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renderdoc/renderdoc/driver/gl/gl_shader_refl.cpp
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/******************************************************************************
* 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>
// 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[]; };";
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 = 0;
res.variableType.descriptor.rowMajorStorage = false;
res.bindPoint = (int32_t)resources.size();
// float samplers
if(values[0] == eGL_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_1D_SHADOW)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1DShadow";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_1D_ARRAY_SHADOW)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArrayShadow";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_SHADOW)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2DShadow";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_ARRAY_SHADOW)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArrayShadow";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_RECT)
{
res.resType = eResType_TextureRect;
res.variableType.descriptor.name = "sampler2DRect";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_RECT_SHADOW)
{
res.resType = eResType_TextureRect;
res.variableType.descriptor.name = "sampler2DRectShadow";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_CUBE_SHADOW)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCubeShadow";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
res.variableType.descriptor.type = eVar_Float;
}
else if(values[0] == eGL_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
res.variableType.descriptor.type = eVar_Float;
}
// int samplers
else if(values[0] == eGL_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_TextureRect;
res.variableType.descriptor.name = "sampler2DRect";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
res.variableType.descriptor.type = eVar_Int;
}
else if(values[0] == eGL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
res.variableType.descriptor.type = eVar_Int;
}
// unsigned int samplers
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_BUFFER)
{
res.resType = eResType_Buffer;
res.variableType.descriptor.name = "samplerBuffer";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_1D)
{
res.resType = eResType_Texture1D;
res.variableType.descriptor.name = "sampler1D";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_1D_ARRAY)
{
res.resType = eResType_Texture1DArray;
res.variableType.descriptor.name = "sampler1DArray";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D)
{
res.resType = eResType_Texture2D;
res.variableType.descriptor.name = "sampler2D";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_ARRAY)
{
res.resType = eResType_Texture2DArray;
res.variableType.descriptor.name = "sampler2DArray";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_RECT)
{
res.resType = eResType_TextureRect;
res.variableType.descriptor.name = "sampler2DRect";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_3D)
{
res.resType = eResType_Texture3D;
res.variableType.descriptor.name = "sampler3D";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_CUBE)
{
res.resType = eResType_TextureCube;
res.variableType.descriptor.name = "samplerCube";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY)
{
res.resType = eResType_TextureCubeArray;
res.variableType.descriptor.name = "samplerCubeArray";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE)
{
res.resType = eResType_Texture2DMS;
res.variableType.descriptor.name = "sampler2DMS";
res.variableType.descriptor.type = eVar_UInt;
}
else if(values[0] == eGL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY)
{
res.resType = eResType_Texture2DMSArray;
res.variableType.descriptor.name = "sampler2DMSArray";
res.variableType.descriptor.type = eVar_UInt;
}
else
{
// not a sampler
continue;
}
char *namebuf = new char[values[1]+1];
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM, u, values[1], NULL, namebuf);
namebuf[values[1]] = 0;
string name = namebuf;
res.name = name;
resources.push_back(res);
// array of samplers
if(values[4] > 1)
{
name = name.substr(0, name.length()-3); // trim off [0] on the end
for(int i=1; i < values[4]; i++)
{
string arrname = StringFormat::Fmt("%s[%d]", name.c_str(), i);
res.bindPoint = (int32_t)resources.size();
res.name = arrname;
resources.push_back(res);
}
}
}
refl.Resources = resources;
vector<DynShaderConstant> globalUniforms;
GLint numUBOs = 0;
vector<string> uboNames;
vector<DynShaderConstant> *ubos = NULL;
{
gl.glGetProgramInterfaceiv(sepProg, eGL_UNIFORM_BLOCK, eGL_ACTIVE_RESOURCES, &numUBOs);
ubos = new vector<DynShaderConstant>[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);
DynShaderConstant var;
var.type.descriptor.elements = RDCMAX(1, values[4]);
// set type (or bail if it's not a variable - sampler or such)
switch(values[0])
{
case eGL_FLOAT_VEC4:
case eGL_FLOAT_VEC3:
case eGL_FLOAT_VEC2:
case eGL_FLOAT:
case eGL_FLOAT_MAT4:
case eGL_FLOAT_MAT3:
case eGL_FLOAT_MAT2:
case eGL_FLOAT_MAT4x2:
case eGL_FLOAT_MAT4x3:
case eGL_FLOAT_MAT3x4:
case eGL_FLOAT_MAT3x2:
case eGL_FLOAT_MAT2x4:
case eGL_FLOAT_MAT2x3:
var.type.descriptor.type = eVar_Float;
break;
case eGL_DOUBLE_VEC4:
case eGL_DOUBLE_VEC3:
case eGL_DOUBLE_VEC2:
case eGL_DOUBLE:
case eGL_DOUBLE_MAT4:
case eGL_DOUBLE_MAT3:
case eGL_DOUBLE_MAT2:
case eGL_DOUBLE_MAT4x2:
case eGL_DOUBLE_MAT4x3:
case eGL_DOUBLE_MAT3x4:
case eGL_DOUBLE_MAT3x2:
case eGL_DOUBLE_MAT2x4:
case eGL_DOUBLE_MAT2x3:
var.type.descriptor.type = eVar_Double;
break;
case eGL_UNSIGNED_INT_VEC4:
case eGL_UNSIGNED_INT_VEC3:
case eGL_UNSIGNED_INT_VEC2:
case eGL_UNSIGNED_INT:
case eGL_BOOL_VEC4:
case eGL_BOOL_VEC3:
case eGL_BOOL_VEC2:
case eGL_BOOL:
var.type.descriptor.type = eVar_UInt;
break;
case eGL_INT_VEC4:
case eGL_INT_VEC3:
case eGL_INT_VEC2:
case eGL_INT:
var.type.descriptor.type = eVar_Int;
break;
default:
// not a variable (sampler etc)
continue;
}
// set # rows if it's a matrix
var.type.descriptor.rows = 1;
switch(values[0])
{
case eGL_FLOAT_MAT4:
case eGL_DOUBLE_MAT4:
case eGL_FLOAT_MAT2x4:
case eGL_DOUBLE_MAT2x4:
case eGL_FLOAT_MAT3x4:
case eGL_DOUBLE_MAT3x4:
var.type.descriptor.rows = 4;
break;
case eGL_FLOAT_MAT3:
case eGL_DOUBLE_MAT3:
case eGL_FLOAT_MAT4x3:
case eGL_DOUBLE_MAT4x3:
case eGL_FLOAT_MAT2x3:
case eGL_DOUBLE_MAT2x3:
var.type.descriptor.rows = 3;
break;
case eGL_FLOAT_MAT2:
case eGL_DOUBLE_MAT2:
case eGL_FLOAT_MAT4x2:
case eGL_DOUBLE_MAT4x2:
case eGL_FLOAT_MAT3x2:
case eGL_DOUBLE_MAT3x2:
var.type.descriptor.rows = 2;
break;
default:
break;
}
// set # columns
switch(values[0])
{
case eGL_FLOAT_VEC4:
case eGL_FLOAT_MAT4:
case eGL_FLOAT_MAT4x2:
case eGL_FLOAT_MAT4x3:
case eGL_DOUBLE_VEC4:
case eGL_DOUBLE_MAT4:
case eGL_DOUBLE_MAT4x2:
case eGL_DOUBLE_MAT4x3:
case eGL_UNSIGNED_INT_VEC4:
case eGL_BOOL_VEC4:
case eGL_INT_VEC4:
var.type.descriptor.cols = 4;
break;
case eGL_FLOAT_VEC3:
case eGL_FLOAT_MAT3:
case eGL_FLOAT_MAT3x4:
case eGL_FLOAT_MAT3x2:
case eGL_DOUBLE_VEC3:
case eGL_DOUBLE_MAT3:
case eGL_DOUBLE_MAT3x4:
case eGL_DOUBLE_MAT3x2:
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3:
case eGL_INT_VEC3:
var.type.descriptor.cols = 3;
break;
case eGL_FLOAT_VEC2:
case eGL_FLOAT_MAT2:
case eGL_FLOAT_MAT2x4:
case eGL_FLOAT_MAT2x3:
case eGL_DOUBLE_VEC2:
case eGL_DOUBLE_MAT2:
case eGL_DOUBLE_MAT2x4:
case eGL_DOUBLE_MAT2x3:
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2:
case eGL_INT_VEC2:
var.type.descriptor.cols = 2;
break;
case eGL_FLOAT:
case eGL_DOUBLE:
case eGL_UNSIGNED_INT:
case eGL_INT:
case eGL_BOOL:
var.type.descriptor.cols = 1;
break;
default:
break;
}
// set name
switch(values[0])
{
case eGL_FLOAT_VEC4: var.type.descriptor.name = "vec4"; break;
case eGL_FLOAT_VEC3: var.type.descriptor.name = "vec3"; break;
case eGL_FLOAT_VEC2: var.type.descriptor.name = "vec2"; break;
case eGL_FLOAT: var.type.descriptor.name = "float"; break;
case eGL_FLOAT_MAT4: var.type.descriptor.name = "mat4"; break;
case eGL_FLOAT_MAT3: var.type.descriptor.name = "mat3"; break;
case eGL_FLOAT_MAT2: var.type.descriptor.name = "mat2"; break;
case eGL_FLOAT_MAT4x2: var.type.descriptor.name = "mat4x2"; break;
case eGL_FLOAT_MAT4x3: var.type.descriptor.name = "mat4x3"; break;
case eGL_FLOAT_MAT3x4: var.type.descriptor.name = "mat3x4"; break;
case eGL_FLOAT_MAT3x2: var.type.descriptor.name = "mat3x2"; break;
case eGL_FLOAT_MAT2x4: var.type.descriptor.name = "mat2x4"; break;
case eGL_FLOAT_MAT2x3: var.type.descriptor.name = "mat2x3"; break;
case eGL_DOUBLE_VEC4: var.type.descriptor.name = "dvec4"; break;
case eGL_DOUBLE_VEC3: var.type.descriptor.name = "dvec3"; break;
case eGL_DOUBLE_VEC2: var.type.descriptor.name = "dvec2"; break;
case eGL_DOUBLE: var.type.descriptor.name = "double"; break;
case eGL_DOUBLE_MAT4: var.type.descriptor.name = "dmat4"; break;
case eGL_DOUBLE_MAT3: var.type.descriptor.name = "dmat3"; break;
case eGL_DOUBLE_MAT2: var.type.descriptor.name = "dmat2"; break;
case eGL_DOUBLE_MAT4x2: var.type.descriptor.name = "dmat4x2"; break;
case eGL_DOUBLE_MAT4x3: var.type.descriptor.name = "dmat4x3"; break;
case eGL_DOUBLE_MAT3x4: var.type.descriptor.name = "dmat3x4"; break;
case eGL_DOUBLE_MAT3x2: var.type.descriptor.name = "dmat3x2"; break;
case eGL_DOUBLE_MAT2x4: var.type.descriptor.name = "dmat2x4"; break;
case eGL_DOUBLE_MAT2x3: var.type.descriptor.name = "dmat2x3"; break;
case eGL_UNSIGNED_INT_VEC4: var.type.descriptor.name = "uvec4"; break;
case eGL_UNSIGNED_INT_VEC3: var.type.descriptor.name = "uvec3"; break;
case eGL_UNSIGNED_INT_VEC2: var.type.descriptor.name = "uvec2"; break;
case eGL_UNSIGNED_INT: var.type.descriptor.name = "uint"; break;
case eGL_BOOL_VEC4: var.type.descriptor.name = "bvec4"; break;
case eGL_BOOL_VEC3: var.type.descriptor.name = "bvec3"; break;
case eGL_BOOL_VEC2: var.type.descriptor.name = "bvec2"; break;
case eGL_BOOL: var.type.descriptor.name = "bool"; break;
case eGL_INT_VEC4: var.type.descriptor.name = "ivec4"; break;
case eGL_INT_VEC3: var.type.descriptor.name = "ivec3"; break;
case eGL_INT_VEC2: var.type.descriptor.name = "ivec2"; break;
case eGL_INT: var.type.descriptor.name = "int"; break;
default:
break;
}
if(values[5] == -1 && values[2] >= 0)
{
var.reg.vec = values[2];
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);
var.name.resize(values[1]-1);
gl.glGetProgramResourceName(sepProg, eGL_UNIFORM, u, values[1], NULL, &var.name[0]);
int32_t c = values[1]-1;
// trim off trailing [0] if it's an array
if(var.name[c-3] == '[' && var.name[c-2] == '0' && var.name[c-1] == ']')
var.name.resize(c-3);
else
var.type.descriptor.elements = 0;
vector<DynShaderConstant> *parentmembers = &globalUniforms;
if(values[3] != -1)
{
RDCASSERT(values[3] < numUBOs);
parentmembers = &ubos[ values[3] ];
}
char *nm = &var.name[0];
// 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;
parentVar.name = base;
parentVar.reg.vec = var.reg.vec;
parentVar.reg.comp = 0;
parentVar.type.descriptor.name = "struct";
parentVar.type.descriptor.rows = 0;
parentVar.type.descriptor.cols = 0;
parentVar.type.descriptor.rowMajorStorage = false;
parentVar.type.descriptor.type = var.type.descriptor.type;
parentVar.type.descriptor.elements = isarray ? RDCMAX(1U, uint32_t(arrayIdx+1)) : 0;
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;
if(ubos)
{
cbuffers.reserve(numUBOs + (globalUniforms.empty() ? 0 : 1));
for(int i=0; i < numUBOs; i++)
{
if(!ubos[i].empty())
{
ConstantBlock cblock;
cblock.name = uboNames[i];
cblock.bufferBacked = true;
cblock.bindPoint = (int32_t)cbuffers.size();
sort(ubos[i]);
copy(cblock.variables, ubos[i]);
cbuffers.push_back(cblock);
}
}
}
if(!globalUniforms.empty())
{
ConstantBlock globals;
globals.name = "$Globals";
globals.bufferBacked = false;
globals.bindPoint = (int32_t)cbuffers.size();
sort(globalUniforms);
copy(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 };
GLsizei numProps = (GLsizei)ARRAY_COUNT(props);
// GL_LOCATION_COMPONENT not supported on core <4.4 (or without GL_ARB_enhanced_layouts)
if(!ExtensionSupported[ExtensionSupported_ARB_enhanced_layouts] && GLCoreVersion < 44)
numProps--;
gl.glGetProgramResourceiv(sepProg, sigEnum, i, numProps, props, numProps, 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 eGL_FLOAT:
case eGL_DOUBLE:
case eGL_INT:
case eGL_UNSIGNED_INT:
case eGL_BOOL:
sig.compCount = 1;
sig.regChannelMask = 0x1;
break;
case eGL_FLOAT_VEC2:
case eGL_DOUBLE_VEC2:
case eGL_INT_VEC2:
case eGL_UNSIGNED_INT_VEC2:
case eGL_BOOL_VEC2:
sig.compCount = 2;
sig.regChannelMask = 0x3;
break;
case eGL_FLOAT_VEC3:
case eGL_DOUBLE_VEC3:
case eGL_INT_VEC3:
case eGL_UNSIGNED_INT_VEC3:
case eGL_BOOL_VEC3:
sig.compCount = 3;
sig.regChannelMask = 0x7;
break;
case eGL_FLOAT_VEC4:
case eGL_DOUBLE_VEC4:
case eGL_INT_VEC4:
case eGL_UNSIGNED_INT_VEC4:
case eGL_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_BUILTIN(builtin) !strncmp(nm, builtin, sizeof(builtin)-1)
// VS built-in inputs
if(IS_BUILTIN("gl_VertexID")) sig.systemValue = eAttr_VertexIndex;
if(IS_BUILTIN("gl_InstanceID")) sig.systemValue = eAttr_InstanceIndex;
// VS built-in outputs
if(IS_BUILTIN("gl_Position")) sig.systemValue = eAttr_Position;
if(IS_BUILTIN("gl_PointSize")) sig.systemValue = eAttr_PointSize;
if(IS_BUILTIN("gl_ClipDistance")) sig.systemValue = eAttr_ClipDistance;
// TCS built-in inputs
if(IS_BUILTIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
if(IS_BUILTIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
if(IS_BUILTIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
// TCS built-in outputs
if(IS_BUILTIN("gl_TessLevelOuter")) sig.systemValue = eAttr_OuterTessFactor;
if(IS_BUILTIN("gl_TessLevelInner")) sig.systemValue = eAttr_InsideTessFactor;
// TES built-in inputs
if(IS_BUILTIN("gl_TessCoord")) sig.systemValue = eAttr_DomainLocation;
if(IS_BUILTIN("gl_PatchVerticesIn")) sig.systemValue = eAttr_PatchNumVertices;
if(IS_BUILTIN("gl_PrimitiveID")) sig.systemValue = eAttr_PrimitiveIndex;
// GS built-in inputs
if(IS_BUILTIN("gl_PrimitiveIDIn")) sig.systemValue = eAttr_PrimitiveIndex;
if(IS_BUILTIN("gl_InvocationID")) sig.systemValue = eAttr_InvocationIndex;
if(IS_BUILTIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
if(IS_BUILTIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
// GS built-in outputs
if(IS_BUILTIN("gl_Layer")) sig.systemValue = eAttr_RTIndex;
if(IS_BUILTIN("gl_ViewportIndex")) sig.systemValue = eAttr_ViewportIndex;
// PS built-in inputs
if(IS_BUILTIN("gl_FragCoord")) sig.systemValue = eAttr_Position;
if(IS_BUILTIN("gl_FrontFacing")) sig.systemValue = eAttr_IsFrontFace;
if(IS_BUILTIN("gl_PointCoord")) sig.systemValue = eAttr_RTIndex;
if(IS_BUILTIN("gl_SampleID")) sig.systemValue = eAttr_MSAASampleIndex;
if(IS_BUILTIN("gl_SamplePosition")) sig.systemValue = eAttr_MSAASamplePosition;
if(IS_BUILTIN("gl_SampleMaskIn")) sig.systemValue = eAttr_MSAACoverage;
// PS built-in outputs
if(IS_BUILTIN("gl_FragDepth")) sig.systemValue = eAttr_DepthOutput;
if(IS_BUILTIN("gl_SampleMask")) sig.systemValue = eAttr_MSAACoverage;
// CS built-in inputs
if(IS_BUILTIN("gl_NumWorkGroups")) sig.systemValue = eAttr_DispatchSize;
if(IS_BUILTIN("gl_WorkGroupID")) sig.systemValue = eAttr_GroupIndex;
if(IS_BUILTIN("gl_LocalInvocationID")) sig.systemValue = eAttr_GroupThreadIndex;
if(IS_BUILTIN("gl_GlobalInvocationID")) sig.systemValue = eAttr_DispatchThreadIndex;
if(IS_BUILTIN("gl_LocalInvocationIndex")) sig.systemValue = eAttr_GroupFlatIndex;
#undef IS_BUILTIN
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;
}