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forked from 0ad/0ad

Remove obsolete ogl_shader

This was SVN commit r10984.
This commit is contained in:
Ykkrosh 2012-01-29 12:23:16 +00:00
parent 9884d21830
commit 8be430eb30
4 changed files with 1 additions and 619 deletions

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@ -1,498 +0,0 @@
/* Copyright (c) 2010 Wildfire Games
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* load and link together shaders; provides hotload support.
*/
#include "precompiled.h"
#include "ogl_shader.h"
#include "lib/ogl.h"
#include "ps/Filesystem.h"
#include "ps/CStr.h"
#include "ps/CLogger.h"
#include "ps/XML/Xeromyces.h"
#include "lib/timer.h"
#include "lib/res/h_mgr.h"
#include "lib/file/vfs/vfs.h"
static const StatusDefinition oglShaderStatusDefs[] = {
{ ERR::SHDR_CREATE, L"Shader creation failed" },
{ ERR::SHDR_COMPILE, L"Shader compile failed" },
{ ERR::SHDR_NO_SHADER, L"Invalid shader reference" },
{ ERR::SHDR_LINK, L"Shader linking failed" },
{ ERR::SHDR_NO_PROGRAM, L"Invalid shader program reference" }
};
STATUS_ADD_DEFINITIONS(oglShaderStatusDefs);
// Convert a shader object type into a descriptive string.
// If the type enum is not known, the given buffer is used as scratch space
// to format the type number. If buf is null, a generic string is returned.
static const wchar_t* shader_type_to_string(GLenum type, wchar_t* buf, size_t buflen)
{
switch(type)
{
case GL_VERTEX_SHADER_ARB: return L"VERTEX_SHADER";
case GL_FRAGMENT_SHADER_ARB: return L"FRAGMENT_SHADER";
}
if (!buf)
return L"unknown type enum";
swprintf_s(buf, buflen, L"%u", type);
return buf;
}
// Return the OpenGL shader type enum for the given string,
// or 0 if the shader type is not known.
static GLenum string_to_shader_type(const char* name)
{
if (!strcasecmp(name, "VERTEX_SHADER"))
return GL_VERTEX_SHADER_ARB;
if (!strcasecmp(name, "FRAGMENT_SHADER"))
return GL_FRAGMENT_SHADER_ARB;
return 0;
}
//----------------------------------------------------------------------------
// Handle type implementation
// Data for an Ogl_Shader object
struct Ogl_Shader {
// Type of shader (e.g. GL_VERTEX_SHADER_ARB)
GLenum type;
// ID of the OpenGL shader object
GLhandleARB id;
};
H_TYPE_DEFINE(Ogl_Shader);
// One-time initialization, called once by h_alloc, which is
// in turn called by ogl_shader_load
static void Ogl_Shader_init(Ogl_Shader* shdr, va_list args)
{
shdr->type = va_arg(args, GLenum);
}
TIMER_ADD_CLIENT(tc_compileShader);
TIMER_ADD_CLIENT(tc_linkProgram);
// Reload the shader object from the source file.
//
// TODO: The OpenGL specification says that all changes to shader objects
// have absolutely no effect on a program object that contains these shaders
// when the program object is already linked.
// So, how can we inform the "parent object" (i.e. the program object) of our change?
static Status Ogl_Shader_reload(Ogl_Shader* shdr, const PIVFS& vfs, const VfsPath& pathname, Handle UNUSED(h))
{
Status err = ERR::FAIL;
if (shdr->id)
return INFO::OK;
shared_ptr<u8> file; size_t file_size;
RETURN_STATUS_IF_ERR(vfs->LoadFile(pathname, file, file_size));
ogl_WarnIfError();
shdr->id = pglCreateShaderObjectARB(shdr->type);
if (!shdr->id)
{
// May be out of memory, but bad shdr->type is also possible.
// In any case, checking OpenGL error state will help spot
// bad code.
ogl_WarnIfError();
WARN_RETURN(ERR::SHDR_CREATE);
}
{
const GLchar* strings[] = { (const GLchar*)file.get() };
const GLint tmp = (GLint)file_size;
pglShaderSourceARB(shdr->id, 1, strings, &tmp);
// Some drivers (Mesa i915 on 945GM) give GL_INVALID_ENUM after calling
// CompileShader on a GL_FRAGMENT_PROGRAM, because the hardware doesn't support
// fragment programs. I can't find a better way to detect that situation in advance,
// so detect the error afterwards and return failure.
ogl_WarnIfError();
{
TIMER_ACCRUE(tc_compileShader);
pglCompileShaderARB(shdr->id);
}
if(ogl_SquelchError(GL_INVALID_ENUM))
goto fail_shadercreated;
}
{
wchar_t typenamebuf[32];
CStrW type(shader_type_to_string(shdr->type, typenamebuf, ARRAY_SIZE(typenamebuf)));
GLint log_length;
GLint compile_success;
pglGetShaderiv(shdr->id, GL_OBJECT_COMPILE_STATUS_ARB, &compile_success);
pglGetShaderiv(shdr->id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
if (log_length > 1)
{
char* infolog = new char[log_length];
pglGetShaderInfoLog(shdr->id, log_length, 0, infolog);
debug_printf(L"Compile log for shader %ls (type %ls):\n%hs", pathname.string().c_str(), type.c_str(), infolog);
delete[] infolog;
}
if (!compile_success)
{
// Compilation failure caused by syntax errors and similar
// errors at the GLSL level does not set OpenGL error state
// according to the spec, but this might still prove to be
// useful some time.
ogl_WarnIfError();
debug_printf(L"Failed to compile shader %ls (type %ls)\n", pathname.string().c_str(), type.c_str());
err = ERR::SHDR_COMPILE;
goto fail_shadercreated;
}
}
return INFO::OK;
fail_shadercreated:
pglDeleteShader(shdr->id);
shdr->id = 0;
return err;
}
// Free associated resources
static void Ogl_Shader_dtor(Ogl_Shader* shdr)
{
// shdr->id is 0 when reload has failed
if (shdr->id)
{
pglDeleteShader(shdr->id);
shdr->id = 0;
}
}
static Status Ogl_Shader_validate(const Ogl_Shader* UNUSED(shdr))
{
// TODO
return INFO::OK;
}
static Status Ogl_Shader_to_string(const Ogl_Shader* shdr, wchar_t* buf)
{
swprintf_s(buf, H_STRING_LEN, L"Ogl_Shader %p", shdr);
return INFO::OK;
}
//----------------------------------------------------------------------------
// Public API
// Create, load and compile a shader object of the given type
// (e.g. GL_VERTEX_SHADER_ARB). The given file will be used as
// source code for the shader.
Handle ogl_shader_load(const PIVFS& vfs, const VfsPath& pathname, GLenum type)
{
return h_alloc(H_Ogl_Shader, vfs, pathname, 0, type);
}
// Free all resources associated with the given handle (subject
// to refcounting).
void ogl_shader_free(Handle& h)
{
h_free(h, H_Ogl_Shader);
}
// Attach a shader to the given OpenGL program.
Status ogl_shader_attach(GLhandleARB program, Handle& h)
{
H_DEREF(h, Ogl_Shader, shdr);
if (!shdr->id)
WARN_RETURN(ERR::SHDR_NO_SHADER);
pglAttachObjectARB(program, shdr->id);
return INFO::OK;
}
//----------------------------------------------------------------------------
// Program type implementation
struct Ogl_Program {
// ID of the OpenGL program object
GLhandleARB id;
};
H_TYPE_DEFINE(Ogl_Program);
// One-time initialization, called once by h_alloc, which is
// in turn called by ogl_program_load
static void Ogl_Program_init(Ogl_Program* UNUSED(p), va_list UNUSED(args))
{
}
// Load the shader associated with one Shader element,
// and attach it to our program object.
static Status do_load_shader(
Ogl_Program* p, const VfsPath& pathname, Handle UNUSED(h),
const CXeromyces& XeroFile, const XMBElement& Shader)
{
#define AT(x) int at_##x = XeroFile.GetAttributeID(#x)
AT(type);
#undef AT
CStr Type = Shader.GetAttributes().GetNamedItem(at_type);
if (Type.empty())
{
LOGERROR(L"%ls: Missing attribute \"type\" in element \"Shader\".", pathname.string().c_str());
WARN_RETURN(ERR::CORRUPTED);
}
GLenum shadertype = string_to_shader_type(Type.c_str());
if (!shadertype)
{
LOGERROR(L"%ls: Unknown shader type \"%hs\" (valid are: VERTEX_SHADER, FRAGMENT_SHADER).", pathname.string().c_str(), Type.c_str());
WARN_RETURN(ERR::CORRUPTED);
}
CStr pathnameShader = Shader.GetText();
if (pathnameShader.empty())
{
LOGERROR(L"%ls: Missing shader name.", pathname.string().c_str());
WARN_RETURN(ERR::CORRUPTED);
}
Handle hshader = ogl_shader_load(g_VFS, pathnameShader.FromUTF8(), shadertype);
RETURN_STATUS_IF_ERR(hshader);
ogl_shader_attach(p->id, hshader);
// According to the OpenGL specification, a shader object's deletion
// will not be final as long as the shader object is attached to a
// container object.
// TODO: How will this work with automatic reload?
ogl_shader_free(hshader);
return INFO::OK;
}
// Reload the program object from the source file.
static Status Ogl_Program_reload(Ogl_Program* p, const PIVFS& vfs, const VfsPath& pathname, Handle h)
{
if (p->id)
return INFO::OK;
ogl_WarnIfError();
// Check that we're not accidentally using shaders when they're not supported
ENSURE(pglCreateProgramObjectARB != NULL);
p->id = pglCreateProgramObjectARB();
if (!p->id)
{
// The spec doesn't mention any error state that can be set
// here, but it may still help spot bad code.
ogl_WarnIfError();
WARN_RETURN(ERR::SHDR_CREATE);
}
CXeromyces XeroFile;
if (XeroFile.Load(vfs, pathname) != PSRETURN_OK)
WARN_RETURN(ERR::CORRUPTED); // more informative error message?
// Define all the elements and attributes used in the XML file
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
EL(program);
EL(shaders);
EL(shader);
#undef EL
XMBElement Root = XeroFile.GetRoot();
if (Root.GetNodeName() != el_program)
{
LOGERROR(L"%ls: XML root was not \"Program\".", pathname.string().c_str());
WARN_RETURN(ERR::CORRUPTED);
}
XMBElementList RootChildren = Root.GetChildNodes();
for(int i = 0; i < RootChildren.Count; ++i)
{
XMBElement Child = RootChildren.Item(i);
int ChildName = Child.GetNodeName();
if (ChildName == el_shaders)
{
XMBElementList Shaders = Child.GetChildNodes();
for(int j = 0; j < Shaders.Count; ++j)
{
XMBElement Shader = Shaders.Item(j);
if (Shader.GetNodeName() != el_shader)
{
LOGERROR(L"%ls: Only \"Shader\" may be child of \"Shaders\".", pathname.string().c_str());
WARN_RETURN(ERR::CORRUPTED);
}
RETURN_STATUS_IF_ERR(do_load_shader(p, pathname, h, XeroFile, Shader));
}
}
else
{
LOGWARNING(L"%ls: Unknown child of \"Program\".", pathname.string().c_str());
}
}
{
TIMER_ACCRUE(tc_linkProgram);
pglLinkProgramARB(p->id);
}
GLint log_length;
GLint linked;
pglGetProgramiv(p->id, GL_OBJECT_LINK_STATUS_ARB, &linked);
pglGetProgramiv(p->id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
if (log_length > 1)
{
char* infolog = new char[log_length];
pglGetProgramInfoLog(p->id, log_length, 0, infolog);
debug_printf(L"Linker log for %ls:\n%hs\n", pathname.string().c_str(), infolog);
delete[] infolog;
}
if (!linked)
{
debug_printf(L"Link failed for %ls\n", pathname.string().c_str());
WARN_RETURN(ERR::SHDR_LINK);
}
return INFO::OK;
}
// Free associated resources
static void Ogl_Program_dtor(Ogl_Program* p)
{
if (p->id)
{
pglDeleteProgram(p->id);
p->id = 0;
}
}
static Status Ogl_Program_validate(const Ogl_Program* UNUSED(p))
{
// TODO
return INFO::OK;
}
static Status Ogl_Program_to_string(const Ogl_Program* p, wchar_t* buf)
{
swprintf_s(buf, H_STRING_LEN, L"Ogl_Program %p", p);
return INFO::OK;
}
//----------------------------------------------------------------------------
// Public API
// Load a program object based on the given XML file description.
// Shader objects are loaded and attached automatically.
Handle ogl_program_load(const PIVFS& vfs, const VfsPath& pathname)
{
return h_alloc(H_Ogl_Program, vfs, pathname, 0);
}
// Free all resources associated with the given program handle.
void ogl_program_free(Handle& h)
{
h_free(h, H_Ogl_Program);
}
// Activate the program (glUseProgramObjectARB).
// h may be 0, in which case program objects are disabled.
Status ogl_program_use(Handle h)
{
if (!h)
{
pglUseProgramObjectARB(0);
return INFO::OK;
}
Ogl_Program* p = H_USER_DATA(h, Ogl_Program);
if (!p || !p->id)
{
pglUseProgramObjectARB(0);
WARN_RETURN(ERR::INVALID_HANDLE);
}
pglUseProgramObjectARB(p->id);
return INFO::OK;
}
// Query uniform information
GLint ogl_program_get_uniform_location(Handle h, const char* name)
{
H_DEREF(h, Ogl_Program, p);
return pglGetUniformLocationARB(p->id, name);
}
// Query vertex attribute information
GLint ogl_program_get_attrib_location(Handle h, const char* name)
{
H_DEREF(h, Ogl_Program, p);
return pglGetAttribLocationARB(p->id, name);
}

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@ -1,112 +0,0 @@
/* Copyright (c) 2010 Wildfire Games
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* load and link together shaders; provides hotload support.
*/
#ifndef INCLUDED_OGL_SHADER
#define INCLUDED_OGL_SHADER
#include "lib/res/handle.h"
#include "lib/file/vfs/vfs.h"
#include "lib/ogl.h"
namespace ERR
{
const Status SHDR_CREATE = -120200;
const Status SHDR_COMPILE = -120201;
const Status SHDR_NO_SHADER = -120202;
const Status SHDR_LINK = -120203;
const Status SHDR_NO_PROGRAM = -120204;
}
/*
Encapsulate shader objects into handles, which transparently enables sharing
of shader source files between programs as well as reloading shaders at
runtime.
NOTE: Only use functions form this module after verifying that the required
extensions are available, or all bets are off.
*/
/**
* Create, load and compile a shader object.
*
* @param vfs
* @param pathname Location of the file containing the shader's source code.
* @param type Type e.g. GL_VERTEX_SHADER_ARB.
**/
Handle ogl_shader_load(const PIVFS& vfs, const VfsPath& pathname, GLenum type);
/**
* Free all resources associated with the given handle
* (subject to reference counting).
**/
void ogl_shader_free(Handle& h);
/**
* Attach a shader to the given OpenGL program.
**/
Status ogl_shader_attach(GLhandleARB program, Handle& h);
/*
Encapsulate program objects into handles.
*/
/**
* Load a program object.
*
* @param vfs
* @param pathname XML file describing the program.
*
* note: Shader objects are loaded and attached automatically.
**/
Handle ogl_program_load(const PIVFS& vfs, const VfsPath& pathname);
/**
* Free all resources associated with the given program handle.
* (subject to reference counting).
**/
void ogl_program_free(Handle& h);
/**
* Activate the program (glUseProgramObjectARB).
*
* @param h may be 0, in which case program objects are disabled.
**/
Status ogl_program_use(Handle h);
/**
* Query uniform information
**/
GLint ogl_program_get_uniform_location(Handle h, const char* name);
/**
* Query vertex attribute information
**/
GLint ogl_program_get_attrib_location(Handle h, const char* name);
#endif // INCLUDED_OGL_SHADER

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@ -149,7 +149,6 @@ To summarize: +/-1SHHCC (S=subsystem, HH=header, CC=code number)
12 res
00CC h_mgr
01CC tex
02CC ogl_shader
13 sysdep
00CC cpu

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@ -50,8 +50,6 @@
#include "renderer/VertexArray.h"
#include "renderer/WaterManager.h"
#include "lib/res/graphics/ogl_shader.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// TerrainRenderer implementation
@ -680,15 +678,10 @@ bool TerrainRenderer::RenderFancyWater()
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
// Unbind the LOS/refraction/reflection textures and the shader
g_Renderer.BindTexture(3, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(1, 0);
m->fancyWaterShader->Unbind();
pglActiveTextureARB(GL_TEXTURE0_ARB);
ogl_program_use(0);
glDisable(GL_BLEND);
return true;