Correctly generate nested structure/AoS types in GL uniforms

This commit is contained in:
baldurk
2014-08-14 12:06:33 +01:00
parent cb89bc5891
commit 6f35d1fb27
+189 -28
View File
@@ -26,6 +26,76 @@
#include <algorithm>
// declare versions of ShaderConstant/ShaderVariableType with vectors
// to more easily build up the members of nested structures
struct DynShaderConstant;
struct DynShaderVariableType
{
struct
{
VarType type;
uint32_t rows;
uint32_t cols;
uint32_t elements;
bool32 rowMajorStorage;
string name;
} descriptor;
vector<DynShaderConstant> members;
};
struct DynShaderConstant
{
string name;
struct
{
uint32_t vec;
uint32_t comp;
} reg;
DynShaderVariableType type;
};
void sort(vector<DynShaderConstant> &vars)
{
if(vars.empty()) return;
struct offset_sort
{
bool operator() (const DynShaderConstant &a, const DynShaderConstant &b)
{ if(a.reg.vec == b.reg.vec) return a.reg.comp < b.reg.comp; else return a.reg.vec < b.reg.vec; }
};
std::sort(vars.begin(), vars.end(), offset_sort());
for(size_t i=0; i < vars.size(); i++)
sort(vars[i].type.members);
}
void copy(rdctype::array<ShaderConstant> &outvars, const vector<DynShaderConstant> &invars)
{
if(invars.empty())
{
RDCEraseEl(outvars);
return;
}
create_array_uninit(outvars, invars.size());
for(size_t i=0; i < invars.size(); i++)
{
outvars[i].name = invars[i].name;
outvars[i].reg.vec = invars[i].reg.vec;
outvars[i].reg.comp = invars[i].reg.comp;
outvars[i].type.descriptor.type = invars[i].type.descriptor.type;
outvars[i].type.descriptor.rows = invars[i].type.descriptor.rows;
outvars[i].type.descriptor.cols = invars[i].type.descriptor.cols;
outvars[i].type.descriptor.elements = invars[i].type.descriptor.elements;
outvars[i].type.descriptor.rowMajorStorage = invars[i].type.descriptor.rowMajorStorage;
outvars[i].type.descriptor.name = invars[i].type.descriptor.name;
copy(outvars[i].type.members, invars[i].type.members);
}
}
GLuint MakeSeparableShaderProgram(const GLHookSet &gl, GLenum type, vector<string> sources)
{
const string block = "\nout gl_PerVertex { vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[]; };";
@@ -389,16 +459,16 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
refl.Resources = resources;
vector<ShaderConstant> globalUniforms;
vector<DynShaderConstant> globalUniforms;
GLint numUBOs = 0;
vector<string> uboNames;
vector<ShaderConstant> *ubos = NULL;
vector<DynShaderConstant> *ubos = NULL;
{
gl.glGetProgramInterfaceiv(sepProg, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
ubos = new vector<ShaderConstant>[numUBOs];
ubos = new vector<DynShaderConstant>[numUBOs];
uboNames.resize(numUBOs);
for(GLint u=0; u < numUBOs; u++)
@@ -419,7 +489,7 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
GLint values[numProps];
gl.glGetProgramResourceiv(sepProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
ShaderConstant var;
DynShaderConstant var;
var.type.descriptor.elements = RDCMAX(1, values[4]);
@@ -625,33 +695,128 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
var.reg.vec = var.reg.comp = ~0U;
}
var.type.descriptor.rowMajorStorage = (values[6] >= 0);
var.type.descriptor.rowMajorStorage = (values[6] > 0);
create_array_uninit(var.name, values[1]);
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM, u, values[0], NULL, var.name.elems);
var.name.count--; // trim off trailing null
var.name.resize(values[1]-1);
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM, u, values[1], NULL, &var.name[0]);
int32_t c = var.name.count;
int32_t c = values[1]-1;
// trim off trailing [0] if it's an array
if(values[4] > 1 && var.name[c-3] == '[' && var.name[c-2] == '0' && var.name[c-1] == ']')
var.name.count -= 3;
var.name.resize(c-3);
if(strchr(var.name.elems, '.'))
{
GLNOTIMP("Variable contains . - structure not reconstructed");
}
vector<ShaderConstant> *UBO = &globalUniforms;
vector<DynShaderConstant> *parentmembers = &globalUniforms;
// don't look at block uniforms just yet
if(values[3] != -1)
{
RDCASSERT(values[3] < numUBOs);
UBO = &ubos[ values[3] ];
parentmembers = &ubos[ values[3] ];
}
char *nm = &var.name[0];
UBO->push_back(var);
// reverse figure out structures and structure arrays
while(strchr(nm, '.') || strchr(nm, '['))
{
char *base = nm;
while(*nm != '.' && *nm != '[') nm++;
// determine if we have an array index, and NULL out
// what's after the base variable name
bool isarray = (*nm == '[');
*nm = 0; nm++;
int arrayIdx = 0;
// if it's an array, get the index used
if(isarray)
{
// get array index, it's always a decimal number
while(*nm >= '0' && *nm <= '9')
{
arrayIdx *= 10;
arrayIdx += int(*nm) - int('0');
nm++;
}
RDCASSERT(*nm == ']');
*nm = 0; nm++;
// skip forward to the child name
if(*nm == '.')
{
*nm = 0; nm++;
}
else
{
// we strip any trailing [0] above (which is useful for non-structure variables),
// so we should not hit this path unless two variables exist like:
// structure.member[0]
// structure.member[1]
// The program introspection should only return the first for a basic type,
// and we should not hit this case
parentmembers = NULL;
RDCWARN("Unexpected naked array as member (expected only one [0], which should be trimmed");
break;
}
}
// construct a parent variable
DynShaderConstant parentVar;
RDCEraseEl(parentVar);
parentVar.name = base;
parentVar.reg.vec = var.reg.vec;
parentVar.reg.comp = 0;
parentVar.type.descriptor.name = "struct";
parentVar.type.descriptor.elements = RDCMAX(1U, uint32_t(arrayIdx+1));
bool found = false;
// if we can find the base variable already, we recurse into its members
for(size_t i=0; i < parentmembers->size(); i++)
{
if((*parentmembers)[i].name == base)
{
// if we find the variable, update the # elements to account for this new array index
// and pick the minimum offset of all of our children as the parent offset. This is mostly
// just for sorting
(*parentmembers)[i].type.descriptor.elements =
RDCMAX((*parentmembers)[i].type.descriptor.elements, parentVar.type.descriptor.elements);
(*parentmembers)[i].reg.vec = RDCMIN((*parentmembers)[i].reg.vec, parentVar.reg.vec);
parentmembers = &( (*parentmembers)[i].type.members );
found = true;
break;
}
}
// if we didn't find the base variable, add it and recuse inside
if(!found)
{
parentmembers->push_back(parentVar);
parentmembers = &( parentmembers->back().type.members );
}
// the 0th element of each array fills out the actual members, when we
// encounter an index above that we only use it to increase the type.descriptor.elements
// member (which we've done by this point) and can stop recursing
if(arrayIdx > 0)
{
parentmembers = NULL;
break;
}
}
if(parentmembers)
{
// nm points into var.name's storage, so copy out to a temporary
string n = nm;
var.name = n;
parentmembers->push_back(var);
}
}
vector<ConstantBlock> cbuffers;
@@ -664,19 +829,13 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
{
if(!ubos[i].empty())
{
struct ubo_offset_sort
{
bool operator() (const ShaderConstant &a, const ShaderConstant &b)
{ if(a.reg.vec == b.reg.vec) return a.reg.comp < b.reg.comp; else return a.reg.vec < b.reg.vec; }
};
ConstantBlock cblock;
cblock.name = uboNames[i];
cblock.bufferBacked = true;
cblock.bindPoint = (int32_t)cbuffers.size();
std::sort(ubos[i].begin(), ubos[i].end(), ubo_offset_sort());
cblock.variables = ubos[i];
sort(ubos[i]);
copy(cblock.variables, ubos[i]);
cbuffers.push_back(cblock);
}
@@ -689,7 +848,9 @@ void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg,
globals.name = "$Globals";
globals.bufferBacked = false;
globals.bindPoint = (int32_t)cbuffers.size();
globals.variables = globalUniforms;
sort(globalUniforms);
copy(globals.variables, globalUniforms);
cbuffers.push_back(globals);
}