Gawain: add ShaderInterface for GLSL introspection

After a GLSL program is linked we can get all its inputs & never have to ask it again.

Several uniforms are considered "built-in". Nothing special about these to OpenGL itself, they just follow conventions of our built-in shaders.

This will help the matrix API, immediate & batch drawing APIs, and allow extra error/compatibility checking.
This commit is contained in:
Mike Erwin 2017-03-02 21:27:51 -05:00
parent 85945849a9
commit e0a2bd43dd
3 changed files with 186 additions and 0 deletions

View File

@ -83,6 +83,8 @@ set(SRC
gawain/imm_util.h
gawain/primitive.h
gawain/primitive.c
gawain/shader_interface.c
gawain/shader_interface.h
gawain/vertex_buffer.c
gawain/vertex_buffer.h
gawain/vertex_format.c

View File

@ -0,0 +1,135 @@
// Gawain shader interface (C --> GLSL)
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2017 Mike Erwin
//
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
#include "shader_interface.h"
#include <stdlib.h>
#define DEBUG_SHADER_INTERFACE 0
#if DEBUG_SHADER_INTERFACE
#include <stdio.h>
#endif
static const char* BuiltinUniform_name(BuiltinUniform u)
{
static const char* names[] =
{
[UNIFORM_NONE] = NULL,
[UNIFORM_MODELVIEW_3D] = "ModelViewMatrix",
[UNIFORM_PROJECTION_3D] = "ProjectionMatrix",
[UNIFORM_MVP_3D] = "ModelViewProjectionMatrix",
[UNIFORM_NORMAL_3D] = "NormalMatrix",
[UNIFORM_INV_NORMAL_3D] = "InverseNormalMatrix",
[UNIFORM_MODELVIEW_2D] = "ModelViewMatrix",
[UNIFORM_PROJECTION_2D] = "ProjectionMatrix",
[UNIFORM_MVP_2D] = "ModelViewProjectionMatrix",
[UNIFORM_COLOR] = "color",
[UNIFORM_CUSTOM] = NULL
};
return names[u];
}
static bool setup_builtin_uniform(ShaderInput* input, const char* name)
{
// TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types
// TODO: detect built-in uniforms (gl_type and name must match)
// if a match is found, use BuiltinUniform_name so name buffer space can be reclaimed
input->name = name;
input->builtin_type = UNIFORM_CUSTOM;
return false;
}
ShaderInterface* ShaderInterface_create(GLint program)
{
#if DEBUG_SHADER_INTERFACE
printf("%s {\n", __func__); // enter function
#endif
GLint uniform_ct, attrib_ct;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniform_ct);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attrib_ct);
const GLint input_ct = uniform_ct + attrib_ct;
GLint max_uniform_name_len, max_attrib_name_len;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_len);
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_attrib_name_len);
const uint32_t name_buffer_len = uniform_ct * max_uniform_name_len + attrib_ct * max_attrib_name_len;
// allocate enough space for input counts, details for each input, and a buffer for name strings
ShaderInterface* shaderface = calloc(1, offsetof(ShaderInterface, inputs) + input_ct * sizeof(ShaderInput) + name_buffer_len);
char* name_buffer = (char*)shaderface + offsetof(ShaderInterface, inputs) + input_ct * sizeof(ShaderInput);
uint32_t name_buffer_offset = 0;
for (uint32_t i = 0; i < uniform_ct; ++i)
{
ShaderInput* input = shaderface->inputs + i;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
char* name = name_buffer + name_buffer_offset;
GLsizei name_len = 0;
glGetActiveUniform(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
if (setup_builtin_uniform(input, name))
; // reclaim space from name buffer (don't advance offset)
else
name_buffer_offset += name_len + 1; // include NULL terminator
input->location = glGetUniformLocation(program, name);
#if DEBUG_SHADER_INTERFACE
printf("uniform[%u] '%s' at location %d\n", i, name, input->location);
#endif
}
for (uint32_t i = 0; i < attrib_ct; ++i)
{
ShaderInput* input = shaderface->inputs + uniform_ct + i;
GLsizei remaining_buffer = name_buffer_len - name_buffer_offset;
char* name = name_buffer + name_buffer_offset;
GLsizei name_len = 0;
glGetActiveAttrib(program, i, remaining_buffer, &name_len, &input->size, &input->gl_type, name);
// TODO: reject DOUBLE gl_types
input->name = name;
name_buffer_offset += name_len + 1; // include NULL terminator
input->location = glGetAttribLocation(program, name);
#if DEBUG_SHADER_INTERFACE
printf("attrib[%u] '%s' at location %d\n", i, name, input->location);
#endif
}
// TODO: realloc shaderface to shrink name buffer
// each input->name will need adjustment (except static built-in names)
#if DEBUG_SHADER_INTERFACE
printf("using %u of %u bytes from name buffer\n", name_buffer_offset, name_buffer_len);
printf("}\n"); // exit function
#endif
return shaderface;
}
void ShaderInterface_discard(ShaderInterface* shaderface)
{
// allocated as one chunk, so discard is simple
free(shaderface);
}

View File

@ -0,0 +1,49 @@
// Gawain shader interface (C --> GLSL)
//
// This code is part of the Gawain library, with modifications
// specific to integration with Blender.
//
// Copyright 2017 Mike Erwin
//
// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of
// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/.
#pragma once
#include "common.h"
typedef enum {
UNIFORM_NONE, // uninitialized/unknown
UNIFORM_MODELVIEW_3D, // mat4 ModelViewMatrix
UNIFORM_PROJECTION_3D, // mat4 ProjectionMatrix
UNIFORM_MVP_3D, // mat4 ModelViewProjectionMatrix
UNIFORM_NORMAL_3D, // mat3 NormalMatrix
UNIFORM_INV_NORMAL_3D, // mat3 InverseNormalMatrix
UNIFORM_MODELVIEW_2D, // mat3 ModelViewMatrix
UNIFORM_PROJECTION_2D, // mat3 ProjectionMatrix
UNIFORM_MVP_2D, // mat3 ModelViewProjectionMatrix
UNIFORM_COLOR, // vec4 color
UNIFORM_CUSTOM // custom uniform, not one of the above built-ins
} BuiltinUniform;
typedef struct {
const char* name;
GLenum gl_type;
BuiltinUniform builtin_type; // only for uniform inputs
GLint size;
GLint location;
} ShaderInput;
typedef struct {
uint16_t uniform_ct;
uint16_t attrib_ct;
ShaderInput inputs[0]; // dynamic size, uniforms followed by attribs
} ShaderInterface;
ShaderInterface* ShaderInterface_create(GLint program_id);
void ShaderInterface_discard(ShaderInterface*);