зеркало из https://github.com/AvaloniaUI/angle.git
580 строки
12 KiB
C++
580 строки
12 KiB
C++
//
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// Copyright 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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#include "util/shader_utils.h"
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#include <cstring>
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#include <fstream>
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#include <iostream>
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#include <vector>
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#include "util/test_utils.h"
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namespace
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{
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bool ReadEntireFile(const std::string &filePath, std::string *contentsOut)
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{
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constexpr uint32_t kMaxBufferSize = 2000;
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char buffer[kMaxBufferSize] = {};
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if (!angle::ReadEntireFileToString(filePath.c_str(), buffer, kMaxBufferSize) ||
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strlen(buffer) == 0)
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return false;
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*contentsOut = buffer;
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return true;
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}
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GLuint CompileProgramInternal(const char *vsSource,
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const char *gsSource,
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const char *fsSource,
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const std::function<void(GLuint)> &preLinkCallback)
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{
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GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
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GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
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if (vs == 0 || fs == 0)
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{
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glDeleteShader(fs);
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glDeleteShader(vs);
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return 0;
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}
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GLuint program = glCreateProgram();
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glAttachShader(program, vs);
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glDeleteShader(vs);
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glAttachShader(program, fs);
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glDeleteShader(fs);
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GLuint gs = 0;
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if (strlen(gsSource) > 0)
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{
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gs = CompileShader(GL_GEOMETRY_SHADER_EXT, gsSource);
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if (gs == 0)
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{
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glDeleteShader(vs);
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glDeleteShader(fs);
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glDeleteProgram(program);
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return 0;
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}
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glAttachShader(program, gs);
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glDeleteShader(gs);
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}
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if (preLinkCallback)
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{
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preLinkCallback(program);
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}
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glLinkProgram(program);
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return CheckLinkStatusAndReturnProgram(program, true);
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}
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} // namespace
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GLuint CompileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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const char *sourceArray[1] = {source};
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glShaderSource(shader, 1, sourceArray, nullptr);
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glCompileShader(shader);
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GLint compileResult;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
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if (compileResult == 0)
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{
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GLint infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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// Info log length includes the null terminator, so 1 means that the info log is an empty
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// string.
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if (infoLogLength > 1)
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{
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std::vector<GLchar> infoLog(infoLogLength);
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glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]);
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std::cerr << "shader compilation failed: " << &infoLog[0];
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}
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else
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{
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std::cerr << "shader compilation failed. <Empty log message>";
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}
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std::cerr << std::endl;
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath)
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{
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std::string source;
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if (!ReadEntireFile(sourcePath, &source))
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{
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std::cerr << "Error reading shader file: " << sourcePath << "\n";
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return 0;
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}
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return CompileShader(type, source.c_str());
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}
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GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages)
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{
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if (glGetError() != GL_NO_ERROR)
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return 0;
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GLint linkStatus;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus == 0)
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{
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if (outputErrorMessages)
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{
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GLint infoLogLength;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
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// Info log length includes the null terminator, so 1 means that the info log is an
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// empty string.
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if (infoLogLength > 1)
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{
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std::vector<GLchar> infoLog(infoLogLength);
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glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), nullptr,
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&infoLog[0]);
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std::cerr << "program link failed: " << &infoLog[0];
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}
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else
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{
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std::cerr << "program link failed. <Empty log message>";
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}
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}
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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GLuint CompileProgramWithTransformFeedback(
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const char *vsSource,
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const char *fsSource,
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const std::vector<std::string> &transformFeedbackVaryings,
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GLenum bufferMode)
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{
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auto preLink = [&](GLuint program) {
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if (transformFeedbackVaryings.size() > 0)
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{
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std::vector<const char *> constCharTFVaryings;
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for (const std::string &transformFeedbackVarying : transformFeedbackVaryings)
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{
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constCharTFVaryings.push_back(transformFeedbackVarying.c_str());
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}
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glTransformFeedbackVaryings(program,
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static_cast<GLsizei>(transformFeedbackVaryings.size()),
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&constCharTFVaryings[0], bufferMode);
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}
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};
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return CompileProgramInternal(vsSource, "", fsSource, preLink);
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}
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GLuint CompileProgram(const char *vsSource, const char *fsSource)
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{
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return CompileProgramInternal(vsSource, "", fsSource, nullptr);
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}
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GLuint CompileProgram(const char *vsSource,
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const char *fsSource,
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const std::function<void(GLuint)> &preLinkCallback)
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{
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return CompileProgramInternal(vsSource, "", fsSource, preLinkCallback);
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}
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GLuint CompileProgramWithGS(const char *vsSource, const char *gsSource, const char *fsSource)
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{
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return CompileProgramInternal(vsSource, gsSource, fsSource, nullptr);
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}
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GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath)
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{
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std::string vsSource;
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if (!ReadEntireFile(vsPath, &vsSource))
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{
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std::cerr << "Error reading shader: " << vsPath << "\n";
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return 0;
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}
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std::string fsSource;
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if (!ReadEntireFile(fsPath, &fsSource))
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{
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std::cerr << "Error reading shader: " << fsPath << "\n";
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return 0;
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}
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return CompileProgram(vsSource.c_str(), fsSource.c_str());
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}
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GLuint CompileComputeProgram(const char *csSource, bool outputErrorMessages)
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{
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GLuint program = glCreateProgram();
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GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource);
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if (cs == 0)
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{
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glDeleteProgram(program);
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return 0;
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}
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glAttachShader(program, cs);
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glLinkProgram(program);
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return CheckLinkStatusAndReturnProgram(program, outputErrorMessages);
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}
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GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat)
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{
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GLuint program = glCreateProgram();
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glProgramBinaryOES(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size()));
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return CheckLinkStatusAndReturnProgram(program, true);
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}
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GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat)
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{
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GLuint program = glCreateProgram();
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glProgramBinary(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size()));
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return CheckLinkStatusAndReturnProgram(program, true);
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}
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bool LinkAttachedProgram(GLuint program)
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{
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glLinkProgram(program);
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return (CheckLinkStatusAndReturnProgram(program, true) != 0);
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}
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namespace angle
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{
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namespace essl1_shaders
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{
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const char *PositionAttrib()
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{
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return "a_position";
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}
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const char *ColorUniform()
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{
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return "u_color";
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}
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const char *Texture2DUniform()
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{
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return "u_tex2D";
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}
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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const char *Zero()
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{
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return R"(void main()
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{
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gl_Position = vec4(0);
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})";
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}
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// A shader that sets gl_Position to attribute a_position.
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const char *Simple()
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{
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return R"(precision highp float;
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attribute vec4 a_position;
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void main()
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{
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gl_Position = a_position;
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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const char *Passthrough()
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{
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return R"(precision highp float;
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attribute vec4 a_position;
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varying vec4 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_position;
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// texcoord.
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const char *Texture2D()
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{
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return R"(precision highp float;
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attribute vec4 a_position;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = vec4(a_position.xy, 0.0, 1.0);
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v_texCoord = a_position.xy * 0.5 + vec2(0.5);
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})";
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}
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} // namespace vs
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namespace fs
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{
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// A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
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// different colors. Needs varying v_position.
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const char *Checkered()
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{
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return R"(precision highp float;
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varying vec4 v_position;
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void main()
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{
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if (v_position.x * v_position.y > 0.0)
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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else
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{
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gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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}
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})";
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}
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// A shader that fills with color taken from uniform named "color".
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const char *UniformColor()
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{
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return R"(uniform mediump vec4 u_color;
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void main(void)
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{
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gl_FragColor = u_color;
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})";
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}
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// A shader that fills with 100% opaque red.
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const char *Red()
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{
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return R"(precision mediump float;
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})";
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}
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// A shader that fills with 100% opaque green.
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const char *Green()
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{
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return R"(precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})";
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}
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// A shader that fills with 100% opaque blue.
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const char *Blue()
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{
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return R"(precision mediump float;
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void main()
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{
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gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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})";
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}
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// A shader that samples the texture.
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const char *Texture2D()
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{
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return R"(precision mediump float;
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uniform sampler2D u_tex2D;
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varying vec2 v_texCoord;
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void main()
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{
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gl_FragColor = texture2D(u_tex2D, v_texCoord);
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})";
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}
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} // namespace fs
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} // namespace essl1_shaders
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namespace essl3_shaders
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{
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const char *PositionAttrib()
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{
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return "a_position";
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}
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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const char *Zero()
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{
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return R"(#version 300 es
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void main()
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{
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gl_Position = vec4(0);
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})";
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}
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// A shader that sets gl_Position to attribute a_position.
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const char *Simple()
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{
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return R"(#version 300 es
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in vec4 a_position;
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void main()
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{
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gl_Position = a_position;
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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const char *Passthrough()
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{
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return R"(#version 300 es
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in vec4 a_position;
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out vec4 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_position;
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})";
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}
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} // namespace vs
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namespace fs
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{
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// A shader that fills with 100% opaque red.
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const char *Red()
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{
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return R"(#version 300 es
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precision highp float;
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out vec4 my_FragColor;
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void main()
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{
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my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})";
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}
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// A shader that fills with 100% opaque green.
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const char *Green()
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{
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return R"(#version 300 es
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precision highp float;
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out vec4 my_FragColor;
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void main()
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{
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my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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})";
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}
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// A shader that fills with 100% opaque blue.
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const char *Blue()
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{
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return R"(#version 300 es
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precision highp float;
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out vec4 my_FragColor;
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void main()
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{
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my_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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})";
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}
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} // namespace fs
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} // namespace essl3_shaders
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namespace essl31_shaders
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{
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const char *PositionAttrib()
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{
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return "a_position";
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}
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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const char *Zero()
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{
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return R"(#version 310 es
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void main()
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{
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gl_Position = vec4(0);
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})";
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}
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// A shader that sets gl_Position to attribute a_position.
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const char *Simple()
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{
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return R"(#version 310 es
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in vec4 a_position;
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void main()
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{
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gl_Position = a_position;
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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const char *Passthrough()
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{
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return R"(#version 310 es
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in vec4 a_position;
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out vec4 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_position;
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})";
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}
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} // namespace vs
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namespace fs
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{
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// A shader that fills with 100% opaque red.
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const char *Red()
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{
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return R"(#version 310 es
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precision highp float;
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out vec4 my_FragColor;
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void main()
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{
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my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})";
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}
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} // namespace fs
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} // namespace essl31_shaders
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} // namespace angle
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