Attempt to make separable shader prog, add input/output fetching

* Also moved shader reflection code into separate file
This commit is contained in:
baldurk
2014-08-12 17:01:18 +01:00
parent ebb5894010
commit 8158af7a9f
7 changed files with 752 additions and 471 deletions
+1
View File
@@ -41,6 +41,7 @@ driver/gl/gl_manager.o \
driver/gl/gl_debug.o \
driver/gl/gl_replay.o \
driver/gl/gl_replay_linux.o \
driver/gl/gl_shader_refl.o \
driver/gl/gl_resources.o \
driver/gl/gl_renderstate.o \
driver/gl/wrappers/gl_buffer_funcs.o \
+9 -470
View File
@@ -571,485 +571,24 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
MakeCurrentReplayContext(&m_ReplayCtx);
// TODO this shouldn't be tied to the current program
// This is only really needed to fill the latest sampler uniform values,
// which could potentially be done instead in SavePipelineState?
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
void *ctx = m_ReplayCtx.ctx;
auto &shaderDetails = m_pDriver->m_Shaders[id];
if(curProg == 0 && shaderDetails.prog != 0)
if(shaderDetails.prog == 0)
{
curProg = shaderDetails.prog;
}
else if(curProg == 0)
{
RDCERR("Can't get shader details without program");
RDCERR("Can't get shader details without separable program");
return NULL;
}
// TODO shader reflection struct shouldn't be tied to the current program
// This is only really needed to fill the latest sampler uniform values,
// which should be saved in a mapping structure
GLuint curProg = 0;
gl.glGetIntegerv(eGL_CURRENT_PROGRAM, (GLint*)&curProg);
auto &refl = shaderDetails.reflection;
// initialise reflection data
// TODO: do this earlier. In glLinkProgram?
if(refl.DebugInfo.files.count == 0)
{
refl.DebugInfo.entryFunc = "main";
refl.DebugInfo.compileFlags = 0;
create_array_uninit(refl.DebugInfo.files, shaderDetails.sources.size());
for(size_t i=0; i < shaderDetails.sources.size(); i++)
{
refl.DebugInfo.files[i].first = StringFormat::Fmt("source%u.glsl", (uint32_t)i);
refl.DebugInfo.files[i].second = shaderDetails.sources[i];
}
refl.Disassembly = "";
vector<ShaderResource> resources;
GLint numUniforms = 0;
gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms);
const size_t numProps = 8;
GLenum resProps[numProps] = {
eGL_REFERENCED_BY_VERTEX_SHADER,
eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE, eGL_OFFSET, eGL_IS_ROW_MAJOR,
};
if(shaderDetails.type == eGL_VERTEX_SHADER) resProps[0] = eGL_REFERENCED_BY_VERTEX_SHADER;
if(shaderDetails.type == eGL_TESS_CONTROL_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_CONTROL_SHADER;
if(shaderDetails.type == eGL_TESS_EVALUATION_SHADER) resProps[0] = eGL_REFERENCED_BY_TESS_EVALUATION_SHADER;
if(shaderDetails.type == eGL_GEOMETRY_SHADER) resProps[0] = eGL_REFERENCED_BY_GEOMETRY_SHADER;
if(shaderDetails.type == eGL_FRAGMENT_SHADER) resProps[0] = eGL_REFERENCED_BY_FRAGMENT_SHADER;
if(shaderDetails.type == eGL_COMPUTE_SHADER) resProps[0] = eGL_REFERENCED_BY_COMPUTE_SHADER;
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
// skip if unused by this stage
if(values[0] == GL_FALSE)
continue;
ShaderResource res;
res.IsSampler = false; // no separate sampler objects in GL
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
// float samplers
if(values[1] == GL_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[1] == GL_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[1] == GL_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[1] == GL_SAMPLER_1D_SHADOW)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1DShadow";
}
else if(values[1] == GL_SAMPLER_1D_ARRAY_SHADOW)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArrayShadow";
}
else if(values[1] == GL_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[1] == GL_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[1] == GL_SAMPLER_2D_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DShadow";
}
else if(values[1] == GL_SAMPLER_2D_ARRAY_SHADOW)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArrayShadow";
}
else if(values[1] == GL_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[1] == GL_SAMPLER_2D_RECT_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRectShadow";
}
else if(values[1] == GL_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[1] == GL_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[1] == GL_SAMPLER_CUBE_SHADOW)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCubeShadow";
}
else if(values[1] == GL_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[1] == GL_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[1] == GL_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
// int samplers
else if(values[1] == GL_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[1] == GL_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[1] == GL_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[1] == GL_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[1] == GL_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[1] == GL_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[1] == GL_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[1] == GL_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[1] == GL_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[1] == GL_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[1] == GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
// unsigned int samplers
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[1] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
else
{
// not a sampler
continue;
}
res.variableAddress = values[3];
create_array_uninit(res.name, values[2]);
gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2], NULL, res.name.elems);
res.name.count--; // trim off trailing null
resources.push_back(res);
}
refl.Resources = resources;
vector<ShaderConstant> globalUniforms;
GLint numUBOs = 0;
vector<string> uboNames;
vector<bool> uboUsed;
vector<ShaderConstant> *ubos = NULL;
{
gl.glGetProgramInterfaceiv(curProg, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
ubos = new vector<ShaderConstant>[numUBOs];
uboNames.resize(numUBOs);
uboUsed.resize(numUBOs);
for(GLint u=0; u < numUBOs; u++)
{
const size_t propnum = 2;
GLenum UBOResProps[propnum] = {
resProps[0], eGL_NAME_LENGTH,
};
GLint UBOValues[propnum];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM_BLOCK, u, propnum, UBOResProps, propnum, NULL, UBOValues);
// skip if unused by this stage
if(UBOValues[0] == GL_FALSE)
continue;
char *nm = new char[UBOValues[1]+1];
gl.glGetProgramResourceName(curProg, eGL_UNIFORM_BLOCK, u, UBOValues[1]+1, NULL, nm);
uboNames[u] = nm;
delete[] nm;
uboUsed[u] = true;
}
}
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(curProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
// skip if global and unused by this stage, or if a UBO that is unused by this stage
if(values[0] == GL_FALSE && (values[4] == -1 || !uboUsed[ values[4] ]))
continue;
ShaderConstant var;
if(values[1] == GL_FLOAT_VEC4)
{
var.type.descriptor.name = "vec4";
var.type.descriptor.type = eVar_Float;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_FLOAT_VEC3)
{
var.type.descriptor.name = "vec3";
var.type.descriptor.type = eVar_Float;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 3;
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_FLOAT_MAT4)
{
var.type.descriptor.name = "mat4";
var.type.descriptor.type = eVar_Float;
var.type.descriptor.rows = 4;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_UNSIGNED_INT_VEC4)
{
var.type.descriptor.name = "uvec4";
var.type.descriptor.type = eVar_UInt;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else if(values[1] == GL_UNSIGNED_INT)
{
var.type.descriptor.name = "uint";
var.type.descriptor.type = eVar_UInt;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 1;
var.type.descriptor.elements = RDCMAX(1, values[5]);
}
else
{
// fill in more uniform types
continue;
}
if(values[6] == -1 && values[3] >= 0)
{
var.reg.vec = values[3];
var.reg.comp = 0;
}
else if(values[6] >= 0)
{
var.reg.vec = values[6] / 16;
var.reg.comp = (values[6] / 4) % 4;
RDCASSERT((values[6] % 4) == 0);
}
else
{
var.reg.vec = var.reg.comp = ~0U;
}
var.type.descriptor.rowMajorStorage = (values[7] >= 0);
create_array_uninit(var.name, values[2]);
gl.glGetProgramResourceName(curProg, eGL_UNIFORM, u, values[2], NULL, var.name.elems);
var.name.count--; // trim off trailing null
int32_t c = var.name.count;
// trim off trailing [0] if it's an array
if(values[5] > 1 && var.name[c-3] == '[' && var.name[c-2] == '0' && var.name[c-1] == ']')
var.name.count -= 3;
if(strchr(var.name.elems, '.'))
{
GLNOTIMP("Variable contains . - structure not reconstructed");
}
vector<ShaderConstant> *UBO = &globalUniforms;
// don't look at block uniforms just yet
if(values[4] != -1)
{
RDCASSERT(values[4] < numUBOs);
UBO = &ubos[ values[4] ];
}
UBO->push_back(var);
}
vector<ConstantBlock> cbuffers;
if(ubos)
{
cbuffers.reserve(numUBOs + (globalUniforms.empty() ? 0 : 1));
for(int i=0; i < numUBOs; i++)
{
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.bufferAddress = i;
cblock.bindPoint = -1;
std::sort(ubos[i].begin(), ubos[i].end(), ubo_offset_sort());
cblock.variables = ubos[i];
cbuffers.push_back(cblock);
}
}
}
if(!globalUniforms.empty())
{
ConstantBlock globals;
globals.name = "$Globals";
globals.bufferAddress = -1;
globals.bindPoint = -1;
globals.variables = globalUniforms;
cbuffers.push_back(globals);
}
delete[] ubos;
// TODO: fill in Interfaces with shader subroutines?
// TODO: find a way of generating input/output signature.
// The only way I can think of doing this is to generate separable programs for each
// shader stage, but that requires modifying the glsl to redeclare built-in blocks if necessary.
refl.ConstantBlocks = cbuffers;
}
// update with latest uniform values
for(int32_t i=0; i < refl.Resources.count; i++)
{
+676
View File
@@ -0,0 +1,676 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_shader_refl.h"
#include <algorithm>
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[]; };";
const char **strings = new const char*[sources.size()];
for(size_t i=0; i < sources.size(); i++)
strings[i] = sources[i].c_str();
GLuint sepProg = gl.glCreateShaderProgramv(type, (GLsizei)sources.size(), strings);
GLint status;
gl.glGetProgramiv(sepProg, eGL_LINK_STATUS, &status);
if(status == 0 && type == eGL_VERTEX_SHADER)
{
gl.glDeleteProgram(sepProg);
sepProg = 0;
// try and patch up shader
// naively insert gl_PerVertex block as soon as it's valid (after #version)
// this will fail if e.g. a member of gl_PerVertex is declared at global scope
// (this is probably most likely for clipdistance if it's redeclared with a size)
string substituted;
for(size_t i=0; i < sources.size(); i++)
{
string &src = sources[i];
size_t len = src.length();
size_t it = src.find("#version");
if(it == string::npos)
continue;
// skip #version
it += sizeof("#version")-1;
// skip whitespace
while(it < len && (src[it] == ' ' || src[it] == '\t'))
++it;
// skip number
while(it < len && src[it] >= '0' && src[it] <= '9')
++it;
// skip whitespace
while(it < len && (src[it] == ' ' || src[it] == '\t'))
++it;
substituted = src;
if(!strncmp(&substituted[it], "core" , 4)) it += sizeof("core")-1;
if(!strncmp(&substituted[it], "compatibility", 13)) it += sizeof("compatibility")-1;
if(!strncmp(&substituted[it], "es" , 2)) it += sizeof("es")-1;
substituted.insert(it, block);
strings[i] = substituted.c_str();
break;
}
sepProg = gl.glCreateShaderProgramv(type, (GLsizei)sources.size(), strings);
gl.glGetProgramiv(sepProg, eGL_LINK_STATUS, &status);
if(status == 0)
{
gl.glDeleteProgram(sepProg);
sepProg = 0;
}
}
delete[] strings;
return sepProg;
}
void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg, ShaderReflection &refl)
{
refl.DebugInfo.entryFunc = "main";
refl.DebugInfo.compileFlags = 0;
refl.Disassembly = "";
vector<ShaderResource> resources;
GLint numUniforms = 0;
gl.glGetProgramInterfaceiv(sepProg, eGL_UNIFORM, eGL_ACTIVE_RESOURCES, &numUniforms);
const size_t numProps = 7;
GLenum resProps[numProps] = {
eGL_TYPE, eGL_NAME_LENGTH, eGL_LOCATION, eGL_BLOCK_INDEX, eGL_ARRAY_SIZE, eGL_OFFSET, eGL_IS_ROW_MAJOR,
};
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(sepProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
ShaderResource res;
res.IsSampler = false; // no separate sampler objects in GL
res.IsSRV = true;
res.IsTexture = true;
res.IsUAV = false;
res.variableType.descriptor.rows = 1;
res.variableType.descriptor.cols = 4;
res.variableType.descriptor.elements = 1;
// float samplers
if(values[0] == GL_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[0] == GL_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[0] == GL_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[0] == GL_SAMPLER_1D_SHADOW)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1DShadow";
}
else if(values[0] == GL_SAMPLER_1D_ARRAY_SHADOW)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArrayShadow";
}
else if(values[0] == GL_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[0] == GL_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[0] == GL_SAMPLER_2D_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DShadow";
}
else if(values[0] == GL_SAMPLER_2D_ARRAY_SHADOW)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArrayShadow";
}
else if(values[0] == GL_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[0] == GL_SAMPLER_2D_RECT_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRectShadow";
}
else if(values[0] == GL_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[0] == GL_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[0] == GL_SAMPLER_CUBE_SHADOW)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCubeShadow";
}
else if(values[0] == GL_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[0] == GL_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[0] == GL_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
// int samplers
else if(values[0] == GL_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[0] == GL_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[0] == GL_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[0] == GL_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[0] == GL_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[0] == GL_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[0] == GL_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[0] == GL_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[0] == GL_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[0] == GL_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[0] == GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
// unsigned int samplers
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DRect";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
}
else if(values[0] == GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
}
else
{
// not a sampler
continue;
}
res.variableAddress = values[2];
create_array_uninit(res.name, values[1]);
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM, u, values[1], NULL, res.name.elems);
res.name.count--; // trim off trailing null
resources.push_back(res);
}
refl.Resources = resources;
vector<ShaderConstant> globalUniforms;
GLint numUBOs = 0;
vector<string> uboNames;
vector<ShaderConstant> *ubos = NULL;
{
gl.glGetProgramInterfaceiv(sepProg, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
ubos = new vector<ShaderConstant>[numUBOs];
uboNames.resize(numUBOs);
for(GLint u=0; u < numUBOs; u++)
{
GLenum nameLen = eGL_NAME_LENGTH;
GLint len;
gl.glGetProgramResourceiv(sepProg, eGL_UNIFORM_BLOCK, u, 1, &nameLen, 1, NULL, &len);
char *nm = new char[len+1];
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM_BLOCK, u, len+1, NULL, nm);
uboNames[u] = nm;
delete[] nm;
}
}
for(GLint u=0; u < numUniforms; u++)
{
GLint values[numProps];
gl.glGetProgramResourceiv(sepProg, eGL_UNIFORM, u, numProps, resProps, numProps, NULL, values);
ShaderConstant var;
if(values[0] == GL_FLOAT_VEC4)
{
var.type.descriptor.name = "vec4";
var.type.descriptor.type = eVar_Float;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[4]);
}
else if(values[0] == GL_FLOAT_VEC3)
{
var.type.descriptor.name = "vec3";
var.type.descriptor.type = eVar_Float;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 3;
var.type.descriptor.elements = RDCMAX(1, values[4]);
}
else if(values[0] == GL_FLOAT_MAT4)
{
var.type.descriptor.name = "mat4";
var.type.descriptor.type = eVar_Float;
var.type.descriptor.rows = 4;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[4]);
}
else if(values[0] == GL_UNSIGNED_INT_VEC4)
{
var.type.descriptor.name = "uvec4";
var.type.descriptor.type = eVar_UInt;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 4;
var.type.descriptor.elements = RDCMAX(1, values[4]);
}
else if(values[0] == GL_UNSIGNED_INT)
{
var.type.descriptor.name = "uint";
var.type.descriptor.type = eVar_UInt;
var.type.descriptor.rows = 1;
var.type.descriptor.cols = 1;
var.type.descriptor.elements = RDCMAX(1, values[4]);
}
else
{
// fill in more uniform types
continue;
}
if(values[5] == -1 && values[2] >= 0)
{
var.reg.vec = values[3];
var.reg.comp = 0;
}
else if(values[5] >= 0)
{
var.reg.vec = values[5] / 16;
var.reg.comp = (values[5] / 4) % 4;
RDCASSERT((values[5] % 4) == 0);
}
else
{
var.reg.vec = var.reg.comp = ~0U;
}
var.type.descriptor.rowMajorStorage = (values[6] >= 0);
create_array_uninit(var.name, values[0]);
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM, u, values[0], NULL, var.name.elems);
var.name.count--; // trim off trailing null
int32_t c = var.name.count;
// 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;
if(strchr(var.name.elems, '.'))
{
GLNOTIMP("Variable contains . - structure not reconstructed");
}
vector<ShaderConstant> *UBO = &globalUniforms;
// don't look at block uniforms just yet
if(values[3] != -1)
{
RDCASSERT(values[3] < numUBOs);
UBO = &ubos[ values[3] ];
}
UBO->push_back(var);
}
vector<ConstantBlock> cbuffers;
if(ubos)
{
cbuffers.reserve(numUBOs + (globalUniforms.empty() ? 0 : 1));
for(int i=0; i < numUBOs; i++)
{
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.bufferAddress = i;
cblock.bindPoint = -1;
std::sort(ubos[i].begin(), ubos[i].end(), ubo_offset_sort());
cblock.variables = ubos[i];
cbuffers.push_back(cblock);
}
}
}
if(!globalUniforms.empty())
{
ConstantBlock globals;
globals.name = "$Globals";
globals.bufferAddress = -1;
globals.bindPoint = -1;
globals.variables = globalUniforms;
cbuffers.push_back(globals);
}
delete[] ubos;
for(int sigType=0; sigType < 2; sigType++)
{
GLenum sigEnum = (sigType == 0 ? eGL_PROGRAM_INPUT : eGL_PROGRAM_OUTPUT);
rdctype::array<SigParameter> *sigArray = (sigType == 0 ? &refl.InputSig : &refl.OutputSig);
GLint numInputs;
gl.glGetProgramInterfaceiv(sepProg, sigEnum, eGL_ACTIVE_RESOURCES, &numInputs);
if(numInputs > 0)
{
vector<SigParameter> sigs;
sigs.reserve(numInputs);
for(GLint i=0; i < numInputs; i++)
{
GLenum props[] = { eGL_NAME_LENGTH, eGL_TYPE, eGL_LOCATION, eGL_LOCATION_COMPONENT };
GLint values[] = { 0 , 0 , 0 , 0 };
gl.glGetProgramResourceiv(sepProg, sigEnum, i, ARRAY_COUNT(props), props, ARRAY_COUNT(props), NULL, values);
char *nm = new char[values[0]+1];
gl.glGetProgramResourceName(sepProg, sigEnum, i, values[0]+1, NULL, nm);
SigParameter sig;
sig.varName = nm;
sig.semanticIndex = 0;
sig.needSemanticIndex = false;
sig.stream = 0;
switch(values[1])
{
case GL_FLOAT:
case GL_DOUBLE:
case GL_INT:
case GL_UNSIGNED_INT:
case GL_BOOL:
sig.compCount = 1;
sig.regChannelMask = 0x1;
break;
case GL_FLOAT_VEC2:
case GL_DOUBLE_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
case GL_BOOL_VEC2:
sig.compCount = 2;
sig.regChannelMask = 0x3;
break;
case GL_FLOAT_VEC3:
case GL_DOUBLE_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_BOOL_VEC3:
sig.compCount = 3;
sig.regChannelMask = 0x7;
break;
case GL_FLOAT_VEC4:
case GL_DOUBLE_VEC4:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
case GL_BOOL_VEC4:
sig.compCount = 4;
sig.regChannelMask = 0xf;
break;
default:
RDCWARN("Unhandled signature element type %x", values[1]);
sig.compCount = 4;
sig.regChannelMask = 0xf;
break;
}
sig.regChannelMask <<= values[3];
sig.channelUsedMask = sig.regChannelMask;
sig.systemValue = eAttr_None;
#define IS_BUITIN(builtin) !strncmp(nm, builtin, sizeof(builtin)-1)
// VS built-in inputs
if(IS_BUITIN("gl_VertexID")) sig.systemValue = eAttr_VertexIndex;
if(IS_BUITIN("gl_InstanceID")) sig.systemValue = eAttr_InstanceIndex;
// VS built-in outputs
if(IS_BUITIN("gl_Position")) sig.systemValue = eAttr_Position;
if(IS_BUITIN("gl_PointSize")) sig.systemValue = eAttr_PointSize;
if(IS_BUITIN("gl_ClipDistance")) sig.systemValue = eAttr_ClipDistance;
// TCS built-in inputs
if(IS_BUITIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
if(IS_BUITIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
if(IS_BUITIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
// TCS built-in outputs
if(IS_BUITIN("gl_TessLevelOuter")) sig.systemValue = eAttr_OuterTessFactor;
if(IS_BUITIN("gl_TessLevelInner")) sig.systemValue = eAttr_InsideTessFactor;
// TES built-in inputs
if(IS_BUITIN("gl_TessCoord")) sig.systemValue = eAttr_DomainLocation;
if(IS_BUITIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
if(IS_BUITIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
// GS built-in inputs
if(IS_BUITIN("gl_PrimitiveIDIn")) sig.systemValue = eAttr_PrimitiveIndex;
if(IS_BUITIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
if(IS_BUITIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
if(IS_BUITIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
// GS built-in outputs
if(IS_BUITIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
if(IS_BUITIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
// PS built-in inputs
if(IS_BUITIN("gl_FragCoord")) sig.systemValue = eAttr_Position;
if(IS_BUITIN("gl_FrontFacing")) sig.systemValue = eAttr_IsFrontFace;
if(IS_BUITIN("gl_PointCoord")) sig.systemValue = eAttr_RTIndex;
if(IS_BUITIN("gl_SampleID")) sig.systemValue = eAttr_MSAASampleIndex;
if(IS_BUITIN("gl_SamplePosition")) sig.systemValue = eAttr_MSAASamplePosition;
if(IS_BUITIN("gl_SampleMaskIn")) sig.systemValue = eAttr_MSAACoverage;
// PS built-in outputs
if(IS_BUITIN("gl_FragDepth")) sig.systemValue = eAttr_DepthOutput;
if(IS_BUITIN("gl_SampleMask")) sig.systemValue = eAttr_MSAACoverage;
// CS built-in inputs
if(IS_BUITIN("gl_NumWorkGroups")) sig.systemValue = eAttr_DispatchSize;
if(IS_BUITIN("gl_WorkGroupID")) sig.systemValue = eAttr_GroupIndex;
if(IS_BUITIN("gl_LocalInvocationID")) sig.systemValue = eAttr_GroupThreadIndex;
if(IS_BUITIN("gl_GlobalInvocationID")) sig.systemValue = eAttr_DispatchThreadIndex;
if(IS_BUITIN("gl_LocalInvocationIndex")) sig.systemValue = eAttr_GroupFlatIndex;
#undef IS_BUITIN
if(shadType == eGL_FRAGMENT_SHADER && sigEnum == eGL_PROGRAM_OUTPUT && sig.systemValue == eAttr_None)
sig.systemValue = eAttr_ColourOutput;
if(sig.systemValue == eAttr_None)
sig.regIndex = values[2] >= 0 ? values[2] : i;
else
sig.regIndex = values[2] >= 0 ? values[2] : 0;
delete[] nm;
sigs.push_back(sig);
}
struct sig_param_sort
{
bool operator() (const SigParameter &a, const SigParameter &b)
{ if(a.systemValue == b.systemValue) return a.regIndex < b.regIndex; return a.systemValue < b.systemValue; }
};
std::sort(sigs.begin(), sigs.end(), sig_param_sort());
*sigArray = sigs;
}
}
// TODO: fill in Interfaces with shader subroutines?
refl.ConstantBlocks = cbuffers;
}
+30
View File
@@ -0,0 +1,30 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "gl_hookset.h"
#include "replay/replay_driver.h"
void MakeShaderReflection(const GLHookSet &gl, GLenum shadType, GLuint sepProg, ShaderReflection &refl);
GLuint MakeSeparableShaderProgram(const GLHookSet &gl, GLenum type, std::vector<std::string> sources);
@@ -24,8 +24,9 @@
#include "common/common.h"
#include "common/string_utils.h"
#include "../gl_driver.h"
#include "../gl_driver.h"
#include "../gl_shader_refl.h"
#pragma region Shaders
@@ -108,6 +109,9 @@ bool WrappedOpenGL::Serialise_glShaderSource(GLuint shader, GLsizei count, const
ResourceId liveId = GetResourceManager()->GetLiveID(id);
m_Shaders[liveId].sources.clear();
m_Shaders[liveId].sources.reserve(Count);
for(uint32_t i=0; i < Count; i++)
m_Shaders[liveId].sources.push_back(strings[i]);
@@ -140,6 +144,29 @@ bool WrappedOpenGL::Serialise_glCompileShader(GLuint shader)
if(m_State == READING)
{
ResourceId liveId = GetResourceManager()->GetLiveID(id);
auto &shadDetails = m_Shaders[liveId];
GLuint sepProg = MakeSeparableShaderProgram(m_Real, shadDetails.type, shadDetails.sources);
if(sepProg == 0)
{
RDCERR("Couldn't make separable program for shader via patching - functionality will be broken.");
}
else
{
shadDetails.prog = sepProg;
MakeShaderReflection(m_Real, shadDetails.type, sepProg, shadDetails.reflection);
create_array_uninit(shadDetails.reflection.DebugInfo.files, shadDetails.sources.size());
for(size_t i=0; i < shadDetails.sources.size(); i++)
{
shadDetails.reflection.DebugInfo.files[i].first = StringFormat::Fmt("source%u.glsl", (uint32_t)i);
shadDetails.reflection.DebugInfo.files[i].second = shadDetails.sources[i];
}
}
m_Real.glCompileShader(GetResourceManager()->GetLiveResource(id).name);
}
+2
View File
@@ -264,6 +264,7 @@
<ClInclude Include="driver\gl\gl_renderstate.h" />
<ClInclude Include="driver\gl\gl_replay.h" />
<ClInclude Include="driver\gl\gl_resources.h" />
<ClInclude Include="driver\gl\gl_shader_refl.h" />
<ClInclude Include="driver\gl\official\glcorearb.h" />
<ClInclude Include="driver\gl\official\glext.h" />
<ClInclude Include="driver\gl\official\wglext.h" />
@@ -335,6 +336,7 @@
<ClCompile Include="driver\gl\gl_replay.cpp" />
<ClCompile Include="driver\gl\gl_replay_win32.cpp" />
<ClCompile Include="driver\gl\gl_resources.cpp" />
<ClCompile Include="driver\gl\gl_shader_refl.cpp" />
<ClCompile Include="driver\gl\wrappers\gl_buffer_funcs.cpp" />
<ClCompile Include="driver\gl\wrappers\gl_debug_funcs.cpp" />
<ClCompile Include="driver\gl\wrappers\gl_draw_funcs.cpp" />
+6
View File
@@ -291,6 +291,9 @@
<ClInclude Include="os\win32\win32_hook.h">
<Filter>OS\Win32</Filter>
</ClInclude>
<ClInclude Include="driver\gl\gl_shader_refl.h">
<Filter>Drivers\OpenGL</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="maths\camera.cpp">
@@ -512,6 +515,9 @@
<ClCompile Include="os\win32\win32_hook.cpp">
<Filter>OS\Win32</Filter>
</ClCompile>
<ClCompile Include="driver\gl\gl_shader_refl.cpp">
<Filter>Drivers\OpenGL</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="os\win32\comexport.def">