| // |
| // Copyright (c) 2010-2012 Linaro Limited |
| // |
| // All rights reserved. This program and the accompanying materials |
| // are made available under the terms of the MIT License which accompanies |
| // this distribution, and is available at |
| // http://www.opensource.org/licenses/mit-license.php |
| // |
| // Contributors: |
| // Alexandros Frantzis <alexandros.frantzis@linaro.org> |
| // Jesse Barker <jesse.barker@linaro.org> |
| // |
| #include <istream> |
| #include <memory> |
| |
| #include "shader-source.h" |
| #include "log.h" |
| #include "vec.h" |
| #include "util.h" |
| |
| /** |
| * Holds default precision values for all shader types |
| * (even the unknown type, which is hardwired to default precision values) |
| */ |
| std::vector<ShaderSource::Precision> |
| ShaderSource::default_precision_(ShaderSource::ShaderTypeUnknown + 1); |
| |
| /** |
| * Loads the contents of a file into a string. |
| * |
| * @param filename the name of the file |
| * @param str the string to put the contents of the file into |
| */ |
| bool |
| ShaderSource::load_file(const std::string& filename, std::string& str) |
| { |
| std::auto_ptr<std::istream> is_ptr(Util::get_resource(filename)); |
| std::istream& inputFile(*is_ptr); |
| |
| if (!inputFile) |
| { |
| Log::error("Failed to open \"%s\"\n", filename.c_str()); |
| return false; |
| } |
| |
| std::string curLine; |
| while (getline(inputFile, curLine)) |
| { |
| str += curLine; |
| str += '\n'; |
| } |
| |
| return true; |
| } |
| |
| |
| /** |
| * Appends a string to the shader source. |
| * |
| * @param str the string to append |
| */ |
| void |
| ShaderSource::append(const std::string &str) |
| { |
| source_ << str; |
| } |
| |
| /** |
| * Appends the contents of a file to the shader source. |
| * |
| * @param filename the name of the file to append |
| */ |
| void |
| ShaderSource::append_file(const std::string &filename) |
| { |
| std::string source; |
| if (load_file(filename, source)) |
| source_ << source; |
| } |
| |
| /** |
| * Replaces a string in the source with another string. |
| * |
| * @param remove the string to replace |
| * @param insert the string to replace with |
| */ |
| void |
| ShaderSource::replace(const std::string &remove, const std::string &insert) |
| { |
| std::string::size_type pos = 0; |
| std::string str(source_.str()); |
| |
| while ((pos = str.find(remove, pos)) != std::string::npos) { |
| str.replace(pos, remove.size(), insert); |
| pos++; |
| } |
| |
| source_.clear(); |
| source_.str(str); |
| } |
| |
| /** |
| * Replaces a string in the source with the contents of a file. |
| * |
| * @param remove the string to replace |
| * @param filename the name of the file to read from |
| */ |
| void |
| ShaderSource::replace_with_file(const std::string &remove, const std::string &filename) |
| { |
| std::string source; |
| if (load_file(filename, source)) |
| replace(remove, source); |
| } |
| |
| /** |
| * Adds a string (usually containing a constant definition) at |
| * global (per shader) scope. |
| * |
| * The string is placed after any default precision qualifiers. |
| * |
| * @param str the string to add |
| */ |
| void |
| ShaderSource::add_global(const std::string &str) |
| { |
| std::string::size_type pos = 0; |
| std::string source(source_.str()); |
| |
| /* Find the last precision qualifier */ |
| pos = source.rfind("precision"); |
| |
| if (pos != std::string::npos) { |
| /* |
| * Find the next #endif line of a preprocessor block that contains |
| * the precision qualifier. |
| */ |
| std::string::size_type pos_if = source.find("#if", pos); |
| std::string::size_type pos_endif = source.find("#endif", pos); |
| |
| if (pos_endif != std::string::npos && pos_endif < pos_if) |
| pos = pos_endif; |
| |
| /* Go to the next line */ |
| pos = source.find("\n", pos); |
| if (pos != std::string::npos) |
| pos++; |
| } |
| else |
| pos = 0; |
| |
| source.insert(pos, str); |
| |
| source_.clear(); |
| source_.str(source); |
| } |
| |
| /** |
| * Adds a string (usually containing a constant definition) at |
| * global (per shader) scope. |
| * |
| * The string is placed after any default precision qualifiers. |
| * |
| * @param function the function to add the string into |
| * @param str the string to add |
| */ |
| void |
| ShaderSource::add_local(const std::string &str, const std::string &function) |
| { |
| std::string::size_type pos = 0; |
| std::string source(source_.str()); |
| |
| /* Find the function */ |
| pos = source.find(function); |
| pos = source.find('{', pos); |
| |
| /* Go to the next line */ |
| pos = source.find("\n", pos); |
| if (pos != std::string::npos) |
| pos++; |
| |
| source.insert(pos, str); |
| |
| source_.clear(); |
| source_.str(source); |
| } |
| |
| /** |
| * Adds a string (usually containing a constant definition) to a shader source |
| * |
| * If the function parameter is empty, the string will be added to global |
| * scope, after any precision definitions. |
| * |
| * @param str the string to add |
| * @param function if not empty, the function to add the string into |
| */ |
| void |
| ShaderSource::add(const std::string &str, const std::string &function) |
| { |
| if (!function.empty()) |
| add_local(str, function); |
| else |
| add_global(str); |
| } |
| |
| /** |
| * Adds a float constant definition. |
| * |
| * @param name the name of the constant |
| * @param f the value of the constant |
| * @param function if not empty, the function to put the definition in |
| */ |
| void |
| ShaderSource::add_const(const std::string &name, float f, |
| const std::string &function) |
| { |
| std::stringstream ss; |
| |
| ss << "const float " << name << " = " << std::fixed << f << ";" << std::endl; |
| |
| add(ss.str(), function); |
| } |
| |
| /** |
| * Adds a float array constant definition. |
| * |
| * Note that various GLSL versions (including ES) don't support |
| * array constants. |
| * |
| * @param name the name of the constant |
| * @param v the value of the constant |
| * @param function if not empty, the function to put the definition in |
| */ |
| void |
| ShaderSource::add_const(const std::string &name, std::vector<float> &array, |
| const std::string &function) |
| { |
| std::stringstream ss; |
| |
| ss << "const float " << name << "[" << array.size() << "] = {" << std::fixed; |
| for(std::vector<float>::const_iterator iter = array.begin(); |
| iter != array.end(); |
| iter++) |
| { |
| ss << *iter; |
| if (iter + 1 != array.end()) |
| ss << ", " << std::endl; |
| } |
| |
| ss << "};" << std::endl; |
| |
| add(ss.str(), function); |
| } |
| |
| /** |
| * Adds a vec2 constant definition. |
| * |
| * @param name the name of the constant |
| * @param v the value of the constant |
| * @param function if not empty, the function to put the definition in |
| */ |
| void |
| ShaderSource::add_const(const std::string &name, const LibMatrix::vec2 &v, |
| const std::string &function) |
| { |
| std::stringstream ss; |
| |
| ss << "const vec2 " << name << " = vec2(" << std::fixed; |
| ss << v.x() << ", " << v.y() << ");" << std::endl; |
| |
| add(ss.str(), function); |
| } |
| |
| /** |
| * Adds a vec3 constant definition. |
| * |
| * @param name the name of the constant |
| * @param v the value of the constant |
| * @param function if not empty, the function to put the definition in |
| */ |
| void |
| ShaderSource::add_const(const std::string &name, const LibMatrix::vec3 &v, |
| const std::string &function) |
| { |
| std::stringstream ss; |
| |
| ss << "const vec3 " << name << " = vec3(" << std::fixed; |
| ss << v.x() << ", " << v.y() << ", " << v.z() << ");" << std::endl; |
| |
| add(ss.str(), function); |
| } |
| |
| /** |
| * Adds a vec4 constant definition. |
| * |
| * @param name the name of the constant |
| * @param v the value of the constant |
| * @param function if not empty, the function to put the definition in |
| */ |
| void |
| ShaderSource::add_const(const std::string &name, const LibMatrix::vec4 &v, |
| const std::string &function) |
| { |
| std::stringstream ss; |
| |
| ss << "const vec4 " << name << " = vec4(" << std::fixed; |
| ss << v.x() << ", " << v.y() << ", " << v.z() << ", " << v.w() << ");" << std::endl; |
| |
| add(ss.str(), function); |
| } |
| |
| /** |
| * Adds a mat3 constant definition. |
| * |
| * @param name the name of the constant |
| * @param v the value of the constant |
| * @param function if not empty, the function to put the definition in |
| */ |
| void |
| ShaderSource::add_const(const std::string &name, const LibMatrix::mat3 &m, |
| const std::string &function) |
| { |
| std::stringstream ss; |
| |
| ss << "const mat3 " << name << " = mat3(" << std::fixed; |
| ss << m[0][0] << ", " << m[1][0] << ", " << m[2][0] << "," << std::endl; |
| ss << m[0][1] << ", " << m[1][1] << ", " << m[2][1] << "," << std::endl; |
| ss << m[0][2] << ", " << m[1][2] << ", " << m[2][2] << std::endl; |
| ss << ");" << std::endl; |
| |
| add(ss.str(), function); |
| } |
| |
| /** |
| * Adds a float array declaration and initialization. |
| * |
| * @param name the name of the array |
| * @param array the array values |
| * @param init_function the function to put the initialization in |
| * @param decl_function if not empty, the function to put the declaration in |
| */ |
| void |
| ShaderSource::add_array(const std::string &name, std::vector<float> &array, |
| const std::string &init_function, |
| const std::string &decl_function) |
| { |
| if (init_function.empty() || name.empty()) |
| return; |
| |
| std::stringstream ss; |
| ss << "float " << name << "[" << array.size() << "];" << std::endl; |
| |
| std::string decl(ss.str()); |
| |
| ss.clear(); |
| ss.str(""); |
| ss << std::fixed; |
| |
| for(std::vector<float>::const_iterator iter = array.begin(); |
| iter != array.end(); |
| iter++) |
| { |
| ss << name << "[" << iter - array.begin() << "] = " << *iter << ";" << std::endl; |
| } |
| |
| add(ss.str(), init_function); |
| |
| add(decl, decl_function); |
| } |
| |
| /** |
| * Gets the ShaderType for this ShaderSource. |
| * |
| * If the ShaderType is unknown, an attempt is made to infer |
| * the type from the shader source contents. |
| * |
| * @return the ShaderType |
| */ |
| ShaderSource::ShaderType |
| ShaderSource::type() |
| { |
| /* Try to infer the type from the source contents */ |
| if (type_ == ShaderSource::ShaderTypeUnknown) { |
| std::string source(source_.str()); |
| |
| if (source.find("gl_FragColor") != std::string::npos) |
| type_ = ShaderSource::ShaderTypeFragment; |
| else if (source.find("gl_Position") != std::string::npos) |
| type_ = ShaderSource::ShaderTypeVertex; |
| else |
| Log::debug("Cannot infer shader type from contents. Leaving it Unknown.\n"); |
| } |
| |
| return type_; |
| } |
| |
| /** |
| * Helper function that emits a precision statement. |
| * |
| * @param ss the stringstream to add the statement to |
| * @param val the precision value |
| * @param type_str the variable type to apply the precision value to |
| */ |
| void |
| ShaderSource::emit_precision(std::stringstream& ss, ShaderSource::PrecisionValue val, |
| const std::string& type_str) |
| { |
| static const char *precision_map[] = { |
| "lowp", "mediump", "highp", NULL |
| }; |
| |
| if (val == ShaderSource::PrecisionValueHigh) { |
| if (type_ == ShaderSource::ShaderTypeFragment) |
| ss << "#ifdef GL_FRAGMENT_PRECISION_HIGH" << std::endl; |
| |
| ss << "precision highp " << type_str << ";" << std::endl; |
| |
| if (type_ == ShaderSource::ShaderTypeFragment) { |
| ss << "#else" << std::endl; |
| ss << "precision mediump " << type_str << ";" << std::endl; |
| ss << "#endif" << std::endl; |
| } |
| } |
| else if (val >= 0 && val < ShaderSource::PrecisionValueDefault) { |
| ss << "precision " << precision_map[val] << " "; |
| ss << type_str << ";" << std::endl; |
| } |
| |
| /* There is no default precision in the fragment shader, so set it to mediump */ |
| if (val == ShaderSource::PrecisionValueDefault |
| && type_str == "float" && type_ == ShaderSource::ShaderTypeFragment) |
| { |
| ss << "precision mediump float;" << std::endl; |
| } |
| } |
| |
| /** |
| * Gets a string containing the complete shader source. |
| * |
| * Precision statements are applied at this point. |
| * |
| * @return the shader source |
| */ |
| std::string |
| ShaderSource::str() |
| { |
| /* Decide which precision values to use */ |
| ShaderSource::Precision precision; |
| |
| /* Ensure we have tried to infer the type from the contents */ |
| type(); |
| |
| if (precision_has_been_set_) |
| precision = precision_; |
| else |
| precision = default_precision(type_); |
| |
| /* Create the precision statements */ |
| std::stringstream ss; |
| |
| emit_precision(ss, precision.int_precision, "int"); |
| emit_precision(ss, precision.float_precision, "float"); |
| emit_precision(ss, precision.sampler2d_precision, "sampler2D"); |
| emit_precision(ss, precision.samplercube_precision, "samplerCube"); |
| |
| std::string precision_str(ss.str()); |
| if (!precision_str.empty()) { |
| precision_str.insert(0, "#ifdef GL_ES\n"); |
| precision_str.insert(precision_str.size(), "#endif\n"); |
| } |
| |
| return precision_str + source_.str(); |
| } |
| |
| /** |
| * Sets the precision that will be used for this shader. |
| * |
| * This overrides any default values set with ShaderSource::default_*_precision(). |
| * |
| * @param precision the precision to set |
| */ |
| void |
| ShaderSource::precision(const ShaderSource::Precision& precision) |
| { |
| precision_ = precision; |
| precision_has_been_set_ = true; |
| } |
| |
| /** |
| * Gets the precision that will be used for this shader. |
| * |
| * @return the precision |
| */ |
| const ShaderSource::Precision& |
| ShaderSource::precision() |
| { |
| return precision_; |
| } |
| |
| /** |
| * Sets the default precision that will be used for a shaders type. |
| * |
| * If type is ShaderTypeUnknown the supplied precision is used for all |
| * shader types. |
| * |
| * This can be overriden per ShaderSource object by using ::precision(). |
| * |
| * @param precision the default precision to set |
| * @param type the ShaderType to use the precision for |
| */ |
| void |
| ShaderSource::default_precision(const ShaderSource::Precision& precision, |
| ShaderSource::ShaderType type) |
| { |
| if (type < 0 || type > ShaderSource::ShaderTypeUnknown) |
| type = ShaderSource::ShaderTypeUnknown; |
| |
| if (type == ShaderSource::ShaderTypeUnknown) { |
| for (size_t i = 0; i < ShaderSource::ShaderTypeUnknown; i++) |
| default_precision_[i] = precision; |
| } |
| else { |
| default_precision_[type] = precision; |
| } |
| } |
| |
| /** |
| * Gets the default precision that will be used for a shader type. |
| * |
| * It is valid to use a type of ShaderTypeUnknown. This will always |
| * return a Precision with default values. |
| * |
| * @param type the ShaderType to get the precision of |
| * |
| * @return the precision |
| */ |
| const ShaderSource::Precision& |
| ShaderSource::default_precision(ShaderSource::ShaderType type) |
| { |
| if (type < 0 || type > ShaderSource::ShaderTypeUnknown) |
| type = ShaderSource::ShaderTypeUnknown; |
| |
| return default_precision_[type]; |
| } |
| |
| /**************************************** |
| * ShaderSource::Precision constructors * |
| ****************************************/ |
| |
| /** |
| * Creates a ShaderSource::Precision with default precision values. |
| */ |
| ShaderSource::Precision::Precision() : |
| int_precision(ShaderSource::PrecisionValueDefault), |
| float_precision(ShaderSource::PrecisionValueDefault), |
| sampler2d_precision(ShaderSource::PrecisionValueDefault), |
| samplercube_precision(ShaderSource::PrecisionValueDefault) |
| { |
| } |
| |
| /** |
| * Creates a ShaderSource::Precision using the supplied precision values. |
| */ |
| ShaderSource::Precision::Precision(ShaderSource::PrecisionValue int_p, |
| ShaderSource::PrecisionValue float_p, |
| ShaderSource::PrecisionValue sampler2d_p, |
| ShaderSource::PrecisionValue samplercube_p) : |
| int_precision(int_p), float_precision(float_p), |
| sampler2d_precision(sampler2d_p), samplercube_precision(samplercube_p) |
| { |
| } |
| |
| /** |
| * Creates a ShaderSource::Precision from a string representation of |
| * precision values. |
| * |
| * The string format is: |
| * "<int>,<float>,<sampler2d>,<samplercube>" |
| * |
| * Each precision value is one of "high", "medium", "low" or "default". |
| * |
| * @param precision_values the string representation of the precision values |
| */ |
| ShaderSource::Precision::Precision(const std::string& precision_values) : |
| int_precision(ShaderSource::PrecisionValueDefault), |
| float_precision(ShaderSource::PrecisionValueDefault), |
| sampler2d_precision(ShaderSource::PrecisionValueDefault), |
| samplercube_precision(ShaderSource::PrecisionValueDefault) |
| { |
| std::vector<std::string> elems; |
| |
| Util::split(precision_values, ',', elems, Util::SplitModeNormal); |
| |
| for (size_t i = 0; i < elems.size() && i < 4; i++) { |
| const std::string& pstr(elems[i]); |
| ShaderSource::PrecisionValue pval; |
| |
| if (pstr == "high") |
| pval = ShaderSource::PrecisionValueHigh; |
| else if (pstr == "medium") |
| pval = ShaderSource::PrecisionValueMedium; |
| else if (pstr == "low") |
| pval = ShaderSource::PrecisionValueLow; |
| else |
| pval = ShaderSource::PrecisionValueDefault; |
| |
| switch(i) { |
| case 0: int_precision = pval; break; |
| case 1: float_precision = pval; break; |
| case 2: sampler2d_precision = pval; break; |
| case 3: samplercube_precision = pval; break; |
| default: break; |
| } |
| } |
| } |