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////  Created by Sam Gateau on 2017/04/13//  Copyright 2013-2017 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "GLBackend.h"#include "GLShader.h"#include <gl/GLShaders.h> using namespace gpu;using namespace gpu::gl;using CachedShader = ::gl::CachedShader; // Shader domainstatic const size_t NUM_SHADER_DOMAINS = 3;static_assert(Shader::Type::NUM_DOMAINS == NUM_SHADER_DOMAINS, "GL shader domains must equal defined GPU shader domains"); // GL Shader type enums// Must match the order of type specified in gpu::Shader::Typestatic const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS{ {    GL_VERTEX_SHADER,    GL_FRAGMENT_SHADER,    GL_GEOMETRY_SHADER,} }; std::string GLBackend::getShaderSource(const Shader& shader, shader::Variant variant) {    if (shader.isProgram()) {        std::string result;        for (const auto& subShader : shader.getShaders()) {            if (subShader) {                result += subShader->getSource().getSource(getShaderDialect(), variant);            }        }        return result;    }    return shader.getSource().getSource(getShaderDialect(), variant);} GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {    // Any GLSLprogram ? normally yes...    GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];    GLShader::ShaderObjects shaderObjects;    const auto& variants = shader::allVariants();    Shader::CompilationLogs compilationLogs(variants.size());    for (const auto& variant : variants) {        auto index = static_cast<uint32_t>(variant);        auto shaderSource = getShaderSource(shader, variant);        auto& shaderObject = shaderObjects[index];        if (handler) {            bool retest = true;            std::string currentSrc = shaderSource;            // When a Handler is specified, we can try multiple times to build the shader and let the handler change the source if the compilation fails.            // The retest bool is set to false as soon as the compilation succeed to exit the while loop.            // The handler tells us if we should retry or not while returning a modified version of the source.            while (retest) {                bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderObject.glshader, compilationLogs[index].message);                compilationLogs[index].compiled = result;                if (!result) {                    std::string newSrc;                    retest = handler(shader, currentSrc, compilationLogs[index], newSrc);                    currentSrc = newSrc;                } else {                    retest = false;                }            }        } else {            compilationLogs[index].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderObject.glshader, compilationLogs[index].message);        }         if (!compilationLogs[index].compiled) {            qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[index].message.c_str();            shader.setCompilationLogs(compilationLogs);            return nullptr;        }    }    // Compilation feedback    shader.setCompilationLogs(compilationLogs);     // So far so good, the shader is created successfully    GLShader* object = new GLShader(this->shared_from_this());    object->_shaderObjects = shaderObjects;     return object;} std::atomic<size_t> gpuBinaryShadersLoaded; GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {    if (!program.isProgram()) {        return nullptr;    }     GLShader::ShaderObjects programObjects;    const auto& variants = shader::allVariants();    Shader::CompilationLogs compilationLogs(variants.size());     for (const auto& variant : variants) {        auto index = static_cast<uint32_t>(variant);        auto& programObject = programObjects[index];        auto programSource = getShaderSource(program, variant);        auto hash = ::gl::getShaderHash(programSource);         CachedShader cachedBinary;        {            Lock shaderCacheLock{ _shaderBinaryCache._mutex };            if (_shaderBinaryCache._binaries.count(hash) != 0) {                cachedBinary = _shaderBinaryCache._binaries[hash];            }        }         GLuint glprogram = 0;        // If we have a cached binary program, try to load it instead of compiling the individual shaders        if (cachedBinary) {            glprogram = ::gl::buildProgram(cachedBinary);            if (0 != glprogram) {                ++gpuBinaryShadersLoaded;            } else {                cachedBinary = CachedShader();                std::unique_lock<std::mutex> shaderCacheLock{ _shaderBinaryCache._mutex };                _shaderBinaryCache._binaries.erase(hash);            }        }         // If we have no program, then either no cached binary, or the binary failed to load         // (perhaps a GPU driver update invalidated the cache)        if (0 == glprogram) {            // Let's go through every shaders and make sure they are ready to go            std::vector<GLuint> shaderGLObjects;            shaderGLObjects.reserve(program.getShaders().size());            for (auto subShader : program.getShaders()) {                auto object = GLShader::sync((*this), *subShader, handler);                if (object) {                    shaderGLObjects.push_back(object->_shaderObjects[index].glshader);                } else {                    qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";                    compilationLogs[index].compiled = false;                    compilationLogs[index].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?");                    program.setCompilationLogs(compilationLogs);                    return nullptr;                }            }             glprogram = ::gl::buildProgram(shaderGLObjects);             if (!::gl::linkProgram(glprogram, compilationLogs[index].message)) {                qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[index].message.c_str();                compilationLogs[index].compiled = false;                                glDeleteProgram(glprogram);                glprogram = 0;                return nullptr;            }             if (!cachedBinary) {                ::gl::getProgramBinary(glprogram, cachedBinary);                cachedBinary.source = programSource;                std::unique_lock<std::mutex> shaderCacheLock{ _shaderBinaryCache._mutex };                _shaderBinaryCache._binaries[hash] = cachedBinary;            }        }         if (glprogram == 0) {            qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[index].message.c_str();             program.setCompilationLogs(compilationLogs);            return nullptr;        }         compilationLogs[index].compiled = true;        programObject.glprogram = glprogram;        postLinkProgram(programObject, program);    }    // Compilation feedback    program.setCompilationLogs(compilationLogs);     // So far so good, the program versions have all been created successfully    GLShader* object = new GLShader(this->shared_from_this());    object->_shaderObjects = programObjects;    return object;} static const GLint INVALID_UNIFORM_INDEX = -1; GLint GLBackend::getRealUniformLocation(GLint location) const {    auto variant = isStereo() ? shader::Variant::Stereo : shader::Variant::Mono;    auto index = static_cast<uint32_t>(variant);     auto& shader = _pipeline._programShader->_shaderObjects[index];    auto itr = shader.uniformRemap.find(location);    if (itr == shader.uniformRemap.end()) {        // This shouldn't happen, because we use reflection to determine all the possible         // uniforms.  If someone is requesting a uniform that isn't in the remapping structure        // that's a bug from the calling code, because it means that location wasn't in the         // reflection        qWarning() << "Unexpected location requested for shader: #" << location;        return INVALID_UNIFORM_INDEX;    }    return itr->second;} void GLBackend::postLinkProgram(ShaderObject& shaderObject, const Shader& program) const {    const auto& glprogram = shaderObject.glprogram;    auto expectedUniforms = program.getReflection(getShaderDialect(), getShaderVariant()).uniforms;     auto& uniformRemap = shaderObject.uniformRemap;    // initialize all the uniforms with an invalid location    for (const auto& entry : expectedUniforms) {        uniformRemap[entry.second] = INVALID_UNIFORM_INDEX;    }      // Get the actual uniform locations from the shader    const auto names = Shader::Reflection::getNames(expectedUniforms);    const auto uniforms = ::gl::Uniform::load(glprogram, names);     // Now populate the remapping with the found locations    for (const auto& uniform : uniforms) {        const auto& name = uniform.name;        const auto& expectedLocation = expectedUniforms.at(name);        const auto& location = uniform.binding;        uniformRemap[expectedLocation] = location;    }} GLBackend::ElementResource GLBackend::getFormatFromGLUniform(GLenum gltype) {    switch (gltype) {    case GL_FLOAT:        return ElementResource(Element(SCALAR, gpu::FLOAT, UNIFORM), Resource::BUFFER);    case GL_FLOAT_VEC2:        return ElementResource(Element(VEC2, gpu::FLOAT, UNIFORM), Resource::BUFFER);    case GL_FLOAT_VEC3:        return ElementResource(Element(VEC3, gpu::FLOAT, UNIFORM), Resource::BUFFER);    case GL_FLOAT_VEC4:        return ElementResource(Element(VEC4, gpu::FLOAT, UNIFORM), Resource::BUFFER);     case GL_INT:        return ElementResource(Element(SCALAR, gpu::INT32, UNIFORM), Resource::BUFFER);    case GL_INT_VEC2:        return ElementResource(Element(VEC2, gpu::INT32, UNIFORM), Resource::BUFFER);    case GL_INT_VEC3:        return ElementResource(Element(VEC3, gpu::INT32, UNIFORM), Resource::BUFFER);    case GL_INT_VEC4:        return ElementResource(Element(VEC4, gpu::INT32, UNIFORM), Resource::BUFFER);     case GL_UNSIGNED_INT:        return ElementResource(Element(SCALAR, gpu::UINT32, UNIFORM), Resource::BUFFER);    case GL_UNSIGNED_INT_VEC2:        return ElementResource(Element(VEC2, gpu::UINT32, UNIFORM), Resource::BUFFER);    case GL_UNSIGNED_INT_VEC3:        return ElementResource(Element(VEC3, gpu::UINT32, UNIFORM), Resource::BUFFER);    case GL_UNSIGNED_INT_VEC4:        return ElementResource(Element(VEC4, gpu::UINT32, UNIFORM), Resource::BUFFER);     case GL_BOOL:        return ElementResource(Element(SCALAR, gpu::BOOL, UNIFORM), Resource::BUFFER);    case GL_BOOL_VEC2:        return ElementResource(Element(VEC2, gpu::BOOL, UNIFORM), Resource::BUFFER);    case GL_BOOL_VEC3:        return ElementResource(Element(VEC3, gpu::BOOL, UNIFORM), Resource::BUFFER);    case GL_BOOL_VEC4:        return ElementResource(Element(VEC4, gpu::BOOL, UNIFORM), Resource::BUFFER);     case GL_FLOAT_MAT2:        return ElementResource(Element(gpu::MAT2, gpu::FLOAT, UNIFORM), Resource::BUFFER);    case GL_FLOAT_MAT3:        return ElementResource(Element(MAT3, gpu::FLOAT, UNIFORM), Resource::BUFFER);    case GL_FLOAT_MAT4:        return ElementResource(Element(MAT4, gpu::FLOAT, UNIFORM), Resource::BUFFER);     case GL_SAMPLER_2D:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D);    case GL_SAMPLER_3D:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_3D);    case GL_SAMPLER_CUBE:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_CUBE);    case GL_SAMPLER_2D_MULTISAMPLE:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);    case GL_SAMPLER_2D_ARRAY:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_2D_ARRAY);    case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);    case GL_SAMPLER_2D_SHADOW:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D);    case GL_SAMPLER_CUBE_SHADOW:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_CUBE);    case GL_SAMPLER_2D_ARRAY_SHADOW:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER_SHADOW), Resource::TEXTURE_2D_ARRAY);    case GL_SAMPLER_BUFFER:        return ElementResource(Element(SCALAR, gpu::FLOAT, RESOURCE_BUFFER), Resource::BUFFER);    case GL_INT_SAMPLER_2D:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D);    case GL_INT_SAMPLER_2D_MULTISAMPLE:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);    case GL_INT_SAMPLER_3D:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_3D);    case GL_INT_SAMPLER_CUBE:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_CUBE);    case GL_INT_SAMPLER_2D_ARRAY:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);    case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);    case GL_UNSIGNED_INT_SAMPLER_2D:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D);    case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D);    case GL_UNSIGNED_INT_SAMPLER_3D:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_3D);    case GL_UNSIGNED_INT_SAMPLER_CUBE:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_CUBE);    case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_2D_ARRAY);    case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER_MULTISAMPLE), Resource::TEXTURE_2D_ARRAY);    case GL_SAMPLER_1D:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D);    case GL_SAMPLER_1D_ARRAY:        return ElementResource(Element(SCALAR, gpu::FLOAT, SAMPLER), Resource::TEXTURE_1D_ARRAY);    case GL_INT_SAMPLER_1D:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D);    case GL_INT_SAMPLER_1D_ARRAY:        return ElementResource(Element(SCALAR, gpu::INT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);    case GL_UNSIGNED_INT_SAMPLER_1D:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D);    case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:        return ElementResource(Element(SCALAR, gpu::UINT32, SAMPLER), Resource::TEXTURE_1D_ARRAY);     default:        return ElementResource(Element(), Resource::BUFFER);    }     // Non-covered types    //{GL_FLOAT_MAT2x3    mat2x3},    //{GL_FLOAT_MAT2x4    mat2x4},    //{GL_FLOAT_MAT3x2    mat3x2},    //{GL_FLOAT_MAT3x4    mat3x4},    //{GL_FLOAT_MAT4x2    mat4x2},    //{GL_FLOAT_MAT4x3    mat4x3},    //{GL_DOUBLE_MAT2    dmat2},    //{GL_DOUBLE_MAT3    dmat3},    //{GL_DOUBLE_MAT4    dmat4},    //{GL_DOUBLE_MAT2x3    dmat2x3},    //{GL_DOUBLE_MAT2x4    dmat2x4},    //{GL_DOUBLE_MAT3x2    dmat3x2},    //{GL_DOUBLE_MAT3x4    dmat3x4},    //{GL_DOUBLE_MAT4x2    dmat4x2},    //{GL_DOUBLE_MAT4x3    dmat4x3},    //{GL_SAMPLER_1D_SHADOW    sampler1DShadow},    //{GL_SAMPLER_1D_ARRAY_SHADOW    sampler1DArrayShadow},    //{GL_SAMPLER_2D_RECT    sampler2DRect},    //{GL_SAMPLER_2D_RECT_SHADOW    sampler2DRectShadow},    //{GL_INT_SAMPLER_BUFFER    isamplerBuffer},    //{GL_INT_SAMPLER_2D_RECT    isampler2DRect},    //{GL_UNSIGNED_INT_SAMPLER_BUFFER    usamplerBuffer},    //{GL_UNSIGNED_INT_SAMPLER_2D_RECT    usampler2DRect},    //{GL_IMAGE_1D    image1D},    //{GL_IMAGE_2D    image2D},    //{GL_IMAGE_3D    image3D},    //{GL_IMAGE_2D_RECT    image2DRect},    //{GL_IMAGE_CUBE    imageCube},    //{GL_IMAGE_BUFFER    imageBuffer},    //{GL_IMAGE_1D_ARRAY    image1DArray},    //{GL_IMAGE_2D_ARRAY    image2DArray},    //{GL_IMAGE_2D_MULTISAMPLE    image2DMS},    //{GL_IMAGE_2D_MULTISAMPLE_ARRAY    image2DMSArray},    //{GL_INT_IMAGE_1D    iimage1D},    //{GL_INT_IMAGE_2D    iimage2D},    //{GL_INT_IMAGE_3D    iimage3D},    //{GL_INT_IMAGE_2D_RECT    iimage2DRect},    //{GL_INT_IMAGE_CUBE    iimageCube},    //{GL_INT_IMAGE_BUFFER    iimageBuffer},    //{GL_INT_IMAGE_1D_ARRAY    iimage1DArray},    //{GL_INT_IMAGE_2D_ARRAY    iimage2DArray},    //{GL_INT_IMAGE_2D_MULTISAMPLE    iimage2DMS},    //{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY    iimage2DMSArray},    //{GL_UNSIGNED_INT_IMAGE_1D    uimage1D},    //{GL_UNSIGNED_INT_IMAGE_2D    uimage2D},    //{GL_UNSIGNED_INT_IMAGE_3D    uimage3D},    //{GL_UNSIGNED_INT_IMAGE_2D_RECT    uimage2DRect},    //{GL_UNSIGNED_INT_IMAGE_CUBE    uimageCube},    //{GL_UNSIGNED_INT_IMAGE_BUFFER    uimageBuffer},    //{GL_UNSIGNED_INT_IMAGE_1D_ARRAY    uimage1DArray},    //{GL_UNSIGNED_INT_IMAGE_2D_ARRAY    uimage2DArray},    //{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE    uimage2DMS},    //{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY    uimage2DMSArray},    //{GL_UNSIGNED_INT_ATOMIC_COUNTER    atomic_uint}}; void GLBackend::initShaderBinaryCache() {    GLint numBinFormats = 0;    glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);    if (numBinFormats > 0) {        _shaderBinaryCache._formats.resize(numBinFormats);        glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, _shaderBinaryCache._formats.data());    }    ::gl::loadShaderCache(_shaderBinaryCache._binaries);} void GLBackend::killShaderBinaryCache() {    ::gl::saveShaderCache(_shaderBinaryCache._binaries);}