#include "opengl/data_uploaders/shader_compiler.hpp" #include #include #include "util/logger.hpp" struct prioritized_metadata_comparator { using type = zgl::shader_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; } static constexpr auto more_features = std::popcount; 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 ); } }; zgl::shader_handle zgl::shader_program_compiler::find_shader( const shading::shader_requirements& requirements ) { 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 }; } ); dynamic_shader_source_store::id_type source_id{}; shading::features::generic::type to_be_enabled{}; while ( shader_it != m_shader_lookup.end() and shader_it->first.geometry == requirements.geometry and shader_it->first.stage == requirements.stage ) { const auto& [ meta, data ] = *shader_it; 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 (unwanted_static_features == 0 and missing_dynamic_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; } ++shader_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 handle; } void zgl::shader_program_compiler::compile_shaders( const dynamic_shader_source_store& shader_sources, std::span requirements, std::span metadata, std::span 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(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 source_strings, shader_data& shader ) { shader = shader_data(glCreateShader(shader_type)); glShaderSource( shader.handle.id, static_cast(source_strings.size()), source_strings.data(), nullptr ); glCompileShader(shader.handle.id); GLint success; glGetShaderiv(shader.handle.id, GL_COMPILE_STATUS, &success); if (not success) { GLint log_length{}; glGetShaderiv(shader.handle.id, GL_INFO_LOG_LENGTH, &log_length); auto log = std::string(log_length, ' '); glGetShaderInfoLog(shader.handle.id, log_length, nullptr, log.data()); ztu::logger::error("Error while compiling shader:\n%", log); return false; } return true; } void zgl::shader_program_compiler::preprocess( const dynamic_shader_source_store& shader_sources ) { m_preprocessor.preprocess(shader_sources); }