refmod_test

diff sdr.c @ 0:b469e6a72636

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 18 Feb 2016 23:15:43 +0200
parents
children 7e911c994ef2
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/sdr.c	Thu Feb 18 23:15:43 2016 +0200
     1.3 @@ -0,0 +1,417 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <string.h>
     1.7 +#include <errno.h>
     1.8 +#include <assert.h>
     1.9 +
    1.10 +#if defined(unix) || defined(__unix__)
    1.11 +#include <unistd.h>
    1.12 +#include <sys/stat.h>
    1.13 +#include <GL/glx.h>
    1.14 +#endif	/* unix */
    1.15 +
    1.16 +#if defined(WIN32) || defined(__WIN32__)
    1.17 +#include <windows.h>
    1.18 +
    1.19 +#define glXGetProcAddress	wglGetProcAddress
    1.20 +#endif	/* windows */
    1.21 +
    1.22 +#define GL_GLEXT_LEGACY
    1.23 +#include <GL/gl.h>
    1.24 +
    1.25 +#include "sdr.h"
    1.26 +
    1.27 +#ifndef GL_VERSION_2_0
    1.28 +
    1.29 +#define GL_FRAGMENT_SHADER                0x8B30
    1.30 +#define GL_VERTEX_SHADER                  0x8B31
    1.31 +#define GL_COMPILE_STATUS                 0x8B81
    1.32 +#define GL_LINK_STATUS                    0x8B82
    1.33 +#define GL_INFO_LOG_LENGTH                0x8B84
    1.34 +#define GL_CURRENT_PROGRAM                0x8B8D
    1.35 +
    1.36 +typedef char GLchar;
    1.37 +
    1.38 +GLuint (*glCreateProgram)(void);
    1.39 +GLuint (*glCreateShader)(GLenum);
    1.40 +void (*glDeleteProgram)(GLuint);
    1.41 +void (*glDeleteShader)(GLuint);
    1.42 +void (*glCompileShader)(GLuint);
    1.43 +void (*glAttachShader)(GLuint, GLuint);
    1.44 +void (*glGetShaderiv)(GLuint, GLenum, GLint *);
    1.45 +void (*glGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
    1.46 +void (*glGetProgramiv)(GLuint, GLenum, GLint *);
    1.47 +void (*glGetProgramInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
    1.48 +void (*glLinkProgram)(GLuint);
    1.49 +void (*glShaderSource)(GLuint, GLsizei, const GLchar* *, const GLint *);
    1.50 +void (*glUseProgram)(GLuint);
    1.51 +GLint (*glGetUniformLocation)(GLuint, const GLchar *);
    1.52 +void (*glUniform1f)(GLint, GLfloat);
    1.53 +void (*glUniform2f)(GLint, GLfloat, GLfloat);
    1.54 +void (*glUniform3f)(GLint, GLfloat, GLfloat, GLfloat);
    1.55 +void (*glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
    1.56 +void (*glUniform1i)(GLint, GLint);
    1.57 +void (*glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat *);
    1.58 +GLint (*glGetAttribLocation)(GLuint, const GLchar *);
    1.59 +void (*glVertexAttrib3f)(GLint, GLfloat, GLfloat, GLfloat);
    1.60 +
    1.61 +void init_sdr(void)
    1.62 +{
    1.63 +	glCreateProgram = glXGetProcAddress("glCreateProgramObjectARB");
    1.64 +	glCreateShader = glXGetProcAddress("glCreateShaderObjectARB");
    1.65 +	glDeleteProgram = glXGetProcAddress("glDeleteObjectARB");
    1.66 +	glDeleteShader = glXGetProcAddress("glDeleteObjectARB");
    1.67 +	glCompileShader = glXGetProcAddress("glCompileShaderARB");
    1.68 +	glAttachShader = glXGetProcAddress("glAttachObjectARB");
    1.69 +	glGetShaderiv = glXGetProcAddress("glGetObjectParameterivARB");
    1.70 +	glGetShaderInfoLog = glXGetProcAddress("glGetInfoLogARB");
    1.71 +	glGetProgramiv = glXGetProcAddress("glGetObjectParameterivARB");
    1.72 +	glGetProgramInfoLog = glXGetProcAddress("glGetInfoLogARB");
    1.73 +	glLinkProgram = glXGetProcAddress("glLinkProgramARB");
    1.74 +	glShaderSource = glXGetProcAddress("glShaderSourceARB");
    1.75 +	glUseProgram = glXGetProcAddress("glUseProgramObjectARB");
    1.76 +	glGetUniformLocation = glXGetProcAddress("glGetUniformLocationARB");
    1.77 +	glUniform1f = glXGetProcAddress("glUniform1fARB");
    1.78 +	glUniform2f = glXGetProcAddress("glUniform2fARB");
    1.79 +	glUniform3f = glXGetProcAddress("glUniform3fARB");
    1.80 +	glUniform4f = glXGetProcAddress("glUniform4fARB");
    1.81 +	glUniform1i = glXGetProcAddress("glUniform1iARB");
    1.82 +	glUniformMatrix4fv = glXGetProcAddress("glUniformMatrix4fvARB");
    1.83 +	glGetAttribLocation = glXGetProcAddress("glGetAttribLocationARB");
    1.84 +	glVertexAttrib3f = glXGetProcAddress("glVertexAttrib3fARB");
    1.85 +}
    1.86 +#else
    1.87 +void init_sdr(void) {}
    1.88 +#endif
    1.89 +
    1.90 +unsigned int create_vertex_shader(const char *src)
    1.91 +{
    1.92 +	return create_shader(src, GL_VERTEX_SHADER);
    1.93 +}
    1.94 +
    1.95 +unsigned int create_pixel_shader(const char *src)
    1.96 +{
    1.97 +	return create_shader(src, GL_FRAGMENT_SHADER);
    1.98 +}
    1.99 +
   1.100 +unsigned int create_shader(const char *src, unsigned int sdr_type)
   1.101 +{
   1.102 +	unsigned int sdr;
   1.103 +	int success, info_len;
   1.104 +	char *info_str = 0;
   1.105 +	GLenum err;
   1.106 +
   1.107 +	sdr = glCreateShader(sdr_type);
   1.108 +	assert(glGetError() == GL_NO_ERROR);
   1.109 +	glShaderSource(sdr, 1, &src, 0);
   1.110 +	err = glGetError();
   1.111 +	assert(err == GL_NO_ERROR);
   1.112 +	glCompileShader(sdr);
   1.113 +	assert(glGetError() == GL_NO_ERROR);
   1.114 +
   1.115 +	glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
   1.116 +	assert(glGetError() == GL_NO_ERROR);
   1.117 +	glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
   1.118 +	assert(glGetError() == GL_NO_ERROR);
   1.119 +
   1.120 +	if(info_len) {
   1.121 +		if((info_str = malloc(info_len + 1))) {
   1.122 +			glGetShaderInfoLog(sdr, info_len, 0, info_str);
   1.123 +			assert(glGetError() == GL_NO_ERROR);
   1.124 +		}
   1.125 +	}
   1.126 +
   1.127 +	if(success) {
   1.128 +		fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
   1.129 +	} else {
   1.130 +		fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
   1.131 +		glDeleteShader(sdr);
   1.132 +		sdr = 0;
   1.133 +	}
   1.134 +
   1.135 +	free(info_str);
   1.136 +	return sdr;
   1.137 +}
   1.138 +
   1.139 +void free_shader(unsigned int sdr)
   1.140 +{
   1.141 +	glDeleteShader(sdr);
   1.142 +}
   1.143 +
   1.144 +unsigned int load_vertex_shader(const char *fname)
   1.145 +{
   1.146 +	return load_shader(fname, GL_VERTEX_SHADER);
   1.147 +}
   1.148 +
   1.149 +unsigned int load_pixel_shader(const char *fname)
   1.150 +{
   1.151 +	return load_shader(fname, GL_FRAGMENT_SHADER);
   1.152 +}
   1.153 +
   1.154 +unsigned int load_shader(const char *fname, unsigned int sdr_type)
   1.155 +{
   1.156 +#if defined(unix) || defined(__unix__)
   1.157 +	struct stat st;
   1.158 +#endif
   1.159 +	unsigned int sdr;
   1.160 +	size_t filesize;
   1.161 +	FILE *fp;
   1.162 +	char *src;
   1.163 +
   1.164 +	if(!(fp = fopen(fname, "r"))) {
   1.165 +		fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
   1.166 +		return 0;
   1.167 +	}
   1.168 +
   1.169 +#if defined(unix) || defined(__unix__)
   1.170 +	fstat(fileno(fp), &st);
   1.171 +	filesize = st.st_size;
   1.172 +#else
   1.173 +	fseek(fp, 0, SEEK_END);
   1.174 +	filesize = ftell(fp);
   1.175 +	fseek(fp, 0, SEEK_SET);
   1.176 +#endif	/* unix */
   1.177 +
   1.178 +	if(!(src = malloc(filesize + 1))) {
   1.179 +		fclose(fp);
   1.180 +		return 0;
   1.181 +	}
   1.182 +	fread(src, 1, filesize, fp);
   1.183 +	src[filesize] = 0;
   1.184 +	fclose(fp);
   1.185 +
   1.186 +	fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
   1.187 +	sdr = create_shader(src, sdr_type);
   1.188 +
   1.189 +	free(src);
   1.190 +	return sdr;
   1.191 +}
   1.192 +
   1.193 +
   1.194 +unsigned int get_vertex_shader(const char *fname)
   1.195 +{
   1.196 +	return get_shader(fname, GL_VERTEX_SHADER);
   1.197 +}
   1.198 +
   1.199 +unsigned int get_pixel_shader(const char *fname)
   1.200 +{
   1.201 +	return get_shader(fname, GL_FRAGMENT_SHADER);
   1.202 +}
   1.203 +
   1.204 +unsigned int get_shader(const char *fname, unsigned int sdr_type)
   1.205 +{
   1.206 +	unsigned int sdr;
   1.207 +#if 0
   1.208 +	if((res = get_resource(sdrman, fname))) {
   1.209 +		/* TODO: validate that the shader matches sdr_type? */
   1.210 +		return (uintptr_t)res;
   1.211 +	}
   1.212 +#endif
   1.213 +
   1.214 +	if(!(sdr = load_shader(fname, sdr_type))) {
   1.215 +		return 0;
   1.216 +	}
   1.217 +	add_shader(fname, sdr);
   1.218 +	return sdr;
   1.219 +}
   1.220 +
   1.221 +int add_shader(const char *fname, unsigned int sdr)
   1.222 +{
   1.223 +	return 0;/*add_resource(sdrman, fname, (void*)(uintptr_t)sdr);*/
   1.224 +}
   1.225 +
   1.226 +int remove_shader(const char *fname)
   1.227 +{
   1.228 +	return 0;/*remove_resource(sdrman, fname);*/
   1.229 +}
   1.230 +
   1.231 +
   1.232 +/* ---- gpu programs ---- */
   1.233 +
   1.234 +unsigned int create_program(void)
   1.235 +{
   1.236 +	unsigned int prog = glCreateProgram();
   1.237 +	assert(glGetError() == GL_NO_ERROR);
   1.238 +	return prog;
   1.239 +}
   1.240 +
   1.241 +unsigned int create_program_link(unsigned int vs, unsigned int ps)
   1.242 +{
   1.243 +	unsigned int prog;
   1.244 +
   1.245 +	if(!(prog = create_program())) {
   1.246 +		return 0;
   1.247 +	}
   1.248 +	
   1.249 +	attach_shader(prog, vs);
   1.250 +	assert(glGetError() == GL_NO_ERROR);
   1.251 +	attach_shader(prog, ps);
   1.252 +	assert(glGetError() == GL_NO_ERROR);
   1.253 +	
   1.254 +	if(link_program(prog) == -1) {
   1.255 +		free_program(prog);
   1.256 +		return 0;
   1.257 +	}
   1.258 +	return prog;
   1.259 +}
   1.260 +
   1.261 +unsigned int create_program_load(const char *vfile, const char *pfile)
   1.262 +{
   1.263 +	unsigned int vs, ps;
   1.264 +
   1.265 +	if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
   1.266 +		return 0;
   1.267 +	}
   1.268 +	return create_program_link(vs, ps);
   1.269 +}
   1.270 +
   1.271 +void free_program(unsigned int sdr)
   1.272 +{
   1.273 +	glDeleteProgram(sdr);
   1.274 +}
   1.275 +
   1.276 +void attach_shader(unsigned int prog, unsigned int sdr)
   1.277 +{
   1.278 +	glAttachShader(prog, sdr);
   1.279 +	assert(glGetError() == GL_NO_ERROR);
   1.280 +}
   1.281 +
   1.282 +int link_program(unsigned int prog)
   1.283 +{
   1.284 +	int linked, info_len, retval = 0;
   1.285 +	char *info_str = 0;
   1.286 +
   1.287 +	glLinkProgram(prog);
   1.288 +	assert(glGetError() == GL_NO_ERROR);
   1.289 +	glGetProgramiv(prog, GL_LINK_STATUS, &linked);
   1.290 +	assert(glGetError() == GL_NO_ERROR);
   1.291 +	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
   1.292 +	assert(glGetError() == GL_NO_ERROR);
   1.293 +
   1.294 +	if(info_len) {
   1.295 +		if((info_str = malloc(info_len + 1))) {
   1.296 +			glGetProgramInfoLog(prog, info_len, 0, info_str);
   1.297 +			assert(glGetError() == GL_NO_ERROR);
   1.298 +		}
   1.299 +	}
   1.300 +
   1.301 +	if(linked) {
   1.302 +		fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
   1.303 +	} else {
   1.304 +		fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
   1.305 +		retval = -1;
   1.306 +	}
   1.307 +
   1.308 +	free(info_str);
   1.309 +	return retval;
   1.310 +}
   1.311 +
   1.312 +int bind_program(unsigned int prog)
   1.313 +{
   1.314 +	GLenum err;
   1.315 +
   1.316 +	glUseProgram(prog);
   1.317 +	if(prog && (err = glGetError()) != GL_NO_ERROR) {
   1.318 +		/* maybe the program is not linked, try to link first */
   1.319 +		if(err == GL_INVALID_OPERATION) {
   1.320 +			if(link_program(prog) == -1) {
   1.321 +				return -1;
   1.322 +			}
   1.323 +			glUseProgram(prog);
   1.324 +			return glGetError() == GL_NO_ERROR ? 0 : -1;
   1.325 +		}
   1.326 +		return -1;
   1.327 +	}
   1.328 +	return 0;
   1.329 +}
   1.330 +
   1.331 +/* ugly but I'm not going to write the same bloody code over and over */
   1.332 +#define BEGIN_UNIFORM_CODE \
   1.333 +	int loc, curr_prog; \
   1.334 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
   1.335 +	if(curr_prog != prog && bind_program(prog) == -1) { \
   1.336 +		return -1; \
   1.337 +	} \
   1.338 +	if((loc = glGetUniformLocation(prog, name)) != -1)
   1.339 +
   1.340 +#define END_UNIFORM_CODE \
   1.341 +	if(curr_prog != prog) { \
   1.342 +		bind_program(curr_prog); \
   1.343 +	} \
   1.344 +	return loc == -1 ? -1 : 0
   1.345 +
   1.346 +int set_uniform_int(unsigned int prog, const char *name, int val)
   1.347 +{
   1.348 +	BEGIN_UNIFORM_CODE {
   1.349 +		glUniform1i(loc, val);
   1.350 +	}
   1.351 +	END_UNIFORM_CODE;
   1.352 +}
   1.353 +
   1.354 +int set_uniform_float(unsigned int prog, const char *name, float val)
   1.355 +{
   1.356 +	BEGIN_UNIFORM_CODE {
   1.357 +		glUniform1f(loc, val);
   1.358 +	}
   1.359 +	END_UNIFORM_CODE;
   1.360 +}
   1.361 +
   1.362 +int set_uniform_vec2(unsigned int prog, const char *name, vec2_t val)
   1.363 +{
   1.364 +	BEGIN_UNIFORM_CODE {
   1.365 +		glUniform2f(loc, val.x, val.y);
   1.366 +	}
   1.367 +	END_UNIFORM_CODE;
   1.368 +}
   1.369 +
   1.370 +int set_uniform_vec3(unsigned int prog, const char *name, vec3_t val)
   1.371 +{
   1.372 +	BEGIN_UNIFORM_CODE {
   1.373 +		glUniform3f(loc, val.x, val.y, val.z);
   1.374 +	}
   1.375 +	END_UNIFORM_CODE;
   1.376 +}
   1.377 +
   1.378 +int set_uniform_vec4(unsigned int prog, const char *name, vec4_t val)
   1.379 +{
   1.380 +	BEGIN_UNIFORM_CODE {
   1.381 +		glUniform4f(loc, val.x, val.y, val.z, val.w);
   1.382 +	}
   1.383 +	END_UNIFORM_CODE;
   1.384 +}
   1.385 +
   1.386 +int set_uniform_mat4(unsigned int prog, const char *name, mat4_t val)
   1.387 +{
   1.388 +	BEGIN_UNIFORM_CODE {
   1.389 +		glUniformMatrix4fv(loc, 1, 1, (float*)val);
   1.390 +	}
   1.391 +	END_UNIFORM_CODE;
   1.392 +}
   1.393 +
   1.394 +
   1.395 +int get_attrib_loc(unsigned int prog, const char *name)
   1.396 +{
   1.397 +	int loc, curr_prog;
   1.398 +	
   1.399 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
   1.400 +	if(curr_prog != prog && bind_program(prog) == -1) {
   1.401 +		return -1;
   1.402 +	}
   1.403 +	
   1.404 +	loc = glGetAttribLocation(prog, (char*)name);
   1.405 +	
   1.406 +	if(curr_prog != prog) {
   1.407 +		bind_program(curr_prog);
   1.408 +	}
   1.409 +	return loc;
   1.410 +}
   1.411 +
   1.412 +void set_attrib_vec3(int attr_loc, vec3_t val)
   1.413 +{
   1.414 +	glVertexAttrib3f(attr_loc, val.x, val.y, val.z);
   1.415 +}
   1.416 +
   1.417 +void set_attrib_float3(int attr_loc, float x, float y, float z)
   1.418 +{
   1.419 +	glVertexAttrib3f(attr_loc, x, y, z);
   1.420 +}