Files
OpenRA/OpenRA.Platforms.Default/Shader.cs
RoosterDragon bb536ee4fc Run graphics rendering on a dedicated thread.
The main game thread can offload some of the CPU cost to the rendering thread, freeing up its time to run more logic and render ticks.
2018-06-22 18:40:16 +01:00

248 lines
6.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace OpenRA.Platforms.Default
{
class Shader : ThreadAffine, IShader
{
public const int VertexPosAttributeIndex = 0;
public const int TexCoordAttributeIndex = 1;
public const int TexMetadataAttributeIndex = 2;
readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
readonly uint program;
protected uint CompileShaderObject(int type, string name)
{
var ext = type == OpenGL.GL_VERTEX_SHADER ? "vert" : "frag";
var filename = Path.Combine(Platform.GameDir, "glsl", name + "." + ext);
var code = File.ReadAllText(filename);
var shader = OpenGL.glCreateShader(type);
OpenGL.CheckGLError();
unsafe
{
var length = code.Length;
OpenGL.glShaderSource(shader, 1, new string[] { code }, new IntPtr(&length));
}
OpenGL.CheckGLError();
OpenGL.glCompileShader(shader);
OpenGL.CheckGLError();
int success;
OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out success);
OpenGL.CheckGLError();
if (success == OpenGL.GL_FALSE)
{
int len;
OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out len);
var log = new StringBuilder(len);
int length;
OpenGL.glGetShaderInfoLog(shader, len, out length, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
}
return shader;
}
public Shader(string name)
{
var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, name);
var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, name);
// Assemble program
program = OpenGL.glCreateProgram();
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
OpenGL.CheckGLError();
OpenGL.glBindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
OpenGL.CheckGLError();
OpenGL.glAttachShader(program, vertexShader);
OpenGL.CheckGLError();
OpenGL.glAttachShader(program, fragmentShader);
OpenGL.CheckGLError();
OpenGL.glLinkProgram(program);
OpenGL.CheckGLError();
int success;
OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out success);
OpenGL.CheckGLError();
if (success == OpenGL.GL_FALSE)
{
int len;
OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out len);
var log = new StringBuilder(len);
int length;
OpenGL.glGetProgramInfoLog(program, len, out length, log);
Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
}
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
int numUniforms;
OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out numUniforms);
OpenGL.CheckGLError();
var nextTexUnit = 0;
for (var i = 0; i < numUniforms; i++)
{
int length, size;
int type;
var sb = new StringBuilder(128);
OpenGL.glGetActiveUniform(program, i, 128, out length, out size, out type, sb);
var sampler = sb.ToString();
OpenGL.CheckGLError();
if (type == OpenGL.GL_SAMPLER_2D)
{
samplers.Add(sampler, nextTexUnit);
var loc = OpenGL.glGetUniformLocation(program, sampler);
OpenGL.CheckGLError();
OpenGL.glUniform1i(loc, nextTexUnit);
OpenGL.CheckGLError();
nextTexUnit++;
}
}
}
public void PrepareRender()
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
// bind the textures
foreach (var kv in textures)
{
OpenGL.glActiveTexture(OpenGL.GL_TEXTURE0 + kv.Key);
OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, ((ITextureInternal)kv.Value).ID);
}
OpenGL.CheckGLError();
}
public void SetTexture(string name, ITexture t)
{
VerifyThreadAffinity();
if (t == null)
return;
int texUnit;
if (samplers.TryGetValue(name, out texUnit))
textures[texUnit] = t;
}
public void SetBool(string name, bool value)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform1i(param, value ? 1 : 0);
OpenGL.CheckGLError();
}
public void SetVec(string name, float x)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform1f(param, x);
OpenGL.CheckGLError();
}
public void SetVec(string name, float x, float y)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform2f(param, x, y);
OpenGL.CheckGLError();
}
public void SetVec(string name, float x, float y, float z)
{
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform3f(param, x, y, z);
OpenGL.CheckGLError();
}
public void SetVec(string name, float[] vec, int length)
{
VerifyThreadAffinity();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
unsafe
{
fixed (float* pVec = vec)
{
var ptr = new IntPtr(pVec);
switch (length)
{
case 1: OpenGL.glUniform1fv(param, 1, ptr); break;
case 2: OpenGL.glUniform2fv(param, 1, ptr); break;
case 3: OpenGL.glUniform3fv(param, 1, ptr); break;
case 4: OpenGL.glUniform4fv(param, 1, ptr); break;
default: throw new InvalidDataException("Invalid vector length");
}
}
}
OpenGL.CheckGLError();
}
public void SetMatrix(string name, float[] mtx)
{
VerifyThreadAffinity();
if (mtx.Length != 16)
throw new InvalidDataException("Invalid 4x4 matrix");
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
unsafe
{
fixed (float* pMtx = mtx)
OpenGL.glUniformMatrix4fv(param, 1, false, new IntPtr(pMtx));
}
OpenGL.CheckGLError();
}
}
}