| 1 | // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "glshader_p.h" |
| 5 | #include <QMutexLocker> |
| 6 | #include <Qt3DRender/private/stringtoint_p.h> |
| 7 | #include <graphicscontext_p.h> |
| 8 | #include <logging_p.h> |
| 9 | #include <gllights_p.h> |
| 10 | #include <Qt3DCore/private/vector_helper_p.h> |
| 11 | |
| 12 | QT_BEGIN_NAMESPACE |
| 13 | |
| 14 | namespace Qt3DRender { |
| 15 | |
| 16 | namespace Render { |
| 17 | |
| 18 | namespace OpenGL { |
| 19 | |
| 20 | namespace { |
| 21 | |
| 22 | std::vector<int> getLightUniformNameIds() |
| 23 | { |
| 24 | std::vector<int> names; |
| 25 | names.reserve(MAX_LIGHTS * 18 + 1); |
| 26 | |
| 27 | names.push_back(x: GLLights::LIGHT_COUNT_NAME_ID); |
| 28 | for (int i = 0; i < MAX_LIGHTS; ++i) { |
| 29 | names.push_back(x: GLLights::LIGHT_TYPE_NAMES[i]); |
| 30 | names.push_back(x: GLLights::LIGHT_COLOR_NAMES[i]); |
| 31 | names.push_back(x: GLLights::LIGHT_POSITION_NAMES[i]); |
| 32 | names.push_back(x: GLLights::LIGHT_INTENSITY_NAMES[i]); |
| 33 | names.push_back(x: GLLights::LIGHT_DIRECTION_NAMES[i]); |
| 34 | names.push_back(x: GLLights::LIGHT_LINEAR_ATTENUATION_NAMES[i]); |
| 35 | names.push_back(x: GLLights::LIGHT_QUADRATIC_ATTENUATION_NAMES[i]); |
| 36 | names.push_back(x: GLLights::LIGHT_CONSTANT_ATTENUATION_NAMES[i]); |
| 37 | names.push_back(x: GLLights::LIGHT_CUT_OFF_ANGLE_NAMES[i]); |
| 38 | names.push_back(x: GLLights::LIGHT_TYPE_UNROLL_NAMES[i]); |
| 39 | names.push_back(x: GLLights::LIGHT_COLOR_UNROLL_NAMES[i]); |
| 40 | names.push_back(x: GLLights::LIGHT_POSITION_UNROLL_NAMES[i]); |
| 41 | names.push_back(x: GLLights::LIGHT_INTENSITY_UNROLL_NAMES[i]); |
| 42 | names.push_back(x: GLLights::LIGHT_DIRECTION_UNROLL_NAMES[i]); |
| 43 | names.push_back(x: GLLights::LIGHT_LINEAR_ATTENUATION_UNROLL_NAMES[i]); |
| 44 | names.push_back(x: GLLights::LIGHT_QUADRATIC_ATTENUATION_UNROLL_NAMES[i]); |
| 45 | names.push_back(x: GLLights::LIGHT_CONSTANT_ATTENUATION_UNROLL_NAMES[i]); |
| 46 | names.push_back(x: GLLights::LIGHT_CUT_OFF_ANGLE_UNROLL_NAMES[i]); |
| 47 | } |
| 48 | |
| 49 | return names; |
| 50 | } |
| 51 | |
| 52 | template<typename Vector> |
| 53 | bool fastContains(const Vector &v, int value) |
| 54 | { |
| 55 | return std::binary_search(v.cbegin(), v.cend(), value); |
| 56 | } |
| 57 | |
| 58 | } |
| 59 | |
| 60 | GLShader::GLShader() |
| 61 | : m_isLoaded(false) |
| 62 | , m_graphicsContext(nullptr) |
| 63 | , m_parameterPackSize(0) |
| 64 | , m_hasActiveVariables(false) |
| 65 | { |
| 66 | m_shaderCode.resize(new_size: static_cast<int>(QShaderProgram::Compute) + 1); |
| 67 | } |
| 68 | |
| 69 | GLShader::~GLShader() |
| 70 | { |
| 71 | if (m_contextConnection) |
| 72 | QObject::disconnect(m_contextConnection); |
| 73 | } |
| 74 | |
| 75 | void GLShader::setGraphicsContext(GraphicsContext *context) |
| 76 | { |
| 77 | QMutexLocker lock(&m_mutex); |
| 78 | m_graphicsContext = context; |
| 79 | if (m_graphicsContext) { |
| 80 | m_contextConnection = QObject::connect(sender: m_graphicsContext->openGLContext(), |
| 81 | signal: &QOpenGLContext::aboutToBeDestroyed, |
| 82 | context: m_graphicsContext->openGLContext(), |
| 83 | slot: [this] { setGraphicsContext(nullptr); }); |
| 84 | } |
| 85 | } |
| 86 | |
| 87 | GraphicsContext *GLShader::graphicsContext() |
| 88 | { |
| 89 | QMutexLocker lock(&m_mutex); |
| 90 | return m_graphicsContext; |
| 91 | } |
| 92 | |
| 93 | |
| 94 | const std::vector<QString> &GLShader::uniformsNames() const |
| 95 | { |
| 96 | return m_uniformsNames; |
| 97 | } |
| 98 | |
| 99 | const std::vector<QString> &GLShader::attributesNames() const |
| 100 | { |
| 101 | return m_attributesNames; |
| 102 | } |
| 103 | |
| 104 | const std::vector<QString> &GLShader::uniformBlockNames() const |
| 105 | { |
| 106 | return m_uniformBlockNames; |
| 107 | } |
| 108 | |
| 109 | const std::vector<QString> &GLShader::storageBlockNames() const |
| 110 | { |
| 111 | return m_shaderStorageBlockNames; |
| 112 | } |
| 113 | |
| 114 | const std::vector<QByteArray> &GLShader::shaderCode() const |
| 115 | { |
| 116 | return m_shaderCode; |
| 117 | } |
| 118 | |
| 119 | QHash<QString, ShaderUniform> GLShader::activeUniformsForUniformBlock(int blockIndex) const |
| 120 | { |
| 121 | return m_uniformBlockIndexToShaderUniforms.value(key: blockIndex); |
| 122 | } |
| 123 | |
| 124 | ShaderUniformBlock GLShader::uniformBlockForBlockIndex(int blockIndex) const noexcept |
| 125 | { |
| 126 | for (size_t i = 0, m = m_uniformBlocks.size(); i < m; ++i) { |
| 127 | if (m_uniformBlocks[i].m_index == blockIndex) { |
| 128 | return m_uniformBlocks[i]; |
| 129 | } |
| 130 | } |
| 131 | return ShaderUniformBlock(); |
| 132 | } |
| 133 | |
| 134 | ShaderUniformBlock GLShader::uniformBlockForBlockNameId(int blockNameId) const noexcept |
| 135 | { |
| 136 | for (size_t i = 0, m = m_uniformBlocks.size(); i < m; ++i) { |
| 137 | if (m_uniformBlocks[i].m_nameId == blockNameId) { |
| 138 | return m_uniformBlocks[i]; |
| 139 | } |
| 140 | } |
| 141 | return ShaderUniformBlock(); |
| 142 | } |
| 143 | |
| 144 | ShaderUniformBlock GLShader::uniformBlockForBlockName(const QString &blockName) const noexcept |
| 145 | { |
| 146 | for (size_t i = 0, m = m_uniformBlocks.size(); i < m; ++i) { |
| 147 | if (m_uniformBlocks[i].m_name == blockName) { |
| 148 | return m_uniformBlocks[i]; |
| 149 | } |
| 150 | } |
| 151 | return ShaderUniformBlock(); |
| 152 | } |
| 153 | |
| 154 | ShaderStorageBlock GLShader::storageBlockForBlockIndex(int blockIndex) const noexcept |
| 155 | { |
| 156 | for (size_t i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { |
| 157 | if (m_shaderStorageBlocks[i].m_index == blockIndex) |
| 158 | return m_shaderStorageBlocks[i]; |
| 159 | } |
| 160 | return ShaderStorageBlock(); |
| 161 | } |
| 162 | |
| 163 | ShaderStorageBlock GLShader::storageBlockForBlockNameId(int blockNameId) const noexcept |
| 164 | { |
| 165 | for (size_t i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { |
| 166 | if (m_shaderStorageBlocks[i].m_nameId == blockNameId) |
| 167 | return m_shaderStorageBlocks[i]; |
| 168 | } |
| 169 | return ShaderStorageBlock(); |
| 170 | } |
| 171 | |
| 172 | ShaderStorageBlock GLShader::storageBlockForBlockName(const QString &blockName) const noexcept |
| 173 | { |
| 174 | for (size_t i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { |
| 175 | if (m_shaderStorageBlocks[i].m_name == blockName) |
| 176 | return m_shaderStorageBlocks[i]; |
| 177 | } |
| 178 | return ShaderStorageBlock(); |
| 179 | } |
| 180 | |
| 181 | GLShader::ParameterKind GLShader::categorizeVariable(int nameId) const noexcept |
| 182 | { |
| 183 | if (fastContains(v: m_uniformsNamesIds, value: nameId)) |
| 184 | return ParameterKind::Uniform; |
| 185 | if (fastContains(v: m_uniformBlockNamesIds, value: nameId)) |
| 186 | return ParameterKind::UBO; |
| 187 | if (fastContains(v: m_shaderStorageBlockNamesIds, value: nameId)) |
| 188 | return ParameterKind::SSBO; |
| 189 | return ParameterKind::Struct; |
| 190 | } |
| 191 | |
| 192 | bool GLShader::hasUniform(int nameId) const noexcept |
| 193 | { |
| 194 | return Qt3DCore::contains(destination: m_uniformsNamesIds, element: nameId); |
| 195 | } |
| 196 | |
| 197 | void GLShader::prepareUniforms(ShaderParameterPack &pack) |
| 198 | { |
| 199 | const PackUniformHash &values = pack.uniforms(); |
| 200 | |
| 201 | auto it = values.keys.cbegin(); |
| 202 | const auto end = values.keys.cend(); |
| 203 | |
| 204 | const int shaderUniformsCount = int(m_uniforms.size()); |
| 205 | const auto uIt = m_uniforms.cbegin(); |
| 206 | |
| 207 | while (it != end) { |
| 208 | // Find if there's a uniform with the same name id |
| 209 | |
| 210 | int i = 0; |
| 211 | const int targetNameId = *it; |
| 212 | while (i < shaderUniformsCount && (uIt + i)->m_nameId < targetNameId) |
| 213 | ++i; |
| 214 | |
| 215 | if (i < shaderUniformsCount && (uIt + i)->m_nameId == targetNameId) |
| 216 | pack.setSubmissionUniformIndex(i); |
| 217 | |
| 218 | ++it; |
| 219 | } |
| 220 | } |
| 221 | |
| 222 | void GLShader::setFragOutputs(const QHash<QString, int> &fragOutputs) |
| 223 | { |
| 224 | { |
| 225 | QMutexLocker lock(&m_mutex); |
| 226 | m_fragOutputs = fragOutputs; |
| 227 | } |
| 228 | } |
| 229 | |
| 230 | const QHash<QString, int> GLShader::fragOutputs() const |
| 231 | { |
| 232 | QMutexLocker lock(&m_mutex); |
| 233 | return m_fragOutputs; |
| 234 | } |
| 235 | |
| 236 | void GLShader::initializeUniforms(const std::vector<ShaderUniform> &uniformsDescription) |
| 237 | { |
| 238 | m_uniforms = uniformsDescription; |
| 239 | m_uniformsNames.resize(new_size: uniformsDescription.size()); |
| 240 | m_uniformsNamesIds.reserve(n: uniformsDescription.size()); |
| 241 | m_standardUniformNamesIds.reserve(n: 5); |
| 242 | m_lightUniformsNamesIds.reserve(MAX_LIGHTS * 8 + 1); |
| 243 | QHash<QString, ShaderUniform> activeUniformsInDefaultBlock; |
| 244 | |
| 245 | static const std::vector<int> standardUniformNameIds = { |
| 246 | Shader::modelMatrixNameId, |
| 247 | Shader::viewMatrixNameId, |
| 248 | Shader::projectionMatrixNameId, |
| 249 | Shader::modelViewMatrixNameId, |
| 250 | Shader::viewProjectionMatrixNameId, |
| 251 | Shader::modelViewProjectionNameId, |
| 252 | Shader::mvpNameId, |
| 253 | Shader::inverseModelMatrixNameId, |
| 254 | Shader::inverseViewMatrixNameId, |
| 255 | Shader::inverseProjectionMatrixNameId, |
| 256 | Shader::inverseModelViewNameId, |
| 257 | Shader::inverseViewProjectionMatrixNameId, |
| 258 | Shader::inverseModelViewProjectionNameId, |
| 259 | Shader::modelNormalMatrixNameId, |
| 260 | Shader::modelViewNormalNameId, |
| 261 | Shader::viewportMatrixNameId, |
| 262 | Shader::inverseViewportMatrixNameId, |
| 263 | Shader::aspectRatioNameId, |
| 264 | Shader::exposureNameId, |
| 265 | Shader::gammaNameId, |
| 266 | Shader::timeNameId, |
| 267 | Shader::eyePositionNameId, |
| 268 | Shader::skinningPaletteNameId, |
| 269 | }; |
| 270 | |
| 271 | static const std::vector<int> lightUniformNameIds = getLightUniformNameIds(); |
| 272 | |
| 273 | for (size_t i = 0, m = uniformsDescription.size(); i < m; i++) { |
| 274 | m_uniformsNames[i] = m_uniforms[i].m_name; |
| 275 | const int nameId = StringToInt::lookupId(str: m_uniformsNames[i]); |
| 276 | m_uniforms[i].m_nameId = nameId; |
| 277 | |
| 278 | // Is the uniform a Qt3D "Standard" uniform, a light uniform or a user defined one? |
| 279 | if (Qt3DCore::contains(destination: standardUniformNameIds, element: nameId)) |
| 280 | m_standardUniformNamesIds.push_back(x: nameId); |
| 281 | else if (Qt3DCore::contains(destination: lightUniformNameIds, element: nameId)) |
| 282 | m_lightUniformsNamesIds.push_back(x: nameId); |
| 283 | else |
| 284 | m_uniformsNamesIds.push_back(x: nameId); |
| 285 | |
| 286 | if (uniformsDescription[i].m_blockIndex == -1) { // Uniform is in default block |
| 287 | qCDebug(Shaders) << "Active Uniform in Default Block " << uniformsDescription[i].m_name << uniformsDescription[i].m_blockIndex; |
| 288 | activeUniformsInDefaultBlock.insert(key: uniformsDescription[i].m_name, value: uniformsDescription[i]); |
| 289 | } |
| 290 | } |
| 291 | m_uniformBlockIndexToShaderUniforms.insert(key: -1, value: activeUniformsInDefaultBlock); |
| 292 | |
| 293 | m_parameterPackSize += int(m_standardUniformNamesIds.size()) + int(m_lightUniformsNamesIds.size()) + int(m_uniformsNamesIds.size()); |
| 294 | m_hasActiveVariables |= (m_parameterPackSize > 0); |
| 295 | |
| 296 | // Sort by ascending order to make contains check faster |
| 297 | std::sort(first: m_uniformsNamesIds.begin(), last: m_uniformsNamesIds.end()); |
| 298 | std::sort(first: m_lightUniformsNamesIds.begin(), last: m_lightUniformsNamesIds.end()); |
| 299 | std::sort(first: m_standardUniformNamesIds.begin(), last: m_standardUniformNamesIds.end()); |
| 300 | std::sort(first: m_uniforms.begin(), last: m_uniforms.end(), |
| 301 | comp: [] (const ShaderUniform &a, const ShaderUniform &b) { |
| 302 | return a.m_nameId < b.m_nameId; |
| 303 | }); |
| 304 | } |
| 305 | |
| 306 | void GLShader::initializeAttributes(const std::vector<ShaderAttribute> &attributesDescription) |
| 307 | { |
| 308 | m_attributes = attributesDescription; |
| 309 | m_attributesNames.resize(new_size: attributesDescription.size()); |
| 310 | m_attributeNamesIds.resize(new_size: attributesDescription.size()); |
| 311 | for (int i = 0, m = int(attributesDescription.size()); i < m; i++) { |
| 312 | m_attributesNames[i] = attributesDescription[i].m_name; |
| 313 | m_attributes[i].m_nameId = StringToInt::lookupId(str: m_attributesNames[i]); |
| 314 | m_attributeNamesIds[i] = m_attributes[i].m_nameId; |
| 315 | qCDebug(Shaders) << "Active Attribute " << attributesDescription[i].m_name; |
| 316 | } |
| 317 | m_hasActiveVariables |= (m_attributeNamesIds.size() > 0); |
| 318 | } |
| 319 | |
| 320 | void GLShader::initializeUniformBlocks(const std::vector<ShaderUniformBlock> &uniformBlockDescription) |
| 321 | { |
| 322 | m_uniformBlocks = uniformBlockDescription; |
| 323 | m_uniformBlockNames.resize(new_size: uniformBlockDescription.size()); |
| 324 | m_uniformBlockNamesIds.resize(new_size: uniformBlockDescription.size()); |
| 325 | for (int i = 0, m = int(uniformBlockDescription.size()); i < m; ++i) { |
| 326 | m_uniformBlockNames[i] = m_uniformBlocks[i].m_name; |
| 327 | m_uniformBlockNamesIds[i] = StringToInt::lookupId(str: m_uniformBlockNames[i]); |
| 328 | m_uniformBlocks[i].m_nameId = m_uniformBlockNamesIds[i]; |
| 329 | qCDebug(Shaders) << "Initializing Uniform Block {" << m_uniformBlockNames[i] << "}" ; |
| 330 | |
| 331 | // Find all active uniforms for the shader block |
| 332 | std::vector<ShaderUniform>::const_iterator uniformsIt = m_uniforms.cbegin(); |
| 333 | const std::vector<ShaderUniform>::const_iterator uniformsEnd = m_uniforms.cend(); |
| 334 | |
| 335 | std::vector<QString>::const_iterator uniformNamesIt = m_uniformsNames.cbegin(); |
| 336 | const std::vector<QString>::const_iterator uniformNamesEnd = m_uniformsNames.cend(); |
| 337 | |
| 338 | QHash<QString, ShaderUniform> activeUniformsInBlock; |
| 339 | |
| 340 | while (uniformsIt != uniformsEnd && uniformNamesIt != uniformNamesEnd) { |
| 341 | if (uniformsIt->m_blockIndex == uniformBlockDescription[i].m_index) { |
| 342 | QString uniformName = *uniformNamesIt; |
| 343 | if (!m_uniformBlockNames[i].isEmpty() && !uniformName.startsWith(s: m_uniformBlockNames[i])) |
| 344 | uniformName = m_uniformBlockNames[i] + QLatin1Char('.') + *uniformNamesIt; |
| 345 | activeUniformsInBlock.insert(key: uniformName, value: *uniformsIt); |
| 346 | qCDebug(Shaders) << "Active Uniform Block " << uniformName << " in block " << m_uniformBlockNames[i] << " at index " << uniformsIt->m_blockIndex; |
| 347 | } |
| 348 | ++uniformsIt; |
| 349 | ++uniformNamesIt; |
| 350 | } |
| 351 | m_uniformBlockIndexToShaderUniforms.insert(key: uniformBlockDescription[i].m_index, value: activeUniformsInBlock); |
| 352 | } |
| 353 | |
| 354 | m_parameterPackSize += int(m_uniformsNamesIds.size()); |
| 355 | m_hasActiveVariables |= (m_parameterPackSize > 0); |
| 356 | |
| 357 | // Sort by ascending order to make contains check faster |
| 358 | std::sort(first: m_uniformBlockNamesIds.begin(), last: m_uniformBlockNamesIds.end()); |
| 359 | } |
| 360 | |
| 361 | void GLShader::initializeShaderStorageBlocks(const std::vector<ShaderStorageBlock> &shaderStorageBlockDescription) |
| 362 | { |
| 363 | m_shaderStorageBlocks = shaderStorageBlockDescription; |
| 364 | m_shaderStorageBlockNames.resize(new_size: shaderStorageBlockDescription.size()); |
| 365 | m_shaderStorageBlockNamesIds.resize(new_size: shaderStorageBlockDescription.size()); |
| 366 | |
| 367 | for (int i = 0, m = int(shaderStorageBlockDescription.size()); i < m; ++i) { |
| 368 | m_shaderStorageBlockNames[i] = m_shaderStorageBlocks[i].m_name; |
| 369 | m_shaderStorageBlockNamesIds[i] = StringToInt::lookupId(str: m_shaderStorageBlockNames[i]); |
| 370 | m_shaderStorageBlocks[i].m_nameId =m_shaderStorageBlockNamesIds[i]; |
| 371 | qCDebug(Shaders) << "Initializing Shader Storage Block {" << m_shaderStorageBlockNames[i] << "}" ; |
| 372 | } |
| 373 | |
| 374 | m_parameterPackSize += int(m_shaderStorageBlockNamesIds.size()); |
| 375 | m_hasActiveVariables |= (m_parameterPackSize > 0); |
| 376 | |
| 377 | // Sort by ascending order to make contains check faster |
| 378 | std::sort(first: m_shaderStorageBlockNamesIds.begin(), last: m_shaderStorageBlockNamesIds.end()); |
| 379 | } |
| 380 | |
| 381 | } // OpenGL |
| 382 | |
| 383 | } // Render |
| 384 | |
| 385 | } // Qt3DRender |
| 386 | |
| 387 | QT_END_NAMESPACE |
| 388 | |