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70 changes: 40 additions & 30 deletions src/engine/renderer/gl_shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -490,10 +490,14 @@ static void AddConst( std::string& str, const std::string& name, float v1, float

static std::string GenVersionDeclaration( const std::vector<addedExtension_t> &addedExtensions ) {
// Declare version.
std::string str = Str::Format( "#version %d %s\n\n",
std::string str = Str::Format( "#version %d %s\n",
glConfig.shadingLanguageVersion,
glConfig.shadingLanguageVersion >= 150 ? ( glConfig.glCoreProfile ? "core" : "compatibility" ) : "" );

str += "#line 1000000000\n";

str += "\n";

// Add supported GLSL extensions.
for ( const auto& addedExtension : addedExtensions ) {
addExtension( str, addedExtension.available, addedExtension.minGlslVersion, addedExtension.name );
Expand Down Expand Up @@ -840,7 +844,10 @@ std::string GLShaderManager::GetDeformShaderName( const int index ) {
std::string GLShaderManager::BuildDeformShaderText( const std::string& steps ) {
std::string shaderText;

shaderText = steps + "\n";
shaderText = "\n" + steps + "\n";

shaderText += "#line 2000000000\n";

shaderText += GetShaderText( "deformVertexes_vp.glsl" );

return shaderText;
Expand All @@ -867,15 +874,23 @@ int GLShaderManager::GetDeformShaderIndex( deformStage_t *deforms, int numDeform

static bool IsUnusedPermutation( const char *compileMacros )
{
bool hasGridLighting = false;
bool hasGridDeluxeMapping = false;

const char* token;
while ( *( token = COM_ParseExt2( &compileMacros, false ) ) )
{
if ( strcmp( token, "USE_DELUXE_MAPPING" ) == 0 )
if ( strcmp( token, "USE_GRID_LIGHTING" ) == 0 )
{
hasGridLighting = true;
}
else if ( strcmp( token, "USE_DELUXE_MAPPING" ) == 0 )
{
if ( !glConfig.deluxeMapping ) return true;
}
else if ( strcmp( token, "USE_GRID_DELUXE_MAPPING" ) == 0 )
{
hasGridDeluxeMapping = true;
if ( !glConfig.deluxeMapping ) return true;
}
else if ( strcmp( token, "USE_PHYSICAL_MAPPING" ) == 0 )
Expand All @@ -899,6 +914,11 @@ static bool IsUnusedPermutation( const char *compileMacros )
}
}

if ( !hasGridLighting && hasGridDeluxeMapping )
{
return true;
}

return false;
}

Expand Down Expand Up @@ -981,7 +1001,7 @@ void GLShaderManager::BuildShaderProgram( ShaderProgramDescriptor* descriptor )
glGetProgramiv( program, GL_LINK_STATUS, &linked );

if ( !linked ) {
Log::Warn( "Link log:" );
Log::Warn( "Link log for %s:", descriptor->mainShader );
Log::Warn( GetInfoLog( program ) );
ThrowShaderError( "Shader program failed to link!" );
}
Expand Down Expand Up @@ -1061,6 +1081,10 @@ bool GLShaderManager::BuildPermutation( GLShader* shader, int index, const bool
return false;
}

if ( shader->SkipCompilation() ) {
return false;
}

if ( IsUnusedPermutation( compileMacros.c_str() ) ) {
return false;
}
Expand Down Expand Up @@ -1196,6 +1220,13 @@ std::string GLShaderManager::ProcessInserts( const std::string& shaderText ) con

while ( std::getline( shaderTextStream, line, '\n' ) ) {
++lineCount;

/* The deform vertex header is prepended to the mainText and is part
of the shaderText, so we should reset line numbering after it. */
if ( line == "#line 0" ) {
lineCount = 0;
}

const std::string::size_type position = line.find( "#insert" );
if ( position == std::string::npos || line.find_first_not_of( " \t" ) != position ) {
out += line + "\n";
Expand Down Expand Up @@ -1326,7 +1357,9 @@ void GLShaderManager::InitShader( GLShader* shader ) {
if ( shaderType.enabled ) {
Com_sprintf( filename, sizeof( filename ), "%s%s.glsl", shaderType.path.c_str(), shaderType.postfix );

shaderType.mainText = GetShaderText( filename );
/* The deform vertex header is prepended to the mainText,
so we should reset line numbering after it. */
shaderType.mainText = "#line 0\n" + GetShaderText( filename );
}
}

Expand Down Expand Up @@ -1980,29 +2013,6 @@ std::string GLShaderManager::GetInfoLog( GLuint object ) const
return out;
}

void GLShaderManager::LinkProgram( GLuint program ) const
{
GLint linked;

#ifdef GL_ARB_get_program_binary
// Apparently, this is necessary to get the binary program via glGetProgramBinary
if( glConfig.getProgramBinaryAvailable )
{
glProgramParameteri( program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE );
}
#endif
glLinkProgram( program );

glGetProgramiv( program, GL_LINK_STATUS, &linked );

if ( !linked )
{
Log::Warn( "Link log:" );
Log::Warn( GetInfoLog( program ) );
ThrowShaderError( "Shaders failed to link!" );
}
}

void GLShaderManager::BindAttribLocations( GLuint program ) const
{
for ( uint32_t i = 0; i < ATTR_INDEX_MAX; i++ )
Expand Down Expand Up @@ -3039,7 +3049,7 @@ GlobalUBOProxy::GlobalUBOProxy() :
/* HACK: A GLShader* is required to initialise uniforms,
but we don't need the GLSL shader itself, so we won't actually build it */
GLShader( "proxy", 0,
false, "screenSpace", "generic", true ),
false, "screenSpace", "generic", true, true ),
// CONST
u_ColorMap3D( this ),
u_DepthMap( this ),
Expand Down Expand Up @@ -3068,4 +3078,4 @@ GlobalUBOProxy::GlobalUBOProxy() :
u_Tonemap( this ),
u_TonemapParms( this ),
u_Exposure( this ) {
}
}
17 changes: 12 additions & 5 deletions src/engine/renderer/gl_shader.h
Original file line number Diff line number Diff line change
Expand Up @@ -188,6 +188,7 @@ class GLShader {

const bool worldShader;
const bool pushSkip;
const bool compileSkip;
protected:
int _activeMacros = 0;
int _deformIndex = 0;
Expand All @@ -212,7 +213,7 @@ class GLShader {
GLShader( const std::string& name, uint32_t vertexAttribsRequired,
const bool useMaterialSystem,
const std::string newVertexShaderName, const std::string newFragmentShaderName,
const bool newPushSkip = false ) :
const bool newPushSkip = false, const bool compileSkip = false ) :
_name( name ),
_vertexAttribsRequired( vertexAttribsRequired ),
_useMaterialSystem( useMaterialSystem ),
Expand All @@ -222,12 +223,14 @@ class GLShader {
hasFragmentShader( true ),
hasComputeShader( false ),
worldShader( false ),
pushSkip( newPushSkip ) {
pushSkip( newPushSkip ),
compileSkip( compileSkip ) {
}

GLShader( const std::string& name,
const bool useMaterialSystem,
const std::string newComputeShaderName, const bool newWorldShader = false ) :
const std::string newComputeShaderName, const bool newWorldShader = false,
const bool compileSkip = false ) :
_name( name ),
_vertexAttribsRequired( 0 ),
_useMaterialSystem( useMaterialSystem ),
Expand All @@ -236,7 +239,8 @@ class GLShader {
hasFragmentShader( false ),
hasComputeShader( true ),
worldShader( newWorldShader ),
pushSkip( false ) {
pushSkip( false ),
compileSkip( compileSkip ) {
}

public:
Expand Down Expand Up @@ -268,6 +272,10 @@ class GLShader {
return currentProgram;
}

bool SkipCompilation() const {
return compileSkip;
}

protected:
void PostProcessUniforms();
uint32_t GetUniqueCompileMacros( size_t permutation, const int type ) const;
Expand Down Expand Up @@ -550,7 +558,6 @@ class GLShaderManager {
std::string BuildDeformShaderText( const std::string& steps );
std::string ProcessInserts( const std::string& shaderText ) const;

void LinkProgram( GLuint program ) const;
void BindAttribLocations( GLuint program ) const;
void PrintShaderSource( Str::StringRef programName, GLuint object, std::vector<InfoLogEntry>& infoLogLines ) const;

Expand Down
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