89a5d8b513
This prevents thread safety issues when Shader objects are used in multiple programs.
389 lines
14 KiB
C++
389 lines
14 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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* Copyright (C) 2004-2005 Nathan Cournia
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* Copyright (C) 2008 Zebra Imaging
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* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commercial and non commercial
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* applications, as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: include/osg/Shader
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* author: Mike Weiblen 2008-01-02
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* Holger Helmich 2010-10-21
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*/
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#ifndef OSG_SHADER
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#define OSG_SHADER 1
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#include <osg/GLExtensions>
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#include <osg/Object>
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#include <osg/buffered_value>
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#include <set>
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#include <map>
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namespace osg {
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class Program;
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// set of shader define strings that the shader is dependent upon.
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typedef std::set<std::string> ShaderDefines;
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typedef std::vector<ShaderDefines> ShaderDefinesVector;
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struct ShaderPragmas
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{
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ShaderDefines defines;
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ShaderDefines requirements;
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ShaderDefines modes;
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ShaderDefinesVector textureModes;
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void clear()
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{
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defines.clear();
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requirements.clear();
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modes.clear();
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textureModes.clear();
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}
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void merge(const ShaderPragmas& rhs)
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{
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defines.insert(rhs.defines.begin(), rhs.defines.end());
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requirements.insert(rhs.requirements.begin(), rhs.requirements.end());
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modes.insert(rhs.modes.begin(), rhs.modes.end());
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// rseize textureModes vector if required
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unsigned int rhs_rds_size = rhs.textureModes.size();
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if (rhs_rds_size>textureModes.size()) textureModes.resize(rhs_rds_size);
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for(unsigned int i=0; i<rhs_rds_size; ++i)
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{
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const ShaderDefines& rhs_tsd = rhs.textureModes[i];
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textureModes[i].insert(rhs_tsd.begin(), rhs_tsd.end());
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}
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}
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};
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/** Simple class for wrapping up the data used in OpenGL ES 2's glShaderBinary calls.
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* ShaderBinary is set up with the binary data then assigned to one or more osg::Shader. */
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class OSG_EXPORT ShaderBinary : public osg::Object
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{
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public:
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ShaderBinary();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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ShaderBinary(const ShaderBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osg, ShaderBinary);
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/** Allocated a data buffer of specified size.*/
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void allocate(unsigned int size);
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/** Assign shader binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/
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void assign(unsigned int size, const unsigned char* data);
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/** Get the size of the shader binary data.*/
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unsigned int getSize() const { return static_cast<unsigned int>(_data.size()); }
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/** Get a ptr to the shader binary data.*/
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unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); }
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/** Get a const ptr to the shader binary data.*/
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const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
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/** Read shader binary from file.
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* Return the resulting Shader or 0 if no valid shader binary could be read.*/
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static ShaderBinary* readShaderBinaryFile(const std::string& fileName);
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protected:
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typedef std::vector<unsigned char> Data;
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Data _data;
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};
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///////////////////////////////////////////////////////////////////////////
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/** osg::Shader is an application-level abstraction of an OpenGL glShader.
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* It is a container to load the shader source code text and manage its
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* compilation.
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* An osg::Shader may be attached to more than one osg::Program.
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* Shader will automatically manage per-context instancing of the
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* internal objects, if that is necessary for a particular display
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* configuration.
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*/
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class OSG_EXPORT Shader : public osg::Object
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{
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public:
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enum Type {
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VERTEX = GL_VERTEX_SHADER,
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TESSCONTROL = GL_TESS_CONTROL_SHADER,
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TESSEVALUATION = GL_TESS_EVALUATION_SHADER,
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GEOMETRY = GL_GEOMETRY_SHADER,
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FRAGMENT = GL_FRAGMENT_SHADER,
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COMPUTE = GL_COMPUTE_SHADER,
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UNDEFINED = -1
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};
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Shader(Type type = UNDEFINED);
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Shader(Type type, const std::string& source );
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Shader(Type type, ShaderBinary* shaderBinary );
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Shader(const Shader& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osg, Shader);
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int compare(const Shader& rhs) const;
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/** Set the Shader type as an enum. */
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bool setType(Type t);
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/** Get the Shader type as an enum. */
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inline Type getType() const { return _type; }
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/** Get the Shader type as a descriptive string. */
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const char* getTypename() const;
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/** Set file name for the shader source code. */
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inline void setFileName(const std::string& fileName) { _shaderFileName = fileName; }
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/** Get filename to which the shader source code belongs. */
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inline const std::string& getFileName() const { return _shaderFileName; }
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/** Set the Shader's source code text from a string. */
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void setShaderSource(const std::string& sourceText);
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/** Query the shader's source code text */
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inline const std::string& getShaderSource() const { return _shaderSource; }
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enum ShaderPragmaMode
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{
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USE_SHADER_PRAGMA,
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USE_MANUAL_SETTINGS
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};
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void setShaderPragmaMode(ShaderPragmaMode spm) { _shaderPragmaMode = spm; }
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ShaderPragmaMode getShaderPragmaMode() const { return _shaderPragmaMode; }
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void setShaderDefines(const ShaderDefines& shaderDefs) { _shaderPragmas.defines = shaderDefs; }
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ShaderDefines& getShaderDefines() { return _shaderPragmas.defines; }
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const ShaderDefines& getShaderDefines() const { return _shaderPragmas.defines; }
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void setShaderRequirements(const ShaderDefines& shaderDefs) { _shaderPragmas.requirements = shaderDefs; }
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ShaderDefines& getShaderRequirements() { return _shaderPragmas.requirements; }
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const ShaderDefines& getShaderRequirements() const { return _shaderPragmas.requirements; }
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void setShaderModes(const ShaderDefines& shaderDefs) { _shaderPragmas.modes = shaderDefs; }
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ShaderDefines& getShaderModes() { return _shaderPragmas.modes; }
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const ShaderDefines& getShaderModes() const { return _shaderPragmas.modes; }
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void setShaderPragmas(const ShaderPragmas& shaderPragmas) { _shaderPragmas = shaderPragmas; }
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ShaderPragmas& getShaderPragmas() { return _shaderPragmas; }
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const ShaderPragmas& getShaderPragmas() const { return _shaderPragmas; }
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/** Set the Shader using a ShaderBinary. */
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void setShaderBinary(ShaderBinary* shaderBinary) { _shaderBinary = shaderBinary; }
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/** Get the Shader's ShaderBinary, return NULL if none is assigned. */
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ShaderBinary* getShaderBinary() { return _shaderBinary.get(); }
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/** Get the const Shader's ShaderBinary, return NULL if none is assigned. */
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const ShaderBinary* getShaderBinary() const { return _shaderBinary.get(); }
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#ifdef OSG_USE_DEPRECATED_API
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/** Deorecated use osgDB::readRefShaderFile().*/
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static Shader* readShaderFile( Type type, const std::string& fileName );
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/** Deorecated use osgDB::readRefShaderFile(). */
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bool loadShaderSourceFromFile( const std::string& fileName );
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#endif
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/** The code injection map used when generating the main shader during main shader composition.*/
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typedef std::multimap<float, std::string> CodeInjectionMap;
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/** Add code injection that will be placed in the main shader to enable support for this shader.
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* The position is set up so that code to be inserted before the main() will have a negative value,
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* a position between 0 and 1.0 will be inserted in main() and a position greater than 1.0 will
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* be placed after the main().
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* During shader composition all the code injections are sorted in ascending order and then
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* placed in the appropriate section of the main shader. */
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void addCodeInjection(float position, const std::string& code) { _codeInjectionMap.insert(CodeInjectionMap::value_type(position, code)); }
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/** Get the code injection map.*/
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CodeInjectionMap& getCodeInjectionMap() { return _codeInjectionMap; }
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/** Get the const code injection map.*/
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const CodeInjectionMap& getCodeInjectionMap() const { return _codeInjectionMap; }
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** release OpenGL objects in specified graphics context if State
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object is passed, otherwise release OpenGL objects for all graphics context if
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State object pointer NULL.*/
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void releaseGLObjects(osg::State* state=0) const;
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/** Mark our PCSs as needing recompilation.
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* Also mark Programs that depend on us as needing relink */
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void dirtyShader();
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/** If needed, compile the PCS's glShader */
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void compileShader(osg::State& state) const;
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static Shader::Type getTypeId( const std::string& tname );
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public:
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/** PerContextShader (PCS) is an OSG-internal encapsulation of glShader per-GL context. */
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class OSG_EXPORT PerContextShader : public osg::Referenced
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{
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public:
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PerContextShader(const Shader* shader, unsigned int contextID);
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void setDefineString(const std::string& defStr) { _defineStr = defStr; }
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const std::string& getDefineString() const { return _defineStr; }
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GLuint getHandle() const {return _glShaderHandle;}
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void requestCompile();
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void compileShader(osg::State& state);
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bool needsCompile() const {return _needsCompile;}
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bool isCompiled() const {return _isCompiled;}
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bool getInfoLog( std::string& infoLog ) const;
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/** Attach our glShader to a glProgram */
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void attachShader(GLuint program) const;
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/** Detach our glShader from a glProgram */
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void detachShader(GLuint program) const;
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protected: /*methods*/
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~PerContextShader();
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protected: /*data*/
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/** Pointer to our parent osg::Shader */
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const Shader* _shader;
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/** Pointer to this context's extension functions. */
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osg::ref_ptr<osg::GLExtensions> _extensions;
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/** Handle to the actual glShader. */
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GLuint _glShaderHandle;
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/** Define string passed on to Shaders to help configure them.*/
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std::string _defineStr;
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/** Does our glShader need to be recompiled? */
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bool _needsCompile;
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/** Is our glShader successfully compiled? */
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bool _isCompiled;
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const unsigned int _contextID;
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private:
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PerContextShader(); // disallowed
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PerContextShader(const PerContextShader&); // disallowed
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PerContextShader& operator=(const PerContextShader&); // disallowed
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};
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struct OSG_EXPORT ShaderObjects : public osg::Referenced
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{
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typedef std::vector< osg::ref_ptr<PerContextShader> > PerContextShaders;
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ShaderObjects(const Shader* shader, unsigned int contextID);
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unsigned int _contextID;
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const Shader* _shader;
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mutable PerContextShaders _perContextShaders;
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PerContextShader* getPCS(const std::string& defineStr) const;
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PerContextShader* createPerContextShader(const std::string& defineStr);
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void requestCompile();
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};
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PerContextShader* getPCS(osg::State& state) const;
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protected: /*methods*/
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virtual ~Shader();
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friend class osg::Program;
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bool addProgramRef( osg::Program* program );
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bool removeProgramRef( osg::Program* program );
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void _computeShaderDefines();
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bool _parseShaderDefines(const std::string& str, ShaderDefines& defines, unsigned int& index);
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protected: /*data*/
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Type _type;
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std::string _shaderFileName;
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std::string _shaderSource;
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osg::ref_ptr<ShaderBinary> _shaderBinary;
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CodeInjectionMap _codeInjectionMap;
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// ShaderPragmas variables
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ShaderPragmaMode _shaderPragmaMode;
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ShaderPragmas _shaderPragmas;
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/** osg::Programs that this osg::Shader is attached to */
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typedef std::set< osg::Program* > ProgramSet;
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ProgramSet _programSet;
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OpenThreads::Mutex _programSetMutex;
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mutable osg::buffered_value< osg::ref_ptr<ShaderObjects> > _pcsList;
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private:
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Shader& operator=(const Shader&); // disallowed
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};
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class OSG_EXPORT ShaderComponent : public osg::Object
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{
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public:
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ShaderComponent();
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ShaderComponent(const ShaderComponent& sc,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_Object(osg, ShaderComponent);
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unsigned int addShader(osg::Shader* shader);
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void removeShader(unsigned int i);
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osg::Shader* getShader(unsigned int i) { return _shaders[i].get(); }
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const osg::Shader* getShader(unsigned int i) const { return _shaders[i].get(); }
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unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaders.size()); }
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virtual void compileGLObjects(State& state) const;
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(State* state=0) const;
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protected:
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typedef std::vector< osg::ref_ptr<osg::Shader> > Shaders;
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Shaders _shaders;
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};
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}
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#endif
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