コード例 #1
0
static void cache_program_binary(GLuint program, const SCP_string& hash) {
	if (!do_shader_caching()) {
		return;
	}
	
	GR_DEBUG_SCOPE("Saving shader binary");

	GLint size;
	glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &size);

	if (size <= 0) {
		// No binary available (I'm looking at you Mesa...)
		return;
	}

	SCP_vector<uint8_t> binary;
	binary.resize((size_t) size);
	GLenum binary_fmt;
	GLsizei length;
	glGetProgramBinary(program, (GLsizei) binary.size(), &length, &binary_fmt, binary.data());
	if (length == 0) {
		return;
	}

	auto base_filename = SCP_string("ogl_shader-") + hash;

	auto metadata_name = base_filename + ".json";
	auto binary_name = base_filename + ".bin";

	auto metadata_fp = cfopen(metadata_name.c_str(), "wb", CFILE_NORMAL, CF_TYPE_CACHE, false,
	                          CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
	if (!metadata_fp) {
		mprintf(("Could not open shader cache metadata file!\n"));
		return;
	}

	auto metadata = json_pack("{sI}", "format", (json_int_t)binary_fmt);
	if (json_dump_callback(metadata, json_write_callback, metadata_fp, 0) != 0) {
		mprintf(("Failed to write shader cache metadata file!\n"));
		cfclose(metadata_fp);
		return;
	}
	cfclose(metadata_fp);
	json_decref(metadata);

	auto binary_fp = cfopen(binary_name.c_str(), "wb", CFILE_NORMAL, CF_TYPE_CACHE, false,
	                        CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
	if (!binary_fp) {
		mprintf(("Could not open shader cache binary file!\n"));
		return;
	}
	cfwrite(binary.data(), 1, (int) binary.size(), binary_fp);
	cfclose(binary_fp);
}
コード例 #2
0
void opengl_compile_shader_actual(shader_type sdr, const uint &flags, opengl_shader_t &new_shader)
{
	opengl_shader_type_t *sdr_info = &GL_shader_types[sdr];

	Assert(sdr_info->type_id == sdr);
	mprintf(("Compiling new shader:\n"));
	mprintf(("	%s\n", sdr_info->description));

	// figure out if the variant requested needs a geometry shader
	bool use_geo_sdr = false;

	// do we even have a geometry shader?
	if (sdr_info->geo != NULL) {
		for (int i = 0; i < GL_num_shader_variants; ++i) {
			opengl_shader_variant_t *variant = &GL_shader_variants[i];

			if (variant->type_id == sdr && flags & variant->flag && variant->use_geometry_sdr) {
				use_geo_sdr = true;
				break;
			}
		}
	}

	auto vert_content = opengl_get_shader_content(sdr_info->type_id, sdr_info->vert, flags, use_geo_sdr);
	auto frag_content = opengl_get_shader_content(sdr_info->type_id, sdr_info->frag, flags, use_geo_sdr);
	SCP_vector<SCP_string> geom_content;

	if (use_geo_sdr) {
		// read geometry shader
		geom_content = opengl_get_shader_content(sdr_info->type_id, sdr_info->geo, flags, use_geo_sdr);
	}

	auto shader_hash = get_shader_hash(vert_content, geom_content, frag_content);
	std::unique_ptr<opengl::ShaderProgram> program(new opengl::ShaderProgram(sdr_info->description));

	if (!load_cached_shader_binary(program.get(), shader_hash)) {
		GR_DEBUG_SCOPE("Compiling shader code");
		try {
			program->addShaderCode(opengl::STAGE_VERTEX, sdr_info->vert, vert_content);
			program->addShaderCode(opengl::STAGE_FRAGMENT, sdr_info->frag, frag_content);
			if (use_geo_sdr) {
				program->addShaderCode(opengl::STAGE_GEOMETRY, sdr_info->geo, geom_content);
			}

			for (size_t i = 0; i < GL_vertex_attrib_info.size(); ++i) {
				// Check that the enum values match the position in the vector to make accessing that information more efficient
				Assertion(GL_vertex_attrib_info[i].attribute_id == (int)i, "Mistmatch between enum values and attribute vector detected!");

				// assign vert attribute binding locations before we link the shader
				glBindAttribLocation(program->getShaderHandle(), (GLint)i, GL_vertex_attrib_info[i].name.c_str());
			}

			// bind fragment data locations before we link the shader
			glBindFragDataLocation(program->getShaderHandle(), 0, "fragOut0");
			glBindFragDataLocation(program->getShaderHandle(), 1, "fragOut1");
			glBindFragDataLocation(program->getShaderHandle(), 2, "fragOut2");
			glBindFragDataLocation(program->getShaderHandle(), 3, "fragOut3");
			glBindFragDataLocation(program->getShaderHandle(), 4, "fragOut4");

			if (do_shader_caching()) {
				// Enable shader caching
				glProgramParameteri(program->getShaderHandle(), GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
			}

			program->linkProgram();
		}
		catch (const std::exception&) {
			// Since all shaders are required a compilation failure is a fatal error
			Error(LOCATION, "A shader failed to compile! Check the debug log for more information.");
		}

		cache_program_binary(program->getShaderHandle(), shader_hash);
	}

	new_shader.shader = sdr_info->type_id;
	new_shader.flags = flags;
	new_shader.program = std::move(program);

	opengl_shader_set_current(&new_shader);

	// initialize the attributes
	for (auto& attr : sdr_info->attributes) {
		new_shader.program->initAttribute(GL_vertex_attrib_info[attr].name, GL_vertex_attrib_info[attr].attribute_id, GL_vertex_attrib_info[attr].default_value);
	}

	for (auto& uniform_block : GL_uniform_blocks) {
		auto blockIndex = glGetUniformBlockIndex(new_shader.program->getShaderHandle(), uniform_block.name);

		if (blockIndex != GL_INVALID_INDEX) {
			glUniformBlockBinding(new_shader.program->getShaderHandle(), blockIndex, static_cast<GLuint>(uniform_block.block_type));
		}
	}

	mprintf(("Shader Variant Features:\n"));

	// initialize all uniforms and attributes that are specific to this variant
	for (int i = 0; i < GL_num_shader_variants; ++i) {
		opengl_shader_variant_t &variant = GL_shader_variants[i];

		if (sdr_info->type_id == variant.type_id && variant.flag & flags) {
			for (auto& attr : variant.attributes) {
				auto& attr_info = GL_vertex_attrib_info[attr];
				new_shader.program->initAttribute(attr_info.name, attr_info.attribute_id, attr_info.default_value);
			}

			mprintf(("	%s\n", variant.description));
		}
	}

	opengl_set_default_uniforms(new_shader);
}
コード例 #3
0
static bool load_cached_shader_binary(opengl::ShaderProgram* program, const SCP_string& hash) {
	if (!do_shader_caching()) {
		return false;
	}

	auto base_filename = SCP_string("ogl_shader-") + hash;

	auto metadata = base_filename + ".json";
	auto binary = base_filename + ".bin";

	auto metadata_fp = cfopen(metadata.c_str(), "rb", CFILE_NORMAL, CF_TYPE_CACHE, false,
	                          CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
	if (!metadata_fp) {
		nprintf(("ShaderCache", "Metadata file does not exist.\n"));
		return false;
	}

	auto size = cfilelength(metadata_fp);
	SCP_string metadata_content;
	metadata_content.resize((size_t) size);
	cfread(&metadata_content[0], 1, size, metadata_fp);

	cfclose(metadata_fp);

	auto metadata_root = json_loads(metadata_content.c_str(), 0, nullptr);
	if (!metadata_root) {
		mprintf(("Loading of cache metadata failed! Falling back to GLSL shader...\n"));
		return false;
	}

	json_int_t format;
	if (json_unpack(metadata_root, "{sI}", "format", &format) != 0) {
		mprintf(("Failed to unpack values from metadata JSON! Falling back to GLSL shader...\n"));
		return false;
	}
	auto binary_format = (GLenum) format;
	json_decref(metadata_root);

	bool supported = false;
	for (auto supported_fmt : GL_binary_formats) {
		if ((GLenum)supported_fmt == binary_format) {
			supported = true;
			break;
		}
	}

	if (!supported) {
		// This can happen in case an implementation stops supporting a particular binary format
		nprintf(("ShaderCache", "Unsupported binary format %d encountered in shader cache.\n", binary_format));
		return false;
	}

	auto binary_fp = cfopen(binary.c_str(), "rb", CFILE_NORMAL, CF_TYPE_CACHE, false,
	                        CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
	if (!binary_fp) {
		nprintf(("ShaderCache", "Binary file does not exist.\n"));
		return false;
	}
	
	GR_DEBUG_SCOPE("Loading cached shader");
	
	SCP_vector<uint8_t> buffer;
	int length = cfilelength(binary_fp);
	buffer.resize((size_t) length);
	cfread(&buffer[0], 1, length, binary_fp);

	cfclose(binary_fp);

	// Load the data!
	glProgramBinary(program->getShaderHandle(), binary_format, buffer.data(), (GLsizei) buffer.size());

	// Check the status...
	GLint status;
	glGetProgramiv(program->getShaderHandle(), GL_LINK_STATUS, &status);

	return status == GL_TRUE;
}
コード例 #4
0
static bool load_cached_shader_binary(opengl::ShaderProgram* program, SCP_string hash) {
	if (!do_shader_caching()) {
		return false;
	}

	auto base_filename = SCP_string("ogl_shader-") + hash;

	auto metadata = base_filename + ".json";
	auto binary = base_filename + ".bin";

	auto metadata_fp = cfopen(metadata.c_str(), "rb", CFILE_NORMAL, CF_TYPE_CACHE);
	if (!metadata_fp) {
		nprintf(("ShaderCache", "Metadata file does not exist.\n"));
		return false;
	}

	auto size = cfilelength(metadata_fp);
	SCP_string metadata_content;
	metadata_content.resize((size_t) size);
	cfread(&metadata_content[0], 1, size, metadata_fp);

	cfclose(metadata_fp);

	auto metadata_root = json_loads(metadata_content.c_str(), 0, nullptr);
	if (!metadata_root) {
		mprintf(("Loading of cache metadata failed! Falling back to GLSL shader...\n"));
		return false;
	}

	json_int_t format;
	if (json_unpack(metadata_root, "{sI}", "format", &format) != 0) {
		mprintf(("Failed to unpack values from metadata JSON! Falling back to GLSL shader...\n"));
		return false;
	}
	auto binary_format = (GLenum) format;
	json_decref(metadata_root);

	auto binary_fp = cfopen(binary.c_str(), "rb", CFILE_NORMAL, CF_TYPE_CACHE);
	if (!binary_fp) {
		nprintf(("ShaderCache", "Binary file does not exist.\n"));
		return false;
	}
	
	GR_DEBUG_SCOPE("Loading cached shader");
	
	SCP_vector<uint8_t> buffer;
	int length = cfilelength(binary_fp);
	buffer.resize((size_t) length);
	cfread(&buffer[0], 1, length, binary_fp);

	cfclose(binary_fp);

	// Load the data!
	glProgramBinary(program->getShaderHandle(), binary_format, buffer.data(), (GLsizei) buffer.size());

	// Check the status...
	GLint status;
	glGetProgramiv(program->getShaderHandle(), GL_LINK_STATUS, &status);

	return status == GL_TRUE;
}