gtk2/gsk/gl/gskglcompiler.c
Chun-wei Fan a619e8af4a gskglcompiler.c: Relax check for GL 3.x+ legacy contexts
On Windows with nVidia drivers at least, when we create a legacy context
via wglCreateContext(), we may still get a (W)GL 4.x context.  Allow
such contexts to also use GLSL version 130 instead of 110, so that
things do continue to work.
2021-12-01 17:29:02 +08:00

685 lines
19 KiB
C

/* gskglcompiler.c
*
* Copyright 2020 Christian Hergert <chergert@redhat.com>
*
* 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 <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: LGPL-2.1-or-later
*/
#include "config.h"
#include <gsk/gskdebugprivate.h>
#include <gio/gio.h>
#include <string.h>
#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);
/* On Windows, legacy contexts can give us a GL 4.x context */
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);
}