Files
Z3D/source/opengl/data_managers/shader_manager.cpp
2025-03-23 21:11:22 +01:00

264 lines
6.7 KiB
C++

#include "opengl/data_managers/shader_manager.hpp"
#include <numeric>
#include <bits/ranges_algobase.h>
#include "opengl/error.hpp"
#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<zgl::shading::features::generic::type>;
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
);
}
};
static constexpr auto gl_shader_types = std::array<GLenum, zgl::shading::stage::count>{
GL_VERTEX_SHADER,
GL_TESS_CONTROL_SHADER,
GL_TESS_EVALUATION_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER
};
std::optional<std::pair<zgl::shader_metadata, zgl::shader_handle>> zgl::shader_manager::find_shader(
const shading::shader_requirements& requirements
) {
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 };
}
);
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)
{
return std::pair{ meta, data.handle };
}
++shader_it;
}
return std::nullopt;
}
void zgl::shader_manager::get_handles(
const dynamic_shader_source_store& shader_sources,
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);
if (auto shader_match = find_shader(shader_req))
{
const auto& [ shader_meta, shader_handle ] = *shader_match;
shader_set_meta.static_enabled |= shader_meta.static_enabled;
shader_set_meta.dynamic_enable |= shader_meta.dynamic_enable;
handle = shader_handle;
}
else
{
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.get_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))
{
auto shader_missing = false;
for (auto [ stage_index, handle ] : std::ranges::views::enumerate(shader_set.stages))
{
if (not handle.valid())
{
if (not shader_missing)
{
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));
}
}
shader_missing = not handle.valid() and shading::stage::mandatory[stage_index];
}
source_strings_it += source_meta_it->string_count;
++source_meta_it;
++source_req_it;
}
}
if (shader_missing)
{
shader_set.stages = {};
}
}
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_manager::compile_shader(
GLenum shader_type,
std::span<const char*> source_strings,
shader_data& shader
) {
shader = shader_data(glCreateShader(shader_type));
if (const auto e = get_error())
{
ztu::logger::error("Error while creating shader: %", e.message());
return false;
}
glShaderSource(
shader.handle.id,
static_cast<GLsizei>(source_strings.size()),
source_strings.data(),
nullptr
);
if (const auto e = get_error())
{
ztu::logger::error("Error while setting shader source: %", e.message());
return false;
}
glCompileShader(shader.handle.id);
if (const auto e = get_error())
{
ztu::logger::error("Error while compiling shader: %", e.message());
return false;
}
auto status = GLint{ GL_FALSE };
glGetShaderiv(shader.handle.id, GL_COMPILE_STATUS, &status);
if (const auto e = get_error())
{
ztu::logger::error("Error while retrieving shader compilation status: %", e.message());
return false;
}
if (status == GL_FALSE)
{
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_manager::process(
const dynamic_shader_source_store& shader_sources
) {
m_preprocessor.process(shader_sources);
}