Further shader compilation development.

This commit is contained in:
zy4n
2025-03-22 17:40:08 +01:00
parent e01b8c2e09
commit 510398423a
45 changed files with 1567 additions and 1097 deletions

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@@ -102,11 +102,11 @@ add_executable(z3d main.cpp
source/opengl/handles/shader_program_handle.cpp
include/opengl/shader_program_lookup.hpp
source/opengl/shader_program_lookup.cpp
include/shader_program/attributes/point_cloud_attributes.hpp
include/shader_program/uniforms/mesh_uniforms.hpp
include/shader_program/uniforms/point_cloud_uniforms.hpp
include/shader_program/features/mesh_features.hpp
include/shader_program/features/point_cloud_features.hpp
include/opengl/shading/attributes/point_cloud_attributes.hpp
include/opengl/shading/uniforms/mesh_uniforms.hpp
include/opengl/shading/uniforms/point_cloud_uniforms.hpp
include/opengl/shading/features/mesh_features.hpp
include/opengl/shading/features/point_cloud_features.hpp
include/rendering/requirements/mesh_requirements.hpp
include/rendering/requirements/point_cloud_requirements.hpp
include/rendering/modes/mesh_modes.hpp
@@ -179,10 +179,25 @@ add_executable(z3d main.cpp
source/assets/prefetch_lookups/pose_prefetch_lookup.cpp
include/assets/dynamic_data_store.hpp
include/opengl/data_uploaders/shader_program_compiler.hpp
include/shader_program/metadata_type.hpp
include/opengl/metadata/shader_source_metadata.hpp
source/opengl/data_uploaders/shader_compiler.cpp
include/shader_program/geometry.hpp
include/shader_program/stage.hpp
include/opengl/shading/model_geometry.hpp
include/opengl/shading/shader_stage.hpp
include/opengl/shading/requirements/shader_program_requirements.hpp
include/opengl/shading/shader_set.hpp
include/opengl/shading/attributes/mesh_attributes.hpp
include/opengl/data_uploaders/shader_preprocessor.hpp
source/opengl/data_uploaders/shader_preprocessor.cpp
include/opengl/shading/shader_metadata_language.hpp
include/opengl/shading/features/generic_features.hpp
include/opengl/shading/features/combined_features.hpp
include/opengl/shading/requirements/shader_source_requirements.hpp
include/opengl/metadata/preprocessed_shader_source_metadata.hpp
include/opengl/shading/requirements/shader_requirements.hpp
include/opengl/metadata/shader_metadata.hpp
include/opengl/metadata/shader_set_metadata.hpp
include/opengl/handles/shader_handle_set.hpp
include/opengl/shading/requirements/shader_set_requirements.hpp
)
target_include_directories(z3d PRIVATE include)

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@@ -7,34 +7,21 @@
namespace zgl
{
class shader_data
struct shader_data
{
private:
explicit shader_data(GLuint shader_id, GLenum type);
public:
shader_data() = default;
[[nodiscard]] static std::error_code build_from(
GLenum type,
const std::string& source,
shader_data& data
);
inline shader_data(GLuint id);
shader_data(const shader_data& other) = delete;
shader_data& operator=(const shader_data& other) = delete;
shader_data(shader_data&& other) noexcept;
shader_data& operator=(shader_data&& other) noexcept;
inline shader_data(shader_data&& other) noexcept;
inline shader_data& operator=(shader_data&& other) noexcept;
[[nodiscard]] shader_handle handle() const;
inline ~shader_data();
~shader_data();
private:
shader_handle m_handle{};
GLenum m_type{ GL_INVALID_ENUM };
shader_handle handle{};
};
}

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@@ -9,195 +9,60 @@
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shader_program_lookup.hpp"
#include "opengl/handles/shader_handle.hpp"
#include "opengl/handles/shader_program_handle.hpp"
#include "shader_program/metadata_type.hpp"
#include "shader_program/features/mesh_features.hpp"
#include "shader_program/features/point_cloud_features.hpp"
#include "util/string_lookup.hpp"
#include "shader_program/metadata_type.hpp"
#include "shader_preprocessor.hpp"
#include "opengl/metadata/shader_metadata.hpp"
#include "opengl/data/shader_data.hpp"
#include "opengl/handles/shader_handle_set.hpp"
#include "opengl/shading/requirements/shader_requirements.hpp"
#include "opengl/metadata/shader_set_metadata.hpp"
#include "opengl/shading/requirements/shader_set_requirements.hpp"
namespace zgl
{
class shader_program_compiler
{
using shader_lookup_entry_type = std::pair<shader_metadata, shader_data>;
static constexpr auto gl_shader_types = std::array<GLenum, shading::stage::count>{
GL_VERTEX_SHADER,
GL_TESS_CONTROL_SHADER,
GL_TESS_EVALUATION_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER
};
public:
void register_shader_sources(
void preprocess(
const dynamic_shader_source_store& shader_sources
);
void compile_shaders(
const dynamic_shader_source_store& shader_sources,
std::span<const shader_program::metadata_type> required_capabilities,
std::vector<shader_handle>& shader_handles
std::span<const shading::shader_set_requirements> requirements,
std::span<shader_set_metadata> metadata,
std::span<shader_handle_set> shader_sets
);
protected:
void tokenize_declarations(
std::string_view source,
std::vector<std::string_view> tokens,
std::vector<std::size_t> declaration_token_counts,
std::span<std::size_t> declaration_type_indices
shader_handle find_shader(
const shading::shader_requirements& requirements
);
std::optional<shader_program::metadata_type> parse_metadata_from_tokens(
std::span<const std::string_view> tokens,
std::span<const std::size_t> declaration_token_counts,
std::span<const std::size_t> declaration_type_indices
);
[[nodiscard]] static bool parse_stage_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_geometry_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_features_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_static_enable_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_dynamic_enable_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
template<typename T>
static void parse_feature_tokens(
std::span<const std::string_view> tokens,
const ztu::string_lookup<T>& feature_lookup,
T& features
);
std::optional<dynamic_shader_source_store::id_type> zgl::shader_program_compiler::find_compatible_shader_source(
shader_program::metadata_type& requirements
);
template<typename T>
void add_required_feature_defines(
T toggle_flags,
std::span<const std::string> defines,
std::vector<const char*>& shader_strings
bool compile_shader(
GLenum shader_type,
std::span<const char*> source_strings,
shader_data& shader
);
private:
enum class metadata_declaration_type : std::size_t
{
stage = 0,
geometry = 1,
features = 2,
static_enable = 3,
dynamic_enable = 4,
invalid = std::numeric_limits<std::size_t>::max()
};
shader_preprocessor m_preprocessor{};
inline static auto declaration_lookup = ztu::string_lookup<metadata_declaration_type>{
{ "STAGE", metadata_declaration_type::stage },
{ "GEOMETRY", metadata_declaration_type::geometry },
{ "FEATURES", metadata_declaration_type::features },
{ "STATIC_ENABLE", metadata_declaration_type::static_enable }
{ "DYNAMIC_ENABLE", metadata_declaration_type::dynamic_enable }
};
inline static auto stage_lookup = ztu::string_lookup<shader_program::stage::types>{
{ "VERTEX", shader_program::stage::types::vertex },
{ "GEOMETRY", shader_program::stage::types::geometry },
{ "FRAGMENT", shader_program::stage::types::fragment },
};
inline static auto geometry_lookup = ztu::string_lookup<shader_program::geometry::types>{
{ "MESH", shader_program::geometry::types::mesh },
{ "POINT_CLOUD", shader_program::geometry::types::point_cloud }
};
inline static auto mesh_feature_lookup = []
{
using namespace shader_program::features::mesh;
auto lookup = ztu::string_lookup<flags>{};
lookup.reserve(all.size());
constexpr auto all_flags = std::array{
flags::face, flags::line, flags::point,
flags::luminance, flags::color, flags::alpha,
flags::lighting, flags::texture, flags::uniform_color
};
for (const auto& [ define, flag ] : std::ranges::views::zip(defines, all_flags))
{
lookup.emplace(std::string(define), flag);
}
return lookup;
}();
inline static auto point_cloud_feature_lookup = []
{
using namespace shader_program::features::point_cloud;
auto lookup = ztu::string_lookup<flags>{};
lookup.reserve(all.size());
constexpr auto all_flags = std::array{
flags::square, flags::lighting, flags::luminance,
flags::color, flags::alpha, flags::uniform_color,
flags::rainbow
};
for (const auto& [ define, flag ] : std::ranges::views::zip(defines, all_flags))
{
lookup.emplace(std::string(define), flag);
}
return lookup;
}();
inline static auto mesh_feature_defines = []
{
using namespace shader_program::features::mesh;
auto statements = std::array<std::string, all.size()>{};
std::ranges::transform(
defines,
statements.begin(),
[](const auto& name) {
return std::format("#define {}\n", name);
}
);
return statements;
}();
inline static auto point_cloud_feature_defines = []
{
using namespace shader_program::features::point_cloud;
auto statements = std::array<std::string, all.size()>{};
std::ranges::transform(
defines,
statements.begin(),
[](const auto& name) {
return std::format("#define {}\n", name);
}
);
return statements;
}();
std::vector<std::pair<shader_program::metadata_type, dynamic_shader_source_store::id_type>> shader_lookup;
std::vector<shading::shader_source_requirements> m_source_requirement_buffer{};
std::vector<preprocessed_shader_source_metadata> m_preprocessed_shader_source_metadata_buffer;
std::vector<const char*> m_source_strings_buffer;
std::vector<shader_lookup_entry_type> m_shader_lookup;
};
}

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@@ -0,0 +1,110 @@
#pragma once
#include <string_view>
#include <vector>
#include <optional>
#include <span>
#include "util/string_lookup.hpp"
#include "../metadata/shader_source_metadata.hpp"
#include "opengl/shading/requirements/shader_source_requirements.hpp"
#include "opengl/metadata/preprocessed_shader_source_metadata.hpp"
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shading/shader_source_set.hpp"
namespace zgl {
class shader_preprocessor {
public:
void preprocess(
const dynamic_shader_source_store& shader_sources
);
void fetch_shader_sources(
const dynamic_shader_source_store& shader_sources,
std::span<const shading::shader_source_requirements> requirements,
std::span<preprocessed_shader_source_metadata> metadata,
std::vector<const char*>& shader_strings
);
protected:
void tokenize_declarations(std::string_view source);
std::optional<shader_source_metadata> parse_metadata_from_tokens();
[[nodiscard]] static bool parse_stage_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_geometry_declaration(
std::span<const std::string_view> tokens,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_features_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_static_enable_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_dynamic_enable_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
template<typename T>
static void parse_feature_tokens(
std::span<const std::string_view> values,
const ztu::string_lookup<T>& feature_lookup,
T& features
);
static void get_define_strings(
shading::model_geometry::types geometry,
shading::features::generic::type features,
shading::features::generic::type& feature_count,
std::vector<const char*>& defines
);
private:
inline static auto mesh_feature_defines = std::array{
"#define FACE\n",
"#define LINE\n",
"#define POINT\n",
"#define V_L\n",
"#define V_RGB\n",
"#define V_A\n",
"#define LIGHTING\n",
"#define TEXTURE\n",
"#define U_RGBA\n",
};
inline static auto point_cloud_feature_defines = std::array{
"#define SQUARE\n",
"#define LIGHTING\n",
"#define V_L\n",
"#define V_RGB\n",
"#define V_A\n",
"#define U_RGBA\n",
"#define RAINBOW\n"
};
std::vector<std::string_view> m_value_token_buffer;
std::vector<std::size_t> m_declaration_token_count_buffer;
std::array<std::size_t, 4> m_declaration_type_index_buffer;
using source_lookup_entry_type = std::pair<shader_source_metadata, dynamic_shader_source_store::id_type>;
using source_lookup_type = std::vector<source_lookup_entry_type>;
source_lookup_type m_shader_source_lookup;
};
}

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@@ -3,13 +3,18 @@
#include <unordered_map>
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shader_program_lookup.hpp"
#include "opengl/handles/shader_handle.hpp"
#include "opengl/handles/shader_program_handle.hpp"
#include "../metadata/shader_source_metadata.hpp"
#include "shading/shader_program_requirements.hpp"
namespace zgl
{
template<typename Capabilities>
class shader_program_compiler
{
public:
public:
// compile shader programs for given requirements
@@ -22,21 +27,24 @@ class shader_program_compiler
const dynamic_shader_source_store& shader_sources
);
void compile_shaders(
void compile_shader_programs(
const dynamic_shader_source_store& shader_sources,
std::span<const shader_program::metadata_type> required_capabilities,
std::vector<shader_handle>& shader_handles
std::span<const shading::shader_program_metadata> requirements,
std::vector<shader_program_handle>& shader_handles
);
// create metadata for all sources
// get
ś
protected:
private:
std::unordered_map<dynamic_shader_source_store::id_type, Capabilities> shader_capabilities;
std::vector<shading::compiled_shader_metadata_type, shader_handle> shader_lookup;
std::vector<shading::shader_program_metadata, shader_program_handle> shader_program_lookup;
};
}

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@@ -8,6 +8,11 @@ struct shader_handle
{
constexpr bool operator==(const shader_handle&) const = default;
GLuint shader_id{ 0 };
constexpr bool valid() const
{
return id != 0;
}
GLuint id{ 0 };
};
}

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@@ -0,0 +1,13 @@
#pragma once
#include "shader_handle.hpp"
#include "opengl/shading/shader_stage.hpp"
namespace zgl
{
struct shader_handle_set
{
std::array<shader_handle, zgl::shading::stage::count> stages;
};
}

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@@ -0,0 +1,13 @@
#pragma once
#include "opengl/shading/features/generic_features.hpp"
namespace zgl
{
struct preprocessed_shader_source_metadata
{
shading::features::generic::type static_enabled{};
shading::features::generic::type dynamic_enable{};
shading::features::generic::type string_count{};
};
}

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@@ -0,0 +1,16 @@
#pragma once
#include "opengl/shading/model_geometry.hpp"
#include "opengl/shading/shader_stage.hpp"
#include "opengl/shading/features/generic_features.hpp"
namespace zgl
{
struct shader_metadata
{
shading::model_geometry::types geometry;
shading::stage::types stage;
shading::features::generic::type static_enabled{};
shading::features::generic::type dynamic_enable{};
};
}

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@@ -0,0 +1,14 @@
#pragma once
#include "opengl/shading/model_geometry.hpp"
#include "opengl/shading/shader_stage.hpp"
#include "opengl/shading/features/generic_features.hpp"
namespace zgl
{
struct shader_set_metadata
{
shading::features::generic::type static_enabled{};
shading::features::generic::type dynamic_enable{};
};
}

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@@ -0,0 +1,91 @@
#pragma once
#include <limits>
#include <utility>
#include "../shading/model_geometry.hpp"
#include "../shading/shader_stage.hpp"
#include "../shading/features/mesh_features.hpp"
#include "../shading/features/point_cloud_features.hpp"
#include "../shading/features/generic_features.hpp"
#include <algorithm>
// TODO move implementation to .ipp file
namespace zgl
{
template<typename T>
struct shader_features_set
{
T features, static_enable, dynamic_enable;
template<typename U>
[[nodiscard]] shader_features_set<U> cast() const noexcept
{
return {
.features = static_cast<U>(features),
.static_enable = static_cast<U>(static_enable),
.dynamic_enable = static_cast<U>(dynamic_enable)
};
}
// TODO this may not compile
[[nodiscard]] bool operator==(const shader_features_set& other) const noexcept = default;
};
struct shader_source_metadata
{
union combined_feature_set_type {
shader_features_set<shading::features::mesh::flags> mesh;
shader_features_set<shading::features::point_cloud::flags> point_cloud;
};
using generic_feature_set_type = shader_features_set<shading::features::generic::type>;
shading::model_geometry::types geometry;
combined_feature_set_type feature_set;
shading::stage::types stage;
[[nodiscard]] generic_feature_set_type generic_feature_set() const noexcept
{
switch (geometry)
{
case shading::model_geometry::types::mesh:
return feature_set.mesh.cast<shading::features::generic::type>();
case shading::model_geometry::types::point_cloud:
return feature_set.point_cloud.cast<shading::features::generic::type>();
default:
std::unreachable();
}
}
void from_generic_feature_set(const generic_feature_set_type& generic_feature_set) noexcept
{
switch (geometry)
{
case shading::model_geometry::types::mesh:
feature_set.mesh = generic_feature_set.cast<shading::features::mesh::flags>();
case shading::model_geometry::types::point_cloud:
feature_set.point_cloud = generic_feature_set.cast<shading::features::point_cloud::flags>();
}
std::unreachable();
}
bool operator==(const shader_source_metadata& other) const noexcept
{
if (this->stage != other.stage)
{
return false;
}
if (this->geometry != other.geometry)
{
return false;
}
return this->generic_feature_set() == other.generic_feature_set();
}
};
}

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@@ -0,0 +1,45 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
#include <string_view>
namespace zgl::shading::attributes::mesh
{
enum class flags : std::uint8_t
{
none = 0,
position = 1 << 0,
normal = 1 << 1,
luminance = 1 << 2,
color = 1 << 3,
alpha = 1 << 4,
tex_coord = 1 << 5
};
constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_program_variable({ GL_FLOAT, 2 }, "model_vertex_l");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_program_variable({ GL_FLOAT, 3 }, "model_vertex_a");
constexpr inline auto tex_coord = shader_program_variable({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha, tex_coord
};
constexpr inline auto names = std::array<std::string_view, 6>{
"position",
"normal",
"luminance",
"color",
"alpha",
"tex_coord"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::attributes::mesh::flags)

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@@ -0,0 +1,42 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
#include <string_view>
namespace zgl::shading::attributes::point_cloud
{
enum class flags : std::uint8_t
{
none = 0,
position = 1 << 0,
normal = 1 << 1,
luminance = 1 << 2,
color = 1 << 2,
alpha = 1 << 3
};
constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha
};
constexpr inline auto names = std::array<std::string_view, 5>{
"position",
"normal",
"luminance",
"color",
"alpha"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::attributes::point_cloud::flags)

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@@ -0,0 +1,43 @@
#pragma once
#include <utility>
#include "opengl/shading/model_geometry.hpp"
#include "mesh_features.hpp"
#include "point_cloud_features.hpp"
#include "generic_features.hpp"
namespace zgl::shading::features::combined
{
union type
{
features::mesh::flags mesh;
features::point_cloud::flags point_cloud;
[[nodiscard]] features::generic::type to_generic(const model_geometry::types geometry) const noexcept
{
switch (geometry)
{
case model_geometry::types::mesh:
return static_cast<features::generic::type>(mesh);
case model_geometry::types::point_cloud:
return static_cast<features::generic::type>(point_cloud);
}
std::unreachable();
}
void from_generic(
const model_geometry::types geometry,
const features::generic::type new_features
) noexcept {
switch (geometry)
{
case model_geometry::types::mesh:
mesh = static_cast<features::mesh::flags>(new_features);
case model_geometry::types::point_cloud:
point_cloud = static_cast<features::point_cloud::flags>(new_features);
}
std::unreachable();
}
};
}

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@@ -0,0 +1,12 @@
#pragma once
#include "mesh_features.hpp"
#include "point_cloud_features.hpp"
namespace zgl::shading::features::generic
{
using type = std::make_unsigned_t<std::common_type_t<
std::underlying_type_t<features::mesh::flags>,
std::underlying_type_t<features::point_cloud::flags>
>>;
}

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@@ -1,14 +1,12 @@
#pragma once
#include "assets/components/mesh_vertex_components.hpp"
#include "assets/components/point_cloud_vertex_components.hpp"
#include "assets/components/material_components.hpp"
#include "shader_program/attributes/mesh_attributes.hpp"
#include "shader_program/uniforms/mesh_uniforms.hpp"
#include "opengl/shading/attributes/mesh_attributes.hpp"
#include "opengl/shading/uniforms/mesh_uniforms.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
#include <string_view>
namespace shader_program::features::mesh
namespace zgl::shading::features::mesh
{
struct type
@@ -119,16 +117,6 @@ constexpr inline auto names = std::array<std::string_view, 9>{
"uniform_color"
};
constexpr inline auto defines = std::array<std::string_view, 9>{
"FACE",
"LINE",
"POINT",
"V_L",
"V_RGB",
"V_A",
"LIGHTING",
"TEXTURE",
"U_RGBA"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::features::mesh::flags)

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@@ -1,14 +1,14 @@
#pragma once
#include "shader_program/attributes/point_cloud_attributes.hpp"
#include "shader_program/uniforms/point_cloud_uniforms.hpp"
#include "opengl/shading/attributes/point_cloud_attributes.hpp"
#include "opengl/shading/uniforms/point_cloud_uniforms.hpp"
#include "assets/components/mesh_vertex_components.hpp"
#include "assets/components/point_cloud_vertex_components.hpp"
#include <array>
namespace shader_program::features::point_cloud
namespace zgl::shading::features::point_cloud
{
struct type
@@ -98,15 +98,4 @@ constexpr inline auto names = std::array{
"rainbow"
};
constexpr inline auto defines = std::array{
"SQUARE",
"LIGHTING",
"V_L",
"V_RGB",
"V_A",
"U_RGBA",
"RAINBOW"
};
}

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@@ -4,7 +4,7 @@
#include <array>
#include <string_view>
namespace shader_program::geometry
namespace zgl::shading::model_geometry
{
enum class types : std::uint8_t
@@ -13,6 +13,8 @@ enum class types : std::uint8_t
point_cloud = 1
};
inline constexpr std::size_t count = 2;
inline constexpr auto names = std::array<std::string_view, 2>{
"mesh", "point_cloud"
};

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@@ -0,0 +1,86 @@
#pragma once
#include "model_geometry.hpp"
#include "shader_stage.hpp"
#include "features/mesh_features.hpp"
#include "features/point_cloud_features.hpp"
#include "features/generic_features.hpp"
namespace zgl::shading
{
struct shader_program_requirements
{
static constexpr auto geometry_bits = static_cast<std::size_t>(std::bit_width(model_geometry::names.size()));
static constexpr auto feature_bits = sizeof(features::generic::type) * 8 - geometry_bits;
explicit shader_program_requirements(const features::mesh::flags mesh_features) :
shader_program_requirements(model_geometry::types::mesh, static_cast<features::generic::type>(mesh_features)) {}
explicit shader_program_requirements(const features::point_cloud::flags point_cloud_features) :
shader_program_requirements(model_geometry::types::point_cloud, static_cast<features::generic::type>(point_cloud_features)) {}
shader_program_requirements(const model_geometry::types geometry_type, const features::generic::type generic_features) :
geometry_type{ geometry_type }, features{ generic_features } {}
[[nodiscard]] auto operator<=>(const shader_program_requirements& other) const noexcept
{
return (
std::tie(this->geometry_type, std::popcount(this->features)) <=>
std::tie(other.geometry_type, std::popcount(other.features))
);
}
[[nodiscard]] bool operator==(const shader_program_requirements& other) const noexcept = default;
model_geometry::types geometry_type : geometry_bits;
features::generic::type features : feature_bits;
};
/*
struct shader_program_metadata
{
using generic_feature_type = std::common_type_t<
std::underlying_type_t<features::mesh::flags>,
std::underlying_type_t<features::point_cloud::flags>
>;
static constexpr auto geometry_bits = static_cast<std::size_t>(std::bit_width(geometry::names.size()));
static constexpr auto feature_bits = sizeof(generic_feature_type) * 8 - geometry_bits;
explicit shader_program_metadata(const features::mesh::flags static_enabled, const features::mesh::flags dynamic_enable) :
shader_program_metadata(
geometry::types::mesh,
static_cast<generic_feature_type>(static_enabled),
static_cast<generic_feature_type>(dynamic_enable)
) {}
explicit shader_program_metadata(const features::point_cloud::flags static_enabled, const features::point_cloud::flags dynamic_enable) :
shader_program_metadata(
geometry::types::point_cloud,
static_cast<generic_feature_type>(static_enabled),
static_cast<generic_feature_type>(dynamic_enable)
) {}
shader_program_metadata(const geometry::types geometry_type, const generic_feature_type static_enabled, generic_feature_type dynamic_enable) :
m_geometry_type{ geometry_type }, m_static_enabled{ static_enabled }, m_dynamic_enable{ dynamic_enable } {}
[[nodiscard]] auto operator<=>(const shader_program_metadata& other) const noexcept
{
return (
std::tie(this->m_geometry_type, std::popcount(this->m_static_enabled), std::popcount(this->m_dynamic_enable)) <=>
std::tie(other.m_geometry_type, std::popcount(other.m_static_enabled), std::popcount(other.m_dynamic_enable))
);
}
[[nodiscard]] bool operator==(const shader_program_metadata& other) const noexcept = default;
geometry::types m_geometry_type : geometry_bits;
generic_feature_type m_static_enabled : feature_bits;
generic_feature_type m_dynamic_enable;
};*/
};

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@@ -0,0 +1,8 @@
#pragma once
#include "shader_source_requirements.hpp"
namespace zgl::shading
{
using shader_requirements = shader_source_requirements;
}

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@@ -0,0 +1,13 @@
#pragma once
#include "opengl/shading/features/generic_features.hpp"
namespace zgl::shading
{
struct shader_set_requirements
{
model_geometry::types geometry;
features::generic::type features;
};
}

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@@ -0,0 +1,16 @@
#pragma once
#include "opengl/shading/model_geometry.hpp"
#include "opengl/shading/shader_stage.hpp"
#include "opengl/shading/features/generic_features.hpp"
namespace zgl::shading
{
struct shader_source_requirements
{
model_geometry::types geometry;
stage::types stage;
features::generic::type features;
};
}

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@@ -0,0 +1,70 @@
#pragma once
#include <cinttypes>
#include <limits>
#include "util/string_lookup.hpp"
#include "model_geometry.hpp"
#include "shader_stage.hpp"
#include "features/mesh_features.hpp"
#include "features/point_cloud_features.hpp"
namespace zgl::shading::shader_metadata_language
{
enum class declaration_type : std::size_t
{
stage = 0,
geometry = 1,
features = 2,
static_enable = 3,
dynamic_enable = 4,
invalid = std::numeric_limits<std::size_t>::max()
};
inline constexpr auto declaration_prefix = std::string_view("\n#pragma ");
inline constexpr auto title_separator = ':';
inline constexpr auto value_separator = ' ';
inline auto declaration_lookup = ztu::string_lookup<declaration_type>{
{ "STAGE", declaration_type::stage },
{ "GEOMETRY", declaration_type::geometry },
{ "FEATURES", declaration_type::features },
{ "STATIC_ENABLE", declaration_type::static_enable },
{ "DYNAMIC_ENABLE", declaration_type::dynamic_enable }
};
inline auto stage_lookup = ztu::string_lookup<stage::types>{
{ "VERTEX", stage::types::vertex },
{ "TESSELATION_CONTROL", stage::types::tesselation_control },
{ "TESSELATION_EVALUATION", stage::types::tesselation_evaluation },
{ "GEOMETRY", stage::types::geometry },
{ "FRAGMENT", stage::types::fragment },
};
inline auto geometry_lookup = ztu::string_lookup<model_geometry::types>{
{ "MESH", model_geometry::types::mesh },
{ "POINT_CLOUD", model_geometry::types::point_cloud }
};
inline auto mesh_feature_lookup = ztu::string_lookup<features::mesh::flags>{
{ "FACE", features::mesh::flags::face },
{ "LINE", features::mesh::flags::line },
{ "POINT", features::mesh::flags::point },
{ "V_L", features::mesh::flags::luminance },
{ "V_RGB", features::mesh::flags::color },
{ "V_A", features::mesh::flags::alpha },
{ "LIGHTING", features::mesh::flags::lighting },
{ "TEXTURE", features::mesh::flags::texture },
{ "U_RGBA", features::mesh::flags::uniform_color }
};
inline auto point_cloud_feature_lookup = ztu::string_lookup<features::point_cloud::flags>{
{ "SQUARE", features::point_cloud::flags::square },
{ "LIGHTING", features::point_cloud::flags::lighting },
{ "V_L", features::point_cloud::flags::luminance },
{ "V_RGB", features::point_cloud::flags::color },
{ "V_A", features::point_cloud::flags::alpha },
{ "U_RGBA", features::point_cloud::flags::uniform_color },
{ "RAINBOW", features::point_cloud::flags::rainbow }
};
};

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@@ -0,0 +1,15 @@
#pragma once
#include "opengl/handles/shader_handle.hpp"
namespace zgl
{
struct shader_set
{
shader_handle vertex_shader;
shader_handle tesselation_control_shader;
shader_handle tesselation_evaluation_shader;
shader_handle geometry_shader;
shader_handle fragment_shader;
};
}

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@@ -0,0 +1,21 @@
#pragma once
#include "features/generic_features.hpp"
namespace zgl::shading
{
struct shader_source_set
{
struct compiled_shader_features_set
{
features::generic::type static_enabled;
features::generic::type dynamic_enable;
};
std::array<compiled_shader_features_set, stage::count> compiled_features{};
std::array<std::uint8_t, stage::count> string_counts{};
};
}

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@@ -0,0 +1,31 @@
#pragma once
#include <cinttypes>
#include <array>
#include <string_view>
#include <GL/glew.h>
namespace zgl::shading::stage
{
enum class types : std::uint8_t
{
vertex = 0,
tesselation_control = 1,
tesselation_evaluation = 2,
geometry = 3,
fragment = 4
};
inline constexpr std::size_t count = 5;
inline constexpr auto names = std::array<std::string_view, count>{
"vertex",
"tesselation_control",
"tesselation_evaluation",
"geometry",
"fragment"
};
}

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@@ -0,0 +1,75 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::uniforms::mesh
{
enum class flags : std::uint16_t
{
none = 0,
mvp_matrix = 1 << 0,
model_matrix = 1 << 1,
point_size = 1 << 2,
color = 1 << 3,
tex = 1 << 4,
view_pos = 1 << 5,
point_light_direction = 1 << 6,
point_light_color = 1 << 7,
ambient_light_color = 1 << 8,
ambient_filter = 1 << 9,
diffuse_filter = 1 << 10,
specular_filter = 1 << 11,
shininess = 1 << 12
};
constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 2 }, "point_size");
constexpr inline auto tex = shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
constexpr inline auto view_pos = shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
constexpr inline auto point_light_direction = shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
constexpr inline auto point_light_color = shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
constexpr inline auto ambient_light_color = shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
constexpr inline auto ambient_filter = shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
constexpr inline auto diffuse_filter = shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
constexpr inline auto specular_filter = shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
constexpr inline auto shininess = shader_program_variable({ GL_FLOAT, 12 }, "shininess");
constexpr inline auto all = std::array{
mvp_matrix,
model_matrix,
point_size,
color,
tex,
view_pos,
point_light_direction,
point_light_color,
ambient_light_color,
ambient_filter,
diffuse_filter,
specular_filter,
shininess
};
constexpr inline auto names = std::array{
"mvp_matrix",
"model_matrix",
"point_size",
"color",
"tex",
"view_pos",
"point_light_direction",
"point_light_color",
"ambient_light_color",
"ambient_filter",
"diffuse_filter",
"specular_filter",
"shininess"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::mesh::flags)

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@@ -0,0 +1,52 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
namespace zgl::shading::uniforms::point_cloud
{
enum class flags : std::uint8_t
{
none = 0,
mvp_matrix = 1 << 0,
point_size = 1 << 1,
color = 1 << 2,
model_matrix = 1 << 3,
camera_position = 1 << 4,
rainbow_offset_y = 1 << 5,
rainbow_scale_y = 1 << 6
};
constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 1 }, "point_size");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 2 }, "color");
constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 3 }, "model_matrix");
constexpr inline auto camera_position = shader_program_variable({ GL_FLOAT_VEC3, 4 }, "camera_position");
constexpr inline auto rainbow_offset_y = shader_program_variable({ GL_FLOAT, 5 }, "rainbow_offset_y");
constexpr inline auto rainbow_scale_y = shader_program_variable({ GL_FLOAT, 6 }, "rainbow_scale_y");
constexpr inline auto all = std::array{
mvp_matrix,
point_size,
color,
model_matrix,
camera_position,
rainbow_offset_y,
rainbow_scale_y
};
constexpr inline auto names = std::array{
"mvp_matrix",
"point_size",
"color",
"model_matrix",
"camera_position",
"rainbow_offset_y",
"rainbow_scale_y"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::point_cloud::flags)

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@@ -2,7 +2,7 @@
#include "assets/components/material_components.hpp"
#include "assets/components/mesh_vertex_components.hpp"
#include "shader_program/features/mesh_features.hpp"
#include "shading/features/mesh_features.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
@@ -12,7 +12,7 @@ namespace rendering::requirements::mesh
struct type
{
shader_program::features::mesh::indices::type shader_program_requirement_index{};
shading::features::mesh::indices::type shader_program_requirement_index{};
components::mesh_vertex::flags vertex_requirements{
components::mesh_vertex::flags::none
};
@@ -33,32 +33,32 @@ enum class flags : std::uint8_t
};
constexpr inline auto position = type{
.shader_program_requirement_index = shader_program::features::mesh::indices::position,
.shader_program_requirement_index = shading::features::mesh::indices::position,
.vertex_requirements = components::mesh_vertex::flags::position
};
constexpr inline auto lit = type{
.shader_program_requirement_index = shader_program::features::mesh::indices::lit,
.shader_program_requirement_index = shading::features::mesh::indices::lit,
.vertex_requirements = components::mesh_vertex::flags::normal,
.material_requirements = components::material::flags::surface_properties
};
constexpr inline auto point = type{
.shader_program_requirement_index = shader_program::features::mesh::indices::point
.shader_program_requirement_index = shading::features::mesh::indices::point
};
constexpr inline auto textured = type{
.shader_program_requirement_index = shader_program::features::mesh::indices::textured,
.shader_program_requirement_index = shading::features::mesh::indices::textured,
.vertex_requirements = components::mesh_vertex::flags::tex_coord,
.material_requirements = components::material::flags::texture,
};
constexpr inline auto uniform_color = type{
.shader_program_requirement_index = shader_program::features::mesh::indices::uniform_color
.shader_program_requirement_index = shading::features::mesh::indices::uniform_color
};
constexpr inline auto uniform_alpha = type{
.shader_program_requirement_index = shader_program::features::mesh::indices::uniform_alpha,
.shader_program_requirement_index = shading::features::mesh::indices::uniform_alpha,
.material_requirements = components::material::flags::transparency
};

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@@ -1,7 +1,7 @@
#pragma once
#include "assets/components/point_cloud_vertex_components.hpp"
#include "shader_program/features/point_cloud_features.hpp"
#include "shading/features/point_cloud_features.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
@@ -11,7 +11,7 @@ namespace rendering::requirements::point_cloud
struct type
{
shader_program::features::point_cloud::indices::type shader_program_requirement_index{};
shading::features::point_cloud::indices::type shader_program_requirement_index{};
components::point_cloud_vertex::flags vertex_requirements{
components::point_cloud_vertex::flags::none
};
@@ -31,30 +31,30 @@ enum class flags : std::uint8_t
constexpr inline auto position = type{
.shader_program_requirement_index = shader_program::features::point_cloud::indices::position,
.shader_program_requirement_index = shading::features::point_cloud::indices::position,
.vertex_requirements = components::point_cloud_vertex::flags::position
};
constexpr inline auto rainbow = type{
.shader_program_requirement_index = shader_program::features::point_cloud::indices::rainbow
.shader_program_requirement_index = shading::features::point_cloud::indices::rainbow
};
constexpr inline auto vertex_color = type{
.shader_program_requirement_index = shader_program::features::point_cloud::indices::vertex_color,
.shader_program_requirement_index = shading::features::point_cloud::indices::vertex_color,
.vertex_requirements = components::point_cloud_vertex::flags::color
};
constexpr inline auto uniform_color = type{
.shader_program_requirement_index = shader_program::features::point_cloud::indices::uniform_color
.shader_program_requirement_index = shading::features::point_cloud::indices::uniform_color
};
constexpr inline auto normal = type{
.shader_program_requirement_index = shader_program::features::point_cloud::indices::normal,
.shader_program_requirement_index = shading::features::point_cloud::indices::normal,
.vertex_requirements = components::point_cloud_vertex::flags::normal
};
constexpr inline auto reflectance = type{
.shader_program_requirement_index = shader_program::features::point_cloud::indices::reflectance,
.shader_program_requirement_index = shading::features::point_cloud::indices::reflectance,
.vertex_requirements = components::point_cloud_vertex::flags::reflectance
};

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@@ -1,44 +0,0 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
#include <string_view>
namespace shader_program::attributes::mesh
{
enum class flags : std::uint8_t
{
none = 0,
position = 1 << 0,
normal = 1 << 1,
luminance = 1 << 2,
color = 1 << 3,
alpha = 1 << 4,
tex_coord = 1 << 5
};
constexpr inline auto position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = zgl::shader_program_variable({ GL_FLOAT, 2 }, "model_vertex_l");
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
constexpr inline auto alpha = zgl::shader_program_variable({ GL_FLOAT, 3 }, "model_vertex_a");
constexpr inline auto tex_coord = zgl::shader_program_variable({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha, tex_coord
};
constexpr inline auto names = std::array<std::string_view, 6>{
"position",
"normal",
"luminance",
"color",
"alpha",
"tex_coord"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::attributes::mesh::flags)

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@@ -1,42 +0,0 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
#include <string_view>
namespace shader_program::attributes::point_cloud
{
enum class flags : std::uint8_t
{
none = 0,
position = 1 << 0,
normal = 1 << 1,
luminance = 1 << 2,
color = 1 << 2,
alpha = 1 << 3
};
constexpr inline auto position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
constexpr inline auto alpha = zgl::shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha
};
constexpr inline auto names = std::array<std::string_view, 5>{
"position",
"normal",
"luminance",
"color",
"alpha"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::attributes::point_cloud::flags)

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@@ -1,185 +0,0 @@
#pragma once
#include <limits>
#include <utility>
#include "geometry.hpp"
#include "stage.hpp"
#include "features/mesh_features.hpp"
#include "features/point_cloud_features.hpp"
// TODO move implementation to .ipp file
namespace shader_program
{
union combined_feature_type
{
features::mesh::flags mesh;
features::point_cloud::flags point_cloud;
using generic_type = std::common_type_t<
std::underlying_type_t<features::mesh::flags>,
std::underlying_type_t<features::point_cloud::flags>
>;
[[nodiscard]] generic_type generic(const geometry::types geometry) const noexcept
{
switch (geometry)
{
case geometry::types::mesh:
return static_cast<generic_type>(mesh);
case geometry::types::point_cloud:
return static_cast<generic_type>(point_cloud);
}
std::unreachable();
}
void from_generic(
const geometry::types geometry,
generic_type new_features
) noexcept {
switch (geometry)
{
case geometry::types::mesh:
mesh = static_cast<features::mesh::flags>(new_features);
case geometry::types::point_cloud:
point_cloud = static_cast<features::point_cloud::flags>(new_features);
}
std::unreachable();
}
};
template<typename T>
struct shader_features_set
{
T features, static_enable, dynamic_enable;
template<typename U>
[[nodiscard]] shader_features_set<U> cast() const noexcept
{
return {
.features = static_cast<U>(features),
.static_enable = static_cast<U>(static_enable),
.dynamic_enable = static_cast<U>(dynamic_enable)
};
}
[[nodiscard]] auto operator<=>(const shader_features_set& other) const noexcept requires std::unsigned_integral<T>
{
std::array<T, 6> pop_counts;
std::ranges::transform(
{
this->features, this->static_enable, this->dynamic_enable,
other.features, other.static_enable, other.dynamic_enable
},
pop_counts.begin(),
std::popcount<T>
);
return (
std::tie(pop_counts[0], pop_counts[1], pop_counts[2]) <=>
std::tie(pop_counts[3], pop_counts[4], pop_counts[5])
);
}
[[nodiscard]] auto operator<=>(const shader_features_set& other) const noexcept requires std::is_enum_v<T>
{
using integer_type = std::underlying_type_t<T>;
return this->cast<integer_type>() <=> other.cast<integer_type>();
}
// TODO this may not compile
[[nodiscard]] bool operator==(const shader_features_set& other) const noexcept = default;
};
struct metadata_type
{
union combined_feature_set_type {
shader_features_set<features::mesh::flags> mesh;
shader_features_set<features::point_cloud::flags> point_cloud;
};
using generic_feature_type = std::common_type_t<
std::underlying_type_t<features::mesh::flags>,
std::underlying_type_t<features::point_cloud::flags>
>;
using generic_feature_set_type = shader_features_set<generic_feature_type>;
stage::types stage;
geometry::types geometry;
combined_feature_set_type feature_set;
[[nodiscard]] generic_feature_set_type generic_feature_set() const noexcept
{
switch (geometry)
{
case geometry::types::mesh:
return feature_set.mesh.cast<generic_feature_type>();
case geometry::types::point_cloud:
return feature_set.point_cloud.cast<generic_feature_type>();
default:
std::unreachable();
}
}
void from_generic_feature_set(const generic_feature_set_type& generic_feature_set) noexcept
{
switch (geometry)
{
case geometry::types::mesh:
feature_set.mesh = generic_feature_set.cast<features::mesh::flags>();
case geometry::types::point_cloud:
feature_set.point_cloud = generic_feature_set.cast<features::point_cloud::flags>();
}
std::unreachable();
}
auto operator<=>(const metadata_type& other) const noexcept
{
if (this->stage != other.stage)
{
return this->stage <=> other.stage;
}
if (this->geometry != other.geometry)
{
return this->geometry <=> other.geometry;
}
return this->generic_feature_set() <=> other.generic_feature_set();
}
bool operator==(const metadata_type& other) const noexcept
{
if (this->stage != other.stage)
{
return false;
}
if (this->geometry != other.geometry)
{
return false;
}
return this->generic_feature_set() == other.generic_feature_set();
}
struct feature_ignorant_less
{
bool operator()(const metadata_type& a, const metadata_type& b) const
{
return (
std::tie(a.stage, a.geometry) <
std::tie(b.stage, a.geometry)
);
}
};
};
inline constexpr auto my_size = sizeof(metadata_type);
inline constexpr auto ma_align = alignof(metadata_type);
}

View File

@@ -1,29 +0,0 @@
#pragma once
#include <cinttypes>
#include <array>
#include <string_view>
#include <GL/glew.h>
namespace shader_program::stage
{
enum class types : std::uint8_t
{
vertex = 0,
geometry = 1,
fragment = 2
};
inline constexpr auto names = std::array<std::string_view, 3>{
"vertex", "geometry", "fragment"
};
inline constexpr auto gl_enums = std::array<GLenum, 3>{
GL_VERTEX_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER
};
}

View File

@@ -1,75 +0,0 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace shader_program::uniforms::mesh
{
enum class flags : std::uint16_t
{
none = 0,
mvp_matrix = 1 << 0,
model_matrix = 1 << 1,
point_size = 1 << 2,
color = 1 << 3,
tex = 1 << 4,
view_pos = 1 << 5,
point_light_direction = 1 << 6,
point_light_color = 1 << 7,
ambient_light_color = 1 << 8,
ambient_filter = 1 << 9,
diffuse_filter = 1 << 10,
specular_filter = 1 << 11,
shininess = 1 << 12
};
constexpr inline auto mvp_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto model_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 2 }, "point_size");
constexpr inline auto tex = zgl::shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
constexpr inline auto view_pos = zgl::shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
constexpr inline auto point_light_direction = zgl::shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
constexpr inline auto point_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
constexpr inline auto ambient_light_color = zgl::shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
constexpr inline auto ambient_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
constexpr inline auto diffuse_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
constexpr inline auto specular_filter = zgl::shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
constexpr inline auto shininess = zgl::shader_program_variable({ GL_FLOAT, 12 }, "shininess");
constexpr inline auto all = std::array{
mvp_matrix,
model_matrix,
point_size,
color,
tex,
view_pos,
point_light_direction,
point_light_color,
ambient_light_color,
ambient_filter,
diffuse_filter,
specular_filter,
shininess
};
constexpr inline auto names = std::array{
"mvp_matrix",
"model_matrix",
"point_size",
"color",
"tex",
"view_pos",
"point_light_direction",
"point_light_color",
"ambient_light_color",
"ambient_filter",
"diffuse_filter",
"specular_filter",
"shininess"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::uniforms::mesh::flags)

View File

@@ -1,51 +0,0 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
namespace shader_program::uniforms::point_cloud
{
enum class flags : std::uint8_t
{
none = 0,
mvp_matrix = 1 << 0,
point_size = 1 << 1,
color = 1 << 2,
model_matrix = 1 << 3,
camera_position = 1 << 4,
rainbow_offset_y = 1 << 5,
rainbow_scale_y = 1 << 6
};
constexpr inline auto mvp_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto point_size = zgl::shader_program_variable({ GL_FLOAT, 1 }, "point_size");
constexpr inline auto color = zgl::shader_program_variable({ GL_FLOAT_VEC4, 2 }, "color");
constexpr inline auto model_matrix = zgl::shader_program_variable({ GL_FLOAT_MAT4, 3 }, "model_matrix");
constexpr inline auto camera_position = zgl::shader_program_variable({ GL_FLOAT_VEC3, 4 }, "camera_position");
constexpr inline auto rainbow_offset_y = zgl::shader_program_variable({ GL_FLOAT, 5 }, "rainbow_offset_y");
constexpr inline auto rainbow_scale_y = zgl::shader_program_variable({ GL_FLOAT, 6 }, "rainbow_scale_y");
constexpr inline auto all = std::array{
mvp_matrix,
point_size,
color,
model_matrix,
camera_position,
rainbow_offset_y,
rainbow_scale_y
};
constexpr inline auto names = std::array{
"mvp_matrix",
"point_size",
"color",
"model_matrix",
"camera_position",
"rainbow_offset_y",
"rainbow_scale_y"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(shader_program::uniforms::point_cloud::flags)

View File

@@ -4,16 +4,14 @@
namespace zgl
{
inline shader_data::shader_data(const GLuint shader_id, const GLenum type)
: m_handle{ shader_id }, m_type{ type } {}
inline shader_data::shader_data(const GLuint id) :
handle{ id } {}
inline shader_data::shader_data(shader_data&& other) noexcept
{
m_handle = other.m_handle;
m_type = other.m_type;
other.m_handle.shader_id = 0;
other.m_type = GL_INVALID_ENUM;
handle = other.handle;
other.handle.id = 0;
}
inline shader_data& shader_data::operator=(shader_data&& other) noexcept
@@ -22,26 +20,18 @@ inline shader_data& shader_data::operator=(shader_data&& other) noexcept
{
this->~shader_data();
m_handle = other.m_handle;
m_type = other.m_type;
other.m_handle.shader_id = 0;
other.m_type = GL_INVALID_ENUM;
handle = other.handle;
other.handle.id = 0;
}
return *this;
}
inline shader_data::~shader_data()
{
if (m_handle.shader_id)
if (handle.id)
{
glDeleteShader(m_handle.shader_id);
glDeleteShader(handle.id);
}
m_type = GL_INVALID_ENUM;
}
inline shader_handle shader_data::handle() const
{
return m_handle;
}
}

View File

@@ -43,8 +43,8 @@ std::error_code shader_program_data::build_from(
std::tie(geometry_shader, shader_names[1]),
std::tie(fragment_shader, shader_names[2])
}) {
if (shader.shader_id) {
glAttachShader(program_id, shader.shader_id);
if (shader.id) {
glAttachShader(program_id, shader.id);
} else {
ztu::logger::warn("Using default % shader", name);
}

View File

@@ -4,431 +4,239 @@
#include <bits/ranges_algobase.h>
#include "util/logger.hpp"
void zgl::shader_program_compiler::tokenize_declarations(
std::string_view source_rest,
std::vector<std::string_view> tokens,
std::vector<std::size_t> declaration_token_counts,
std::span<std::size_t> declaration_type_indices
) {
tokens.clear();
declaration_token_counts.clear();
std::ranges::fill(declaration_type_indices, static_cast<std::size_t>(metadata_declaration_type::invalid));
constexpr auto pragma_prefix = std::string_view("\n#pragma ");
constexpr auto title_separator = ':';
constexpr auto token_separator = ' ';
struct prioritized_metadata_comparator
{
using type = zgl::shader_metadata;
auto offset = std::string_view::size_type{};
auto keyword = pragma_prefix;
while ((offset = source_rest.find(keyword)) != std::string_view::npos)
bool operator()(const type& a, const type& b) const noexcept
{
const auto current_token_count = tokens.size();
auto line_end = source_rest.find('\n', offset);
if (line_end == std::string_view::npos)
if (a.geometry != b.geometry)
{
line_end = source_rest.length();
return a.geometry > b.geometry;
}
auto declaration = source_rest.substr(offset, line_end - offset);
if ((offset = declaration.find(title_separator)) == std::string_view::npos)
if (a.stage != b.stage)
{
continue;
return a.stage > b.stage;
}
const auto title = declaration.substr(0, offset);
if (const auto it = declaration_lookup.find(title); it != declaration_lookup.end())
{
const auto declaration_type = static_cast<std::size_t>(it->second);
declaration_type_indices[declaration_type] = declaration_token_counts.size();
}
else
{
continue;
}
static constexpr auto more_features = std::popcount<zgl::shading::features::generic::type>;
declaration = declaration.substr(offset);
if (not declaration.empty() and declaration.front() == token_separator)
{
declaration = declaration.substr(sizeof(token_separator), declaration.length());
}
while ((offset = declaration.find(token_separator)) != std::string_view::npos)
{
tokens.emplace_back(declaration.substr(0, offset));
declaration = declaration.substr(offset + sizeof(token_separator));
}
if (not declaration.empty())
{
tokens.emplace_back(declaration);
}
declaration_token_counts.emplace_back(
tokens.size() - current_token_count
return std::ranges::lexicographical_compare(
std::array{ a.dynamic_enable, a.static_enabled },
std::array{ b.dynamic_enable, b.static_enabled },
std::greater{},
more_features,
more_features
);
source_rest = source_rest.substr(line_end + sizeof('\n'));
keyword = pragma_prefix.substr(sizeof('\n'));
}
}
};
bool zgl::shader_program_compiler::parse_stage_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
) {
if (tokens.size() != 1)
{
ztu::logger::warn("Invalid stage declaration: Expected exactly one token but got %.", tokens.size());
return false;
}
const auto token = tokens.front();
if (const auto it = stage_lookup.find(token); it != stage_lookup.end())
{
metadata.stage = it->second;
}
else
{
ztu::logger::warn("Invalid stage declaration: Unknown stage %.", token);
return false;
}
return true;
}
bool zgl::shader_program_compiler::parse_geometry_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
) {
if (tokens.size() != 1)
{
ztu::logger::warn("Invalid geometry declaration: Expected exactly one token but got %.", tokens.size());
return false;
}
const auto token = tokens.front();
if (const auto it = geometry_lookup.find(token); it != geometry_lookup.end())
{
metadata.geometry = it->second;
}
else
{
ztu::logger::warn("Invalid geometry declaration: Unknown geometry %.", token);
return false;
}
return true;
}
template<typename T>
void zgl::shader_program_compiler::parse_feature_tokens(
std::span<const std::string_view> tokens,
const ztu::string_lookup<T>& feature_lookup,
T& features
) {
features = {};
for (const auto token : tokens)
{
if (const auto it = feature_lookup.find(token); it != feature_lookup.end())
{
features |= it->second;
}
else
{
ztu::logger::warn("Ignoring unknown feature token %.", token);
}
}
}
bool zgl::shader_program_compiler::parse_features_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
) {
switch (metadata.geometry)
{
case shader_program::geometry::types::mesh:
parse_feature_tokens(tokens, mesh_feature_lookup, metadata.feature_set.mesh.features);
break;
case shader_program::geometry::types::point_cloud:
parse_feature_tokens(tokens, point_cloud_feature_lookup, metadata.feature_set.point_cloud.features);
break;
default:
ztu::logger::warn("Internal error: Unknown geometry index %.", static_cast<int>(metadata.geometry));
return false;
}
return true;
}
bool zgl::shader_program_compiler::parse_static_enable_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
) {
switch (metadata.geometry)
{
case shader_program::geometry::types::mesh:
parse_feature_tokens(tokens, mesh_feature_lookup, metadata.feature_set.mesh.static_enable);
break;
case shader_program::geometry::types::point_cloud:
parse_feature_tokens(tokens, point_cloud_feature_lookup, metadata.feature_set.point_cloud.static_enable);
break;
default:
ztu::logger::warn("Internal error: Unknown geometry index %.", static_cast<int>(metadata.geometry));
return false;
}
return true;
}
bool zgl::shader_program_compiler::parse_dynamic_enable_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
) {
switch (metadata.geometry)
{
case shader_program::geometry::types::mesh:
parse_feature_tokens(tokens, mesh_feature_lookup, metadata.feature_set.mesh.dynamic_enable);
break;
case shader_program::geometry::types::point_cloud:
parse_feature_tokens(tokens, point_cloud_feature_lookup, metadata.feature_set.point_cloud.dynamic_enable);
break;
default:
ztu::logger::warn("Internal error: Unknown geometry index %.", static_cast<int>(metadata.geometry));
return false;
}
return true;
}
std::optional<shader_program::metadata_type> zgl::shader_program_compiler::parse_metadata_from_tokens(
std::span<const std::string_view> tokens,
std::span<const std::size_t> declaration_token_counts,
std::span<const std::size_t> declaration_type_indices
) {
using enum metadata_declaration_type;
using namespace std::string_view_literals;
shader_program::metadata_type data;
for (const auto [ type, name, parser ] : {
std::make_tuple(stage, "stage"sv, &parse_stage_declaration),
std::make_tuple(geometry, "geometry"sv, &parse_geometry_declaration),
std::make_tuple(features, "features"sv, &parse_features_declaration),
std::make_tuple(static_enable, "static_enable"sv, &parse_static_enable_declaration),
std::make_tuple(dynamic_enable, "dynamic_enable"sv, &parse_dynamic_enable_declaration)
}) {
const auto index = declaration_type_indices[static_cast<std::size_t>(type)];
if (index == static_cast<std::size_t>(invalid))
{
ztu::logger::warn("Shader metadata error: Missing % declaration.", name);
return std::nullopt;
}
const auto token_offset = std::accumulate(
declaration_token_counts.begin(),
declaration_token_counts.begin() + index,
std::size_t{}
);
const auto token_count = declaration_token_counts[index];
if (not parser(tokens.subspan(token_offset, token_count), data))
{
return std::nullopt;
}
}
return data;
}
auto zgl::shader_program_compiler::find_compatible_shader_source(
shader_program::metadata_type& requirements
zgl::shader_handle zgl::shader_program_compiler::find_shader(
const shading::shader_requirements& requirements
) {
const auto lower_it = std::ranges::lower_bound(
shader_lookup,
requirements,
shader_program::metadata_type::feature_ignorant_less{},
&std::pair<shader_program::metadata_type, dynamic_shader_source_store::id_type>::first
auto handle = shader_handle{};
auto shader_it = std::ranges::lower_bound(
m_shader_lookup,
std::pair{ requirements.geometry, requirements.stage },
std::greater{},
[](const shader_lookup_entry_type& entry)
{
const auto& meta = entry.first;
return std::pair{ meta.geometry, meta.stage };
}
);
auto generic_requirement_feature_set = requirements.generic_feature_set();
const auto& required_features = generic_requirement_feature_set.features;
dynamic_shader_source_store::id_type source_id{};
shading::features::generic::type to_be_enabled{};
while (
lower_it != shader_lookup.end() and
lower_it->first.geometry == requirements.geometry and
lower_it->first.stage == requirements.stage
shader_it != m_shader_lookup.end() and
shader_it->first.geometry == requirements.geometry and
shader_it->first.stage == requirements.stage
) {
const auto& data = lower_it->first;
const auto& [ features, static_enable, dynamic_enable ] = data.generic_feature_set();
const auto& [ meta, data ] = *shader_it;
const auto missing_features = required_features & ~features;
const auto unwanted_features = ~required_features & features;
const auto fixed_unwanted_features = unwanted_features & ~static_enable & ~dynamic_enable;
const auto unwanted_static_features = meta.static_enabled & ~requirements.features;
const auto required_dynamic_features = requirements.features & ~meta.static_enabled;
const auto missing_dynamic_features = required_dynamic_features & ~meta.dynamic_enable;
if (missing_features == 0 and fixed_unwanted_features == 0)
if (unwanted_static_features == 0 and missing_dynamic_features == 0)
{
// Tell caller which features need to be toggled before compilation
// and which features can still be dynamically enabled after compilation.
generic_requirement_feature_set.static_enable = required_features & static_enable;
generic_requirement_feature_set.dynamic_enable = dynamic_enable;
requirements.from_generic_feature_set(generic_requirement_feature_set);
to_be_enabled = req.features & static_enable;
source_id = id;
return lower_it->second;
}
res.static_enabled = features & ~dynamic_enable & ~unwanted_features;
res.dynamic_enable = dynamic_enable;
break;
}
return std::nullopt;
}
++shader_it;
}
template<typename T>
void add_required_feature_defines(
T toggle_flags,
std::span<const std::string> defines,
std::vector<const char*>& shader_strings
) {
auto index = std::size_t{};
while (toggle_flags != T{})
if (source_id)
{
if ((toggle_flags & T{ 1 }) != T{})
const auto [ shader_source_it, source_found ] = shader_sources.find(source_id);
if (source_found)
{
shader_strings.push_back(defines[index].c_str());
get_define_strings(
req.geometry,
to_be_enabled,
res.string_count,
shader_strings
);
}
toggle_flags >>= 1;
++index;
}
return handle;
}
void zgl::shader_program_compiler::compile_shaders(
const dynamic_shader_source_store& shader_sources,
std::span<const shader_program::metadata_type> requirements_list,
std::vector<shader_handle>& shader_handles
std::span<const shading::shader_set_requirements> requirements,
std::span<shader_set_metadata> metadata,
std::span<shader_handle_set> shader_sets
) {
for (auto [ req, shader_set_meta, shader_set ] : std::ranges::views::zip(
requirements,
metadata,
shader_sets
)) {
shader_set = {};
shader_set_meta = {};
auto shader_req = shading::shader_requirements{
.geometry = req.geometry,
.stage = {},
.features = req.features
};
for (auto [ stage_index, handle ] : std::ranges::views::enumerate(shader_set.stages))
{
shader_req.stage = static_cast<shading::stage::types>(stage_index);
handle = find_shader(shader_req);
if (not handle.valid())
{
m_source_requirement_buffer.push_back(shader_req);
}
}
}
m_preprocessed_shader_source_metadata_buffer.clear();
m_preprocessed_shader_source_metadata_buffer.resize(m_source_requirement_buffer.size());
m_source_strings_buffer.clear();
m_preprocessor.fetch_shader_sources(
shader_sources,
m_source_requirement_buffer,
m_preprocessed_shader_source_metadata_buffer,
m_source_strings_buffer
);
auto source_strings_it = m_source_strings_buffer.begin();
auto source_req_it = m_source_requirement_buffer.begin();
auto source_meta_it = m_preprocessed_shader_source_metadata_buffer.begin();
const auto prev_shader_count = m_shader_lookup.size();
for (auto [ shader_set_meta, shader_set ] : std::ranges::views::zip( metadata, shader_sets))
{
for (auto [ stage_index, handle ] : std::ranges::views::enumerate(shader_set.stages))
{
if (not handle.valid())
{
if (source_meta_it->string_count > 0)
{
shader_data shader{};
if (compile_shader(
gl_shader_types[stage_index],
std::span(source_strings_it.base(), source_meta_it->string_count),
shader
)) {
handle = shader.handle;
auto shader_meta = shader_metadata{
.geometry = source_req_it->geometry,
.stage = source_req_it->stage,
.static_enabled = source_meta_it->static_enabled,
.dynamic_enable = source_meta_it->dynamic_enable
};
shader_set_meta.static_enabled |= shader_meta.static_enabled;
shader_set_meta.dynamic_enable |= shader_meta.dynamic_enable;
m_shader_lookup.emplace_back(shader_meta, std::move(shader));
}
}
source_strings_it += source_meta_it->string_count;
++source_meta_it;
++source_req_it;
}
}
}
const auto new_shaders = std::span(m_shader_lookup).subspan(prev_shader_count);
std::ranges::sort(
new_shaders,
prioritized_metadata_comparator{},
&shader_lookup_entry_type::first
);
std::ranges::inplace_merge(
m_shader_lookup,
m_shader_lookup.begin() + prev_shader_count,
prioritized_metadata_comparator{},
&shader_lookup_entry_type::first
);
}
bool zgl::shader_program_compiler::compile_shader(
GLenum shader_type,
std::span<const char*> source_strings,
shader_data& shader
) {
static constexpr auto max_shader_strings = std::max(
mesh_feature_defines.size(),
point_cloud_feature_defines.size()
) + 1;
shader = shader_data(glCreateShader(shader_type));
std::vector<const char*> shader_strings;
shader_strings.reserve(max_shader_strings);
glShaderSource(
shader.handle.id,
static_cast<GLsizei>(source_strings.size()),
source_strings.data(),
nullptr
);
for (auto requirements : requirements_list)
{
auto shader_id = GLuint{};
const auto source_id = find_compatible_shader_source(requirements);
if (not source_id)
{
continue;
}
const auto [ shader_source_it, source_found ] = shader_sources.find(*source_id);
if (not source_found)
{
ztu::logger::warn("Missing shader source with id %.", *source_id);
continue;
}
const auto& shader_source = *shader_source_it;
if (shader_source.source.empty() and requirements.stage == shader_program::stage::types::geometry)
{
continue;
}
shader_strings.clear();
switch (requirements.geometry) {
case shader_program::geometry::types::mesh:
add_required_feature_defines(requirements.feature_set.mesh.static_enable, mesh_feature_defines, shader_strings);
break;
case shader_program::geometry::types::point_cloud:
add_required_feature_defines(requirements.feature_set.point_cloud.static_enable, point_cloud_feature_defines, shader_strings);
break;
default:
std::unreachable();
}
shader_strings.push_back(shader_source.source.data());
shader_id = glCreateShader(static_cast<GLenum>(requirements.stage));
glShaderSource(shader_id, static_cast<GLsizei>(shader_strings.size()), shader_strings.data(), nullptr);
glCompileShader(shader_id);
glCompileShader(shader.handle.id);
GLint success;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &success);
glGetShaderiv(shader.handle.id, GL_COMPILE_STATUS, &success);
if (not success)
{
GLint log_length{};
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
glGetShaderiv(shader.handle.id, GL_INFO_LOG_LENGTH, &log_length);
auto log = std::string(log_length, ' ');
glGetShaderInfoLog(shader_id, log_length, nullptr, log.data());
glGetShaderInfoLog(shader.handle.id, log_length, nullptr, log.data());
ztu::logger::error("Error while compiling shader:\n%", log);
glDeleteShader(shader_id);
shader_id = GLuint{};
return false;
}
shader_handles.emplace_back(shader_id);
}
return true;
}
void zgl::shader_program_compiler::register_shader_sources(
void zgl::shader_program_compiler::preprocess(
const dynamic_shader_source_store& shader_sources
) {
std::vector<std::string_view> tokens;
std::vector<std::size_t> declaration_token_counts;
std::array<std::size_t, 4> declaration_type_indices;
tokens.reserve(32);
declaration_token_counts.reserve(4);
for (const auto& [ id, shader_source ] : shader_sources)
{
tokenize_declarations(
shader_source,
tokens,
declaration_token_counts,
declaration_type_indices
);
const auto metadata = parse_metadata_from_tokens(
tokens,
declaration_token_counts,
declaration_type_indices
);
if (not metadata)
{
ztu::logger::warn("Ignoring shader % as it contains malformed metadata.", id);
continue;
}
// Sorted insert should be faster than std::sort and std::unique
// for small numbers of elements and high numbers of duplicates.
const auto it = std::ranges::upper_bound(
shader_lookup,
*metadata,
std::less{},
&std::pair<shader_program::metadata_type, dynamic_shader_source_store::id_type>::first
);
if (it != shader_lookup.end() and it->first == *metadata)
{
continue;
}
shader_lookup.emplace(it, *metadata, id);
}
m_preprocessor.preprocess(shader_sources);
}

View File

@@ -0,0 +1,453 @@
#include "opengl/data_uploaders/shader_preprocessor.hpp"
#include "util/logger.hpp"
#include <algorithm>
#include <cassert>
#include <numeric>
#include "opengl/shading/shader_metadata_language.hpp"
struct prioritized_feature_set_comparator
{
using type = zgl::shader_features_set<zgl::shading::features::generic::type>;
bool operator()(const type& a, const type& b) const noexcept
{
static constexpr auto more_features = std::popcount<zgl::shading::features::generic::type>;
return std::ranges::lexicographical_compare(
std::array{ a.dynamic_enable, a.features, a.static_enable },
std::array{ b.dynamic_enable, b.features, b.static_enable },
std::greater{},
more_features,
more_features
);
}
};
struct prioritized_metadata_comparator
{
using type = zgl::shader_source_metadata;
bool operator()(const type& a, const type& b) const noexcept
{
if (a.geometry != b.geometry)
{
return a.geometry > b.geometry;
}
if (a.stage != b.stage)
{
return a.stage > b.stage;
}
const auto features_a = a.generic_feature_set();
const auto features_b = b.generic_feature_set();
return feature_set_comparator(features_a, features_b);
}
private:
prioritized_feature_set_comparator feature_set_comparator{};
};
void zgl::shader_preprocessor::preprocess(
const dynamic_shader_source_store& shader_sources
) {
namespace language = shading::shader_metadata_language;
for (const auto& [ id, shader_source ] : shader_sources)
{
m_value_token_buffer.clear();
m_declaration_token_count_buffer.clear();
std::ranges::fill(
m_declaration_type_index_buffer,
static_cast<std::size_t>(language::declaration_type::invalid)
);
tokenize_declarations(shader_source);
const auto metadata = parse_metadata_from_tokens();
if (not metadata)
{
ztu::logger::warn("Ignoring shader % as it contains malformed metadata.", id);
continue;
}
// Sorted insert should be faster than std::sort and std::unique
// for small numbers of elements and high numbers of duplicates.
const auto it = std::ranges::upper_bound(
m_shader_source_lookup,
*metadata,
prioritized_metadata_comparator{},
&std::pair<shader_source_metadata, dynamic_shader_source_store::id_type>::first
);
if (it != m_shader_source_lookup.end() and it->first == *metadata)
{
continue;
}
m_shader_source_lookup.emplace(it, *metadata, id);
}
}
void zgl::shader_preprocessor::fetch_shader_sources(
const dynamic_shader_source_store& shader_sources,
std::span<const shading::shader_source_requirements> requirements,
std::span<preprocessed_shader_source_metadata> metadata,
std::vector<const char*>& shader_strings
) {
assert(requirements.size() == metadata.size());
static constexpr auto max_shader_strings = std::max(
mesh_feature_defines.size(),
point_cloud_feature_defines.size()
) + 1;
shader_strings.reserve(max_shader_strings);
std::ranges::transform(
requirements,
metadata.begin(),
[&](const shading::shader_source_requirements& req)
{
auto res = preprocessed_shader_source_metadata{};
auto source_it = std::ranges::lower_bound(
m_shader_source_lookup,
std::pair{ req.geometry, req.stage },
std::greater{},
[](const source_lookup_entry_type& entry)
{
const auto& meta = entry.first;
return std::pair{ meta.geometry, meta.stage };
}
);
dynamic_shader_source_store::id_type source_id{};
shading::features::generic::type to_be_enabled{};
while (
source_it != m_shader_source_lookup.end() and
source_it->first.geometry == req.geometry and
source_it->first.stage == req.stage
) {
const auto& [ meta, id ] = *source_it;
const auto& [ features, static_enable, dynamic_enable ] = meta.generic_feature_set();
const auto missing_features = req.features & ~features;
const auto unwanted_features = ~req.features & features;
const auto fixed_unwanted_features = unwanted_features & ~static_enable & ~dynamic_enable;
if (missing_features == 0 and fixed_unwanted_features == 0)
{
to_be_enabled = req.features & static_enable;
source_id = id;
res.static_enabled = features & ~dynamic_enable & ~unwanted_features;
res.dynamic_enable = dynamic_enable;
break;
}
++source_it;
}
if (source_id)
{
const auto [ shader_source_it, source_found ] = shader_sources.find(source_id);
if (source_found)
{
get_define_strings(
req.geometry,
to_be_enabled,
res.string_count,
shader_strings
);
}
}
return res;
}
);
}
void zgl::shader_preprocessor::get_define_strings(
const shading::model_geometry::types geometry,
shading::features::generic::type features,
shading::features::generic::type& feature_count,
std::vector<const char*>& defines
) {
std::span<const char*> all_defines;
switch (geometry)
{
case shading::model_geometry::types::mesh:
all_defines = mesh_feature_defines;
break;
case shading::model_geometry::types::point_cloud:
all_defines = point_cloud_feature_defines;
break;
default:
std::unreachable();
}
auto index = std::size_t{};
while (features != 0)
{
if ((features & 1) != 0)
{
defines.push_back(all_defines[index]);
++feature_count;
}
features >>= 1;
++index;
}
}
void zgl::shader_preprocessor::tokenize_declarations(
std::string_view source_rest
) {
namespace language = shading::shader_metadata_language;
auto offset = std::string_view::size_type{};
auto keyword = language::declaration_prefix;
while ((offset = source_rest.find(keyword)) != std::string_view::npos)
{
const auto current_token_count = m_value_token_buffer.size();
auto line_end = source_rest.find('\n', offset);
if (line_end == std::string_view::npos)
{
line_end = source_rest.length();
}
auto declaration = source_rest.substr(offset, line_end - offset);
if ((offset = declaration.find(language::title_separator)) == std::string_view::npos)
{
continue;
}
const auto title = declaration.substr(0, offset);
if (const auto it = language::declaration_lookup.find(title); it != language::declaration_lookup.end())
{
const auto declaration_type = static_cast<std::size_t>(it->second);
m_declaration_type_index_buffer[declaration_type] = m_declaration_token_count_buffer.size();
}
else
{
continue;
}
declaration = declaration.substr(offset);
if (not declaration.empty() and declaration.front() == language::value_separator)
{
declaration = declaration.substr(sizeof(language::value_separator), declaration.length());
}
while ((offset = declaration.find(language::value_separator)) != std::string_view::npos)
{
m_value_token_buffer.emplace_back(declaration.substr(0, offset));
declaration = declaration.substr(offset + sizeof(language::value_separator));
}
if (not declaration.empty())
{
m_value_token_buffer.emplace_back(declaration);
}
m_declaration_token_count_buffer.emplace_back(
m_value_token_buffer.size() - current_token_count
);
source_rest = source_rest.substr(line_end + sizeof('\n'));
keyword = language::declaration_prefix.substr(sizeof('\n'));
}
}
bool zgl::shader_preprocessor::parse_stage_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
) {
namespace language = shading::shader_metadata_language;
if (values.size() != 1)
{
ztu::logger::warn("Invalid stage declaration: Expected exactly one token but got %.", values.size());
return false;
}
const auto value = values.front();
if (const auto it = language::stage_lookup.find(value); it != language::stage_lookup.end())
{
metadata.stage = it->second;
}
else
{
ztu::logger::warn("Invalid stage declaration: Unknown stage %.", value);
return false;
}
return true;
}
bool zgl::shader_preprocessor::parse_geometry_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
) {
namespace language = shading::shader_metadata_language;
if (values.size() != 1)
{
ztu::logger::warn("Invalid geometry declaration: Expected exactly one token but got %.", values.size());
return false;
}
const auto value = values.front();
if (const auto it = language::geometry_lookup.find(value); it != language::geometry_lookup.end())
{
metadata.geometry = it->second;
}
else
{
ztu::logger::warn("Invalid geometry declaration: Unknown geometry %.", value);
return false;
}
return true;
}
template<typename T>
void zgl::shader_preprocessor::parse_feature_tokens(
std::span<const std::string_view> values,
const ztu::string_lookup<T>& feature_lookup,
T& features
) {
features = {};
for (const auto value : values)
{
if (const auto it = feature_lookup.find(value); it != feature_lookup.end())
{
features |= it->second;
}
else
{
ztu::logger::warn("Ignoring unknown feature token %.", value);
}
}
}
bool zgl::shader_preprocessor::parse_features_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
) {
namespace language = shading::shader_metadata_language;
switch (metadata.geometry)
{
case shading::model_geometry::types::mesh:
parse_feature_tokens(values, language::mesh_feature_lookup, metadata.feature_set.mesh.features);
break;
case shading::model_geometry::types::point_cloud:
parse_feature_tokens(values, language::point_cloud_feature_lookup, metadata.feature_set.point_cloud.features);
break;
default:
ztu::logger::warn("Internal error: Unknown geometry index %.", static_cast<int>(metadata.geometry));
return false;
}
return true;
}
bool zgl::shader_preprocessor::parse_static_enable_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
) {
namespace language = shading::shader_metadata_language;
switch (metadata.geometry)
{
case shading::model_geometry::types::mesh:
parse_feature_tokens(values, language::mesh_feature_lookup, metadata.feature_set.mesh.static_enable);
break;
case shading::model_geometry::types::point_cloud:
parse_feature_tokens(values, language::point_cloud_feature_lookup, metadata.feature_set.point_cloud.static_enable);
break;
default:
ztu::logger::warn("Internal error: Unknown geometry index %.", static_cast<int>(metadata.geometry));
return false;
}
return true;
}
bool zgl::shader_preprocessor::parse_dynamic_enable_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
) {
namespace language = shading::shader_metadata_language;
switch (metadata.geometry)
{
case shading::model_geometry::types::mesh:
parse_feature_tokens(values, language::mesh_feature_lookup, metadata.feature_set.mesh.dynamic_enable);
break;
case shading::model_geometry::types::point_cloud:
parse_feature_tokens(values, language::point_cloud_feature_lookup, metadata.feature_set.point_cloud.dynamic_enable);
break;
default:
ztu::logger::warn("Internal error: Unknown geometry index %.", static_cast<int>(metadata.geometry));
return false;
}
return true;
}
std::optional<zgl::shader_source_metadata> zgl::shader_preprocessor::parse_metadata_from_tokens()
{
namespace language = shading::shader_metadata_language;
using namespace std::string_view_literals;
shader_source_metadata data;
for (const auto [ type, name, parser ] :
{
std::make_tuple(language::declaration_type::stage, "stage"sv, &parse_stage_declaration),
std::make_tuple(language::declaration_type::geometry, "geometry"sv, &parse_geometry_declaration),
std::make_tuple(language::declaration_type::features, "features"sv, &parse_features_declaration),
std::make_tuple(language::declaration_type::static_enable, "static_enable"sv, &parse_static_enable_declaration),
std::make_tuple(language::declaration_type::dynamic_enable, "dynamic_enable"sv, &parse_dynamic_enable_declaration)
}
) {
const auto index = m_declaration_type_index_buffer[static_cast<std::size_t>(type)];
if (index == static_cast<std::size_t>(language::declaration_type::invalid))
{
ztu::logger::warn("Shader metadata error: Missing % declaration.", name);
return std::nullopt;
}
const auto value_token_offset = std::accumulate(
m_declaration_token_count_buffer.begin(),
m_declaration_token_count_buffer.begin() + index,
std::size_t{}
);
const auto value_token_count = m_declaration_token_count_buffer[index];
if (not parser(std::span(m_value_token_buffer).subspan(value_token_offset, value_token_count), data))
{
return std::nullopt;
}
}
return data;
}

View File

@@ -1,6 +1,6 @@
#include "rendering/batch_renderers/mesh_batch_renderer.hpp"
#include "shader_program/uniforms/mesh_uniforms.hpp"
#include "shading/uniforms/mesh_uniforms.hpp"
#include "util/unroll_bool_template.hpp"
#include "util/logger.hpp" // TODO remove
#include <bitset> // TODOE remove
@@ -65,7 +65,7 @@ std::optional<mesh_batch_renderer::id_type> mesh_batch_renderer::add(
ztu::logger::debug("vertex_comps: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(vertex_comps)) });
ztu::logger::debug("material_comps: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(material_comps)) });
ztu::logger::debug("lit reqs: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(shader_program::features::mesh::lit.uniforms)) });
ztu::logger::debug("lit reqs: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(shading::features::mesh::lit.uniforms)) });
for (std::size_t i{}; i != requirements::mesh::all.size(); ++i)
@@ -198,7 +198,7 @@ void render_mesh_batch(
ztu::logger::debug("textured: % alpha: % lit: %", Textured, Alpha, Lit);*/
namespace uniforms = shader_program::uniforms::mesh;
namespace uniforms = shading::uniforms::mesh;
for (std::size_t i{}; i != meshes.size(); ++i)
{
@@ -254,7 +254,7 @@ void mesh_batch_renderer::render(
const lighting_setup& lights
) {
namespace uniforms = shader_program::uniforms::mesh;
namespace uniforms = shading::uniforms::mesh;
const auto render_mode_index = static_cast<int>(render_mode);

View File

@@ -3,7 +3,7 @@
#include <algorithm>
#include "rendering/requirements/point_cloud_requirements.hpp"
#include "shader_program/uniforms/point_cloud_uniforms.hpp"
#include "shading/uniforms/point_cloud_uniforms.hpp"
#include "util/unroll_bool_template.hpp"
namespace rendering
@@ -149,7 +149,7 @@ void render_point_cloud_batch(
const auto point_clouds = batch.point_clouds();
const auto transforms = batch.transforms();
namespace uniforms = shader_program::uniforms::point_cloud;
namespace uniforms = shading::uniforms::point_cloud;
for (std::size_t i{}; i != point_clouds.size(); ++i)
{
@@ -194,7 +194,7 @@ void point_cloud_batch_renderer::render(
const lighting_setup&
) {
namespace uniforms = shader_program::uniforms::point_cloud;
namespace uniforms = shading::uniforms::point_cloud;
const auto render_mode_index = static_cast<std::size_t>(render_mode);

View File

@@ -11,15 +11,15 @@ void mesh_lookup::add(
) {
m_shader_program_lookup.add(
shader_program_handle,
shader_program::attributes::mesh::all,
shader_program::uniforms::mesh::all
shading::attributes::mesh::all,
shading::uniforms::mesh::all
);
}
std::optional<zgl::shader_program_handle> mesh_lookup::find(
requirements::mesh::flags requirements
) const {
auto capability = shader_program::features::mesh::type{};
auto capability = shading::features::mesh::type{};
auto index = std::size_t{};
@@ -30,7 +30,7 @@ std::optional<zgl::shader_program_handle> mesh_lookup::find(
if (requirement_flags & 1)
{
const auto shader_requirements_index = requirements::mesh::all[index].shader_program_requirement_index;
const auto& [ attributes, uniforms ] = shader_program::features::mesh::all[shader_requirements_index];
const auto& [ attributes, uniforms ] = shading::features::mesh::all[shader_requirements_index];
capability.attributes |= attributes;
capability.uniforms |= uniforms;
}
@@ -47,7 +47,7 @@ std::optional<zgl::shader_program_handle> mesh_lookup::find(
return m_shader_program_lookup.find(
static_cast<ztu::u32>(capability.attributes),
static_cast<ztu::u32>(capability.uniforms),
shader_program::attributes::mesh::all
shading::attributes::mesh::all
);
}

View File

@@ -8,8 +8,8 @@ void point_cloud_lookup::add(
) {
m_program_lookup.add(
shader_program_handle,
shader_program::attributes::point_cloud::all,
shader_program::uniforms::point_cloud::all
shading::attributes::point_cloud::all,
shading::uniforms::point_cloud::all
);
}
@@ -17,7 +17,7 @@ void point_cloud_lookup::add(
std::optional<zgl::shader_program_handle> point_cloud_lookup::find(
requirements::point_cloud::flags requirements
) const {
auto capability = shader_program::features::point_cloud::type{};
auto capability = shading::features::point_cloud::type{};
auto index = std::size_t{};
@@ -28,7 +28,7 @@ std::optional<zgl::shader_program_handle> point_cloud_lookup::find(
if (requirement_flags & 1)
{
const auto shader_requirements_index = requirements::point_cloud::all[index].shader_program_requirement_index;
const auto& [ attributes, uniforms ] = shader_program::features::point_cloud::all[shader_requirements_index];
const auto& [ attributes, uniforms ] = shading::features::point_cloud::all[shader_requirements_index];
capability.attributes |= attributes;
capability.uniforms |= uniforms;
}
@@ -40,7 +40,7 @@ std::optional<zgl::shader_program_handle> point_cloud_lookup::find(
return m_program_lookup.find(
static_cast<ztu::u32>(capability.attributes),
static_cast<ztu::u32>(capability.uniforms),
shader_program::attributes::point_cloud::all
shading::attributes::point_cloud::all
);
}

View File

@@ -124,7 +124,7 @@ void viewer::dynamic_shader_program_loading::load_directory(
continue;
}
ztu::logger::debug("% -> %", filename, shader_handle.shader_id);
ztu::logger::debug("% -> %", filename, shader_handle.id);
capabilities.clear();
capabilities.push_back(0);
@@ -234,11 +234,11 @@ void viewer::dynamic_shader_program_loading::load_directory(
// create shader_program
for (const auto& [vertex, geometry, fragment] : programs)
{
if (vertex.shader_id == 0 or fragment.shader_id == 0)
if (vertex.id == 0 or fragment.id == 0)
{
ztu::logger::warn(
"Skipping program as the combination is unlikely to be used (vertex: % geometry: % fragment: %).",
vertex.shader_id, geometry.shader_id, fragment.shader_id
vertex.id, geometry.id, fragment.id
);
continue;
}
@@ -256,7 +256,7 @@ void viewer::dynamic_shader_program_loading::load_directory(
ztu::logger::debug(
"Linked (vertex: % geometry: % fragment: %) -> %",
vertex.shader_id, geometry.shader_id, fragment.shader_id,
vertex.id, geometry.id, fragment.id,
program_handle.program_id
);