Files
OpenSceneGraph/src/osg/Shader.cpp
Robert Osfield 7883574d28 From Mike Weiblen,
"updates for GLSL core integration:
Code compiles and runs on win32.
Basic functionality of Program and Shader in place.
Program derived from StateAttribute.
Uniform value propagation is not yet functional (in development)
Includes some patches by Nathan Cournia.
includes example testcase to demo use of new classes."
2005-03-24 09:37:45 +00:00

326 lines
8.8 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
*/
/* file: src/osg/Shader.cpp
* author: Mike Weiblen 2005-03-23
*/
// NOTICE: This code is CLOSED during construction and/or renovation!
// It is in active development, so DO NOT yet use in application code.
// This notice will be removed when the code is open for business.
// For development plan and status see:
// http://www.openscenegraph.org/index.php?page=Community.DevelopmentWork
#include <fstream>
#include <list>
#include <osg/Notify>
#include <osg/State>
#include <osg/Timer>
#include <osg/FrameStamp>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Shader>
#include <osg/GLExtensions>
#include <OpenThreads/ScopedLock>
#include <OpenThreads/Mutex>
using namespace osg;
///////////////////////////////////////////////////////////////////////////
// static cache of glShaders flagged for deletion, which will actually
// be deleted in the correct GL context.
typedef std::list<GLuint> GlShaderHandleList;
typedef std::map<unsigned int, GlShaderHandleList> DeletedGlShaderCache;
static OpenThreads::Mutex s_mutex_deletedGlShaderCache;
static DeletedGlShaderCache s_deletedGlShaderCache;
void Shader::deleteGlShader(unsigned int contextID, GLuint shader)
{
if( shader )
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGlShaderCache);
// add glShader to the cache for the appropriate context.
s_deletedGlShaderCache[contextID].push_back(shader);
}
}
void Shader::flushDeletedGlShaders(unsigned int contextID,double /*currentTime*/, double& availableTime)
{
// if no time available don't try to flush objects.
if (availableTime<=0.0) return;
const GL2Extensions* extensions = GL2Extensions::Get(contextID,true);
if( ! extensions->isGlslSupported() ) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();
double elapsedTime = 0.0;
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGlShaderCache);
DeletedGlShaderCache::iterator citr = s_deletedGlShaderCache.find(contextID);
if( citr != s_deletedGlShaderCache.end() )
{
GlShaderHandleList& pList = citr->second;
for(GlShaderHandleList::iterator titr=pList.begin();
titr!=pList.end() && elapsedTime<availableTime;
)
{
extensions->glDeleteShader( *titr );
titr = pList.erase( titr );
elapsedTime = timer.delta_s(start_tick,timer.tick());
}
}
}
availableTime -= elapsedTime;
}
///////////////////////////////////////////////////////////////////////////
// osg::Shader
///////////////////////////////////////////////////////////////////////////
Shader::Shader(Type type, const char* sourceText) :
_type(type)
{
setShaderSource( sourceText );
}
Shader::Shader() :
_type(VERTEX)
{
// TODO this default constructor is inappropriate for the Shader class.
// It exists for now because it is required by META_OBject
osg::notify(osg::FATAL) << "how got here?" << std::endl;
}
Shader::Shader(const Shader& rhs, const osg::CopyOp& copyop):
osg::Object( rhs, copyop ),
_type(rhs._type),
_name(rhs._name),
_shaderSource(rhs._shaderSource)
{
}
Shader::~Shader()
{
}
int Shader::compare(const Shader& rhs) const
{
if( this == &rhs ) return 0;
if( getType() < rhs.getType() ) return -1;
if( rhs.getType() < getType() ) return 1;
if( getName() < rhs.getName() ) return -1;
if( rhs.getName() < getName() ) return 1;
if( getShaderSource() < rhs.getShaderSource() ) return -1;
if( rhs.getShaderSource() < getShaderSource() ) return 1;
return 0;
}
void Shader::setShaderSource( const char* sourceText )
{
_shaderSource = ( sourceText ? sourceText : "" );
dirtyShader();
}
bool Shader::loadShaderSourceFromFile( const char* fileName )
{
std::ifstream sourceFile;
sourceFile.open(fileName, std::ios::binary);
if(!sourceFile)
{
osg::notify(osg::WARN)<<"Error: can't open file \""<<fileName<<"\""<<std::endl;
return false;
}
osg::notify(osg::INFO)<<"Loading shader source file \""<<fileName<<"\""<<std::endl;
sourceFile.seekg(0, std::ios::end);
int length = sourceFile.tellg();
char *text = new char[length + 1];
sourceFile.seekg(0, std::ios::beg);
sourceFile.read(text, length);
sourceFile.close();
text[length] = '\0';
setShaderSource( text );
delete [] text;
return true;
}
const char* Shader::getTypename() const
{
switch( getType() )
{
case VERTEX: return "Vertex";
case FRAGMENT: return "Fragment";
default: return "UNDEFINED";
}
}
void Shader::compileShader( unsigned int contextID ) const
{
getPCS( contextID )->compileShader();
}
Shader::PerContextShader* Shader::getPCS(unsigned int contextID) const
{
if( ! _pcsList[contextID].valid() )
{
_pcsList[contextID] = new PerContextShader( this, contextID );
}
return _pcsList[contextID].get();
}
void Shader::attachShader(unsigned int contextID, GLuint program) const
{
getPCS( contextID )->attachShader( program );
}
void Shader::getGlShaderInfoLog(unsigned int contextID, std::string& log) const
{
getPCS( contextID )->getInfoLog( log );
}
/////////////////////////////////////////////////////////////////////////
// A Shader stores pointers to the osg::Programs to which it is attached,
// so that if the Shader is marked for recompilation with
// Shader::dirtyShader(), the upstream Program can be marked for relinking.
// _programSet does not use ref_ptrs, as that would cause a cyclical
// dependency, and neither the Program nor the Shader would be deleted.
bool Shader::addProgramRef( Program* program )
{
ProgramSet::iterator itr = _programSet.find(program);
if( itr != _programSet.end() ) return false;
_programSet.insert( program );
return true;
}
bool Shader::removeProgramRef( Program* program )
{
ProgramSet::iterator itr = _programSet.find(program);
if( itr == _programSet.end() ) return false;
_programSet.erase( itr );
return true;
}
void Shader::dirtyShader()
{
// Mark our PCSs as needing recompilation.
for( unsigned int cxt=0; cxt < _pcsList.size(); ++cxt )
{
if( _pcsList[cxt].valid() ) _pcsList[cxt]->requestCompile();
}
// Also mark Programs that depend on us as needing relink.
for( ProgramSet::iterator itr = _programSet.begin();
itr != _programSet.end(); ++itr )
{
(*itr)->dirtyProgram();
}
}
/////////////////////////////////////////////////////////////////////////
// osg::Shader::PerContextShader
// PCS is the OSG abstraction of the per-context glShader
///////////////////////////////////////////////////////////////////////////
Shader::PerContextShader::PerContextShader(const Shader* shader, unsigned int contextID) :
osg::Referenced(),
_contextID( contextID )
{
_shader = shader;
_extensions = GL2Extensions::Get( _contextID, true );
_glShaderHandle = _extensions->glCreateShader( shader->getType() );
requestCompile();
}
Shader::PerContextShader::~PerContextShader()
{
Shader::deleteGlShader( _contextID, _glShaderHandle );
}
void Shader::PerContextShader::requestCompile()
{
_needsCompile = true;
_isCompiled = false;
}
void Shader::PerContextShader::compileShader()
{
if( ! _needsCompile ) return;
_needsCompile = false;
GLint compiled;
const char* sourceText = _shader->getShaderSource().c_str();
_extensions->glShaderSource( _glShaderHandle, 1, &sourceText, NULL );
_extensions->glCompileShader( _glShaderHandle );
_extensions->glGetShaderiv( _glShaderHandle, GL_COMPILE_STATUS, &compiled );
_isCompiled = (compiled == GL_TRUE);
if( ! _isCompiled )
{
// compile failed
std::string infoLog;
getInfoLog( infoLog );
osg::notify(osg::WARN) << _shader->getTypename() <<
" glCompileShader FAILED:\n" << infoLog << std::endl;
}
}
void Shader::PerContextShader::getInfoLog( std::string& infoLog ) const
{
_extensions->getShaderInfoLog( _glShaderHandle, infoLog );
}
void Shader::PerContextShader::attachShader(GLuint program) const
{
_extensions->glAttachShader( program, _glShaderHandle );
}
void Shader::PerContextShader::detachShader(GLuint program) const
{
_extensions->glDetachShader( program, _glShaderHandle );
}
/*EOF*/