; } gsk_gl_command_queue_make_current (self->driver->shared_command_queue); return g_steal_pointer (&self); } void gsk_gl_compiler_bind_attribute (GskGLCompiler *self, const char *name, guint location) { GskGLProgramAttrib attrib; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (name != NULL); g_return_if_fail (location < 32); attrib.name = g_intern_string (name); attrib.location = location; g_array_append_val (self->attrib_locations, attrib); } void gsk_gl_compiler_clear_attributes (GskGLCompiler *self) { g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_array_set_size (self->attrib_locations, 0); } void gsk_gl_compiler_set_preamble (GskGLCompiler *self, GskGLCompilerKind kind, GBytes *preamble_bytes) { GBytes **loc = NULL; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (preamble_bytes != NULL); if (kind == GSK_GL_COMPILER_ALL) loc = &self->all_preamble; else if (kind == GSK_GL_COMPILER_FRAGMENT) loc = &self->fragment_preamble; else if (kind == GSK_GL_COMPILER_VERTEX) loc = &self->vertex_preamble; else g_return_if_reached (); g_assert (loc != NULL); if (*loc != preamble_bytes) { g_clear_pointer (loc, g_bytes_unref); *loc = preamble_bytes ? g_bytes_ref (preamble_bytes) : NULL; } } void gsk_gl_compiler_set_preamble_from_resource (GskGLCompiler *self, GskGLCompilerKind kind, const char *resource_path) { GError *error = NULL; GBytes *bytes; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (kind == GSK_GL_COMPILER_ALL || kind == GSK_GL_COMPILER_VERTEX || kind == GSK_GL_COMPILER_FRAGMENT); g_return_if_fail (resource_path != NULL); bytes = g_resources_lookup_data (resource_path, G_RESOURCE_LOOKUP_FLAGS_NONE, &error); if (bytes == NULL) g_warning ("Cannot set shader from resource: %s", error->message); else gsk_gl_compiler_set_preamble (self, kind, bytes); g_clear_pointer (&bytes, g_bytes_unref); g_clear_error (&error); } void gsk_gl_compiler_set_source (GskGLCompiler *self, GskGLCompilerKind kind, GBytes *source_bytes) { GBytes **loc = NULL; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (kind == GSK_GL_COMPILER_ALL || kind == GSK_GL_COMPILER_VERTEX || kind == GSK_GL_COMPILER_FRAGMENT); if (source_bytes == NULL) source_bytes = empty_bytes; /* If kind is ALL, then we need to split the fragment and * vertex shaders from the bytes and assign them individually. * This safely scans for FRAGMENT_SHADER and VERTEX_SHADER as * specified within the GLSL resources. Some care is taken to * use GBytes which reference the original bytes instead of * copying them. */ if (kind == GSK_GL_COMPILER_ALL) { gsize len = 0; const char *source; const char *vertex_shader_start; const char *fragment_shader_start; const char *endpos; GBytes *fragment_bytes; GBytes *vertex_bytes; g_clear_pointer (&self->fragment_source, g_bytes_unref); g_clear_pointer (&self->vertex_source, g_bytes_unref); source = g_bytes_get_data (source_bytes, &len); endpos = source + len; vertex_shader_start = g_strstr_len (source, len, "VERTEX_SHADER"); fragment_shader_start = g_strstr_len (source, len, "FRAGMENT_SHADER"); if (vertex_shader_start == NULL) { g_warning ("Failed to locate VERTEX_SHADER in shader source"); return; } if (fragment_shader_start == NULL) { g_warning ("Failed to locate FRAGMENT_SHADER in shader source"); return; } if (vertex_shader_start > fragment_shader_start) { g_warning ("VERTEX_SHADER must come before FRAGMENT_SHADER"); return; } /* Locate next newlines */ while (vertex_shader_start < endpos && vertex_shader_start[0] != '\n') vertex_shader_start++; while (fragment_shader_start < endpos && fragment_shader_start[0] != '\n') fragment_shader_start++; vertex_bytes = g_bytes_new_from_bytes (source_bytes, vertex_shader_start - source, fragment_shader_start - vertex_shader_start); fragment_bytes = g_bytes_new_from_bytes (source_bytes, fragment_shader_start - source, endpos - fragment_shader_start); gsk_gl_compiler_set_source (self, GSK_GL_COMPILER_VERTEX, vertex_bytes); gsk_gl_compiler_set_source (self, GSK_GL_COMPILER_FRAGMENT, fragment_bytes); g_bytes_unref (fragment_bytes); g_bytes_unref (vertex_bytes); return; } if (kind == GSK_GL_COMPILER_FRAGMENT) loc = &self->fragment_source; else if (kind == GSK_GL_COMPILER_VERTEX) loc = &self->vertex_source; else g_return_if_reached (); if (*loc != source_bytes) { g_clear_pointer (loc, g_bytes_unref); *loc = g_bytes_ref (source_bytes); } } void gsk_gl_compiler_set_source_from_resource (GskGLCompiler *self, GskGLCompilerKind kind, const char *resource_path) { GError *error = NULL; GBytes *bytes; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (kind == GSK_GL_COMPILER_ALL || kind == GSK_GL_COMPILER_VERTEX || kind == GSK_GL_COMPILER_FRAGMENT); g_return_if_fail (resource_path != NULL); bytes = g_resources_lookup_data (resource_path, G_RESOURCE_LOOKUP_FLAGS_NONE, &error); if (bytes == NULL) g_warning ("Cannot set shader from resource: %s", error->message); else gsk_gl_compiler_set_source (self, kind, bytes); g_clear_pointer (&bytes, g_bytes_unref); g_clear_error (&error); } void gsk_gl_compiler_set_suffix (GskGLCompiler *self, GskGLCompilerKind kind, GBytes *suffix_bytes) { GBytes **loc; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (kind == GSK_GL_COMPILER_VERTEX || kind == GSK_GL_COMPILER_FRAGMENT); g_return_if_fail (suffix_bytes != NULL); if (suffix_bytes == NULL) suffix_bytes = empty_bytes; if (kind == GSK_GL_COMPILER_FRAGMENT) loc = &self->fragment_suffix; else if (kind == GSK_GL_COMPILER_VERTEX) loc = &self->vertex_suffix; else g_return_if_reached (); if (*loc != suffix_bytes) { g_clear_pointer (loc, g_bytes_unref); *loc = g_bytes_ref (suffix_bytes); } } void gsk_gl_compiler_set_suffix_from_resource (GskGLCompiler *self, GskGLCompilerKind kind, const char *resource_path) { GError *error = NULL; GBytes *bytes; g_return_if_fail (GSK_IS_GL_COMPILER (self)); g_return_if_fail (kind == GSK_GL_COMPILER_VERTEX || kind == GSK_GL_COMPILER_FRAGMENT); g_return_if_fail (resource_path != NULL); bytes = g_resources_lookup_data (resource_path, G_RESOURCE_LOOKUP_FLAGS_NONE, &error); if (bytes == NULL) g_warning ("Cannot set suffix from resource: %s", error->message); else gsk_gl_compiler_set_suffix (self, kind, bytes); g_clear_pointer (&bytes, g_bytes_unref); g_clear_error (&error); } static void prepend_line_numbers (char *code, GString *s) { char *p; int line; p = code; line = 1; while (*p) { char *end = strchr (p, '\n'); if (end) end = end + 1; /* Include newline */ else end = p + strlen (p); g_string_append_printf (s, "%3d| ", line++); g_string_append_len (s, p, end - p); p = end; } } static gboolean check_shader_error (int shader_id, GError **error) { GLint status; GLint log_len; GLint code_len; char *buffer; char *code; GString *s; glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status); if G_LIKELY (status == GL_TRUE) return TRUE; glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len); buffer = g_malloc0 (log_len + 1); glGetShaderInfoLog (shader_id, log_len, NULL, buffer); glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len); code = g_malloc0 (code_len + 1); glGetShaderSource (shader_id, code_len, NULL, code); s = g_string_new (""); prepend_line_numbers (code, s); g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED, "Compilation failure in shader.\n" "Source Code: %s\n" "\n" "Error Message:\n" "%s\n" "\n", s->str, buffer); g_string_free (s, TRUE); g_free (buffer); g_free (code); return FALSE; } static void print_shader_info (const char *prefix, int shader_id, const char *name) { if (GSK_DEBUG_CHECK(SHADERS)) { int code_len; glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len); if (code_len > 0) { char *code; GString *s; code = g_malloc0 (code_len + 1); glGetShaderSource (shader_id, code_len, NULL, code); s = g_string_new (NULL); prepend_line_numbers (code, s); g_message ("%s %d, %s:\n%s", prefix, shader_id, name ? name : "unnamed", s->str); g_string_free (s, TRUE); g_free (code); } } } static const char * get_shader_string (GBytes *bytes) { /* 0 length bytes will give us NULL back */ const char *str = g_bytes_get_data (bytes, NULL); return str ? str : ""; } GskGLProgram * gsk_gl_compiler_compile (GskGLCompiler *self, const char *name, const char *clip, GError **error) { char version[32]; const char *debug = ""; const char *legacy = ""; const char *gl3 = ""; const char *gles = ""; int program_id; int vertex_id; int fragment_id; int status; g_return_val_if_fail (GSK_IS_GL_COMPILER (self), NULL); g_return_val_if_fail (self->all_preamble != NULL, NULL); g_return_val_if_fail (self->fragment_preamble != NULL, NULL); g_return_val_if_fail (self->vertex_preamble != NULL, NULL); g_return_val_if_fail (self->fragment_source != NULL, NULL); g_return_val_if_fail (self->vertex_source != NULL, NULL); g_return_val_if_fail (self->driver != NULL, NULL); gsk_gl_command_queue_make_current (self->driver->command_queue); g_snprintf (version, sizeof version, "#version %d\n", self->glsl_version); if (self->debug_shaders) debug = "#define GSK_DEBUG 1\n"; if (self->legacy) legacy = "#define GSK_LEGACY 1\n"; if (self->gles) gles = "#define GSK_GLES 1\n"; if (self->gl3) gl3 = "#define GSK_GL3 1\n"; vertex_id = glCreateShader (GL_VERTEX_SHADER); glShaderSource (vertex_id, 10, (const char *[]) { version, debug, legacy, gl3, gles, clip, get_shader_string (self->all_preamble), get_shader_string (self->vertex_preamble), get_shader_string (self->vertex_source), get_shader_string (self->vertex_suffix), }, (int[]) { strlen (version), strlen (debug), strlen (legacy), strlen (gl3), strlen (gles), strlen (clip), g_bytes_get_size (self->all_preamble), g_bytes_get_size (self->vertex_preamble), g_bytes_get_size (self->vertex_source), g_bytes_get_size (self->vertex_suffix), }); glCompileShader (vertex_id); if (!check_shader_error (vertex_id, error)) { glDeleteShader (vertex_id); return NULL; } print_shader_info ("Vertex shader", vertex_id, name); fragment_id = glCreateShader (GL_FRAGMENT_SHADER); glShaderSource (fragment_id, 10, (const char *[]) { version, debug, legacy, gl3, gles, clip, get_shader_string (self->all_preamble), get_shader_string (self->fragment_preamble), get_shader_string (self->fragment_source), get_shader_string (self->fragment_suffix), }, (int[]) { strlen (version), strlen (debug), strlen (legacy), strlen (gl3), strlen (gles), strlen (clip), g_bytes_get_size (self->all_preamble), g_bytes_get_size (self->fragment_preamble), g_bytes_get_size (self->fragment_source), g_bytes_get_size (self->fragment_suffix), }); glCompileShader (fragment_id); if (!check_shader_error (fragment_id, error)) { glDeleteShader (vertex_id); glDeleteShader (fragment_id); return NULL; } print_shader_info ("Fragment shader", fragment_id, name); program_id = glCreateProgram (); glAttachShader (program_id, vertex_id); glAttachShader (program_id, fragment_id); for (guint i = 0; i < self->attrib_locations->len; i++) { const GskGLProgramAttrib *attrib; attrib = &g_array_index (self->attrib_locations, GskGLProgramAttrib, i); glBindAttribLocation (program_id, attrib->location, attrib->name); } glLinkProgram (program_id); glGetProgramiv (program_id, GL_LINK_STATUS, &status); glDetachShader (program_id, vertex_id); glDeleteShader (vertex_id); glDetachShader (program_id, fragment_id); glDeleteShader (fragment_id); if (status == GL_FALSE) { char *buffer = NULL; int log_len = 0; glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len); if (log_len > 0) { /* log_len includes NULL */ buffer = g_malloc0 (log_len); glGetProgramInfoLog (program_id, log_len, NULL, buffer); } g_warning ("Linking failure in shader:\n%s", buffer ? buffer : ""); g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED, "Linking failure in shader: %s", buffer ? buffer : ""); g_free (buffer); glDeleteProgram (program_id); return NULL; } return gsk_gl_program_new (self->driver, name, program_id); }