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853 lines
40 KiB
853 lines
40 KiB
#ifndef Magnum_GL_Shader_h |
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#define Magnum_GL_Shader_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022, 2023, 2024 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class @ref Magnum::GL::Shader |
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*/ |
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#include <Corrade/Containers/Array.h> |
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#include "Magnum/Tags.h" |
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#include "Magnum/GL/AbstractObject.h" |
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#include "Magnum/GL/GL.h" |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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#include <Corrade/Utility/Macros.h> |
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/* For label() / setLabel() and all name/source stuff, which used to be a |
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std::string. Not ideal for the return types, but at least something. */ |
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#include <Corrade/Containers/StringStl.h> |
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#endif |
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namespace Magnum { namespace GL { |
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namespace Implementation { struct ShaderState; } |
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/** |
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@brief Shader |
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See @ref AbstractShaderProgram for high-level usage information. |
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@section GL-Shader-workarounds Driver workarounds |
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Some driver workarounds used by Magnum affect also shader code, and the class |
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is implicitly defining the following macros depending on the @ref Version |
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passed to the constructor: |
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- @cpp #define MAGNUM_DISABLE_GL_ARB_explicit_attrib_location @ce if the |
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@gl_extension{ARB,explicit_attrib_location} desktop extension is reported |
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as supported by the shader compiler but isn't usable on given GLSL version. |
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In this case @ref GL::Context::isExtensionSupported(Version) const also |
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returns @cpp false @ce for this extension to be able to make appropriate |
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adjustments during shader compilation. |
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- @cpp #define MAGNUM_DISABLE_GL_ARB_shading_language_420pack @ce if the |
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@gl_extension{ARB,shading_language_420pack} desktop extension is reported |
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as supported by the shader compiler but isn't usable on given GLSL version. |
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In this case @ref GL::Context::isExtensionSupported(Version) const also |
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returns @cpp false @ce for this extension to be able to make appropriate |
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adjustments during shader compilation. |
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- @cpp #define MAGNUM_DISABLE_GL_ARB_explicit_uniform_location @ce if the |
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@gl_extension{ARB,explicit_attrib_location} desktop extension is reported |
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as supported by the shader compiler but isn't usable on given GLSL version. |
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In this case @ref GL::Context::isExtensionSupported(Version) const also |
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returns @cpp false @ce for this extension to be able to make appropriate |
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adjustments during shader compilation. |
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- @cpp #define MAGNUM_DISABLE_GL_MAGNUM_shader_vertex_id @ce if the |
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@glsl gl_VertexID @ce builtin should be present on given GLSL version but |
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isn't working correctly. You can use the artificial |
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`GL_MAGNUM_shader_vertex_id` desktop, ES and WebGL extension to check for |
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this case in @ref GL::Context::isExtensionSupported(Version) const. |
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- @cpp #define MAGNUM_GLSL_VERSION 310 @ce or |
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@cpp #define MAGNUM_GLSL_VERSION 320 @ce if the builtin |
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@glsl __VERSION__ @ce macro doesn't have correct value for GLSL ES 3.10 or |
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3.20 |
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See @ref opengl-workarounds for concrete information about driver workarounds |
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used. If @ref Version::None is passed to the constructor, none of the above |
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defines are added. |
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@section GL-Shader-errors Compilation error reporting |
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To help localize shader compilation errors, each @ref addSource() / |
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@ref addFile() call precedes the source with a @glsl #line n 1 @ce directive, |
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where `n` is the source number. Drivers then use the source number to print |
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error location, usually in a form `<file>(<line>):` or `<file>:<line>:`. |
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@attention Especially the latter form may often get confused with the usual |
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`<line>:<column>:` used by C compilers --- be aware of the difference. |
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Unfortunately GLSL only allows specifying a file *number*, not a name. |
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Source number `0` is a @glsl #version @ce directive added in the constructor |
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together with potential workaround defines listed above, which means the first |
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added source has a number `1`. If @ref Version::None is specified, the first |
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added source has a number `0` instead. |
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@section GL-Shader-performance-optimizations Performance optimizations |
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Shader limits and implementation-defined values (such as @ref maxUniformComponents()) |
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are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. |
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*/ |
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class MAGNUM_GL_EXPORT Shader: public AbstractObject { |
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friend Implementation::ShaderState; |
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public: |
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/** |
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* @brief Shader type |
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* |
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* @see @ref Shader(Version, Type), |
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* @ref maxAtomicCounterBuffers(), |
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* @ref maxAtomicCounters(), |
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* @ref maxImageUniforms() |
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* @ref maxShaderStorageBlocks(), |
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* @ref maxTextureImageUnits(), |
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* @ref maxUniformBlocks(), |
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* @ref maxUniformComponents(), |
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* @ref maxCombinedUniformComponents() |
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* @m_enum_values_as_keywords |
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*/ |
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enum class Type: GLenum { |
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Vertex = GL_VERTEX_SHADER, /**< Vertex shader */ |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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/** |
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* Tessellation control shader |
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* @requires_gl40 Extension @gl_extension{ARB,tessellation_shader} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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TessellationControl = GL_TESS_CONTROL_SHADER, |
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/** |
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* Tessellation evaluation shader |
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* @requires_gl40 Extension @gl_extension{ARB,tessellation_shader} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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TessellationEvaluation = GL_TESS_EVALUATION_SHADER, |
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/** |
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* Geometry shader |
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* @requires_gl32 Extension @gl_extension{ARB,geometry_shader4} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles32 Extension @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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Geometry = GL_GEOMETRY_SHADER, |
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/** |
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* Compute shader |
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* @requires_gl43 Extension @gl_extension{ARB,compute_shader} |
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* @requires_gles31 Compute shaders are not available in OpenGL ES |
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* 3.0 and older. |
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* @requires_gles Compute shaders are not available in WebGL. |
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*/ |
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Compute = GL_COMPUTE_SHADER, |
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#endif |
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Fragment = GL_FRAGMENT_SHADER /**< Fragment shader */ |
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}; |
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/** |
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* @brief Max supported component count on vertex shader output |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. In OpenGL ES 2.0 the four-component vector count is |
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* queried and multiplied with 4. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_OUTPUT_COMPONENTS}, |
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* @def_gl_keyword{MAX_VARYING_COMPONENTS} in OpenGL <3.2 or |
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* @def_gl_keyword{MAX_VARYING_VECTORS} in OpenGL ES 2.0 |
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*/ |
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static Int maxVertexOutputComponents(); |
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/** @todo `GL_MAX_PATCH_VERTICES`, `GL_MAX_TESS_GEN_LEVEL`, `GL_MAX_TESS_PATCH_COMPONENTS` when @gl_extension{ARB,tessellation_shader} is done */ |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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/** |
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* @brief Max supported component count of tessellation control shader input vertex |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,tessellation_shader} (part |
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* of OpenGL 4.0) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} ES extension is available, |
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* returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_TESS_CONTROL_INPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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static Int maxTessellationControlInputComponents(); |
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/** |
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* @brief Max supported component count of tessellation control shader output vertex |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,tessellation_shader} (part |
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* of OpenGL 4.0) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} (part of OpenGL ES 3.2) is |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_TESS_CONTROL_OUTPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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static Int maxTessellationControlOutputComponents(); |
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/** |
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* @brief Max supported component count of all tessellation control shader output vertices combined |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,tessellation_shader} (part |
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* of OpenGL 4.0) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} (part of OpenGL ES 3.2) is |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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static Int maxTessellationControlTotalOutputComponents(); |
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/** |
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* @brief Max supported component count of tessellation evaluation shader input vertex |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,tessellation_shader} (part |
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* of OpenGL 4.0) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} (part of OpenGL ES 3.2) is |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_TESS_EVALUATION_INPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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static Int maxTessellationEvaluationInputComponents(); |
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/** |
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* @brief Max supported component count of tessellation evaluation shader output vertex |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,tessellation_shader} (part |
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* of OpenGL 4.0) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,tessellation_shader} (part of OpenGL ES 3.2) is |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl{MAX_TESS_EVALUATION_OUTPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Tessellation shaders are not available in WebGL. |
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*/ |
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static Int maxTessellationEvaluationOutputComponents(); |
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/** |
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* @brief Max supported component count of geometry shader input vertex |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,geometry_shader4} (part of |
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* OpenGL 3.2) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} (part of OpenGL ES 3.2) is not |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_GEOMETRY_INPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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static Int maxGeometryInputComponents(); |
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/** |
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* @brief Max supported component count of geometry shader output vertex |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,geometry_shader4} (part of |
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* OpenGL 3.2) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} (part of OpenGL ES 3.2) is not |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_GEOMETRY_OUTPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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static Int maxGeometryOutputComponents(); |
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/** |
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* @brief Max supported component count of all geometry shader output vertices combined |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,geometry_shader4} (part of |
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* OpenGL 3.2) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} (part of OpenGL ES 3.2) is not |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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static Int maxGeometryTotalOutputComponents(); |
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#endif |
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/** |
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* @brief Max supported component count on fragment shader input |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. In OpenGL ES 2.0 the four-component vector count is |
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* queried and multiplied with 4. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_FRAGMENT_INPUT_COMPONENTS}, |
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* @def_gl_keyword{MAX_VARYING_COMPONENTS} in OpenGL <3.2 or |
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* @def_gl_keyword{MAX_VARYING_VECTORS} in OpenGL ES 2.0 |
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*/ |
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static Int maxFragmentInputComponents(); |
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/** |
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* @brief Max supported uniform component count in default block |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If particular shader stage is not available, returns |
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* @cpp 0 @ce. In OpenGL ES 2.0 the four-component vector count is |
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* queried and multiplied with 4. |
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* @see @ref maxCombinedUniformComponents(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_UNIFORM_COMPONENTS}, |
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* @def_gl_keyword{MAX_TESS_CONTROL_UNIFORM_COMPOENTS}, |
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* @def_gl_keyword{MAX_TESS_EVALUATION_UNIFORM_COMPONENTS}, |
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* @def_gl_keyword{MAX_GEOMETRY_UNIFORM_COMPONENTS}, |
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* @def_gl_keyword{MAX_COMPUTE_UNIFORM_COMPONENTS}, |
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* @def_gl_keyword{MAX_FRAGMENT_UNIFORM_COMPONENTS} or |
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* @def_gl_keyword{MAX_VERTEX_UNIFORM_VECTORS}, |
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* @def_gl_keyword{MAX_FRAGMENT_UNIFORM_VECTORS} in OpenGL ES 2.0 |
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*/ |
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static Int maxUniformComponents(Type type); |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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/** |
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* @brief Max supported atomic counter buffer count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither extension @gl_extension{ARB,shader_atomic_counters} |
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* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available or if particular |
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* shader stage is not available, returns @cpp 0 @ce. |
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* @see @ref maxCombinedAtomicCounterBuffers(), @ref maxAtomicCounters(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_ATOMIC_COUNTER_BUFFERS}, |
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* @def_gl_keyword{MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS}, |
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* @def_gl_keyword{MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS}, |
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* @def_gl_keyword{MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS}, |
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* @def_gl_keyword{MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS} or |
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* @def_gl_keyword{MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Atomic counters are not available in WebGL. |
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*/ |
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static Int maxAtomicCounterBuffers(Type type); |
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/** |
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* @brief Max supported atomic counter buffer count for all stages combined |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither extension @gl_extension{ARB,shader_atomic_counters} |
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* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
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* @see @ref maxAtomicCounterBuffers(), @ref maxCombinedAtomicCounters(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_ATOMIC_COUNTER_BUFFERS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Atomic counters are not available in WebGL. |
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*/ |
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static Int maxCombinedAtomicCounterBuffers(); |
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|
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/** |
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* @brief Max supported atomic counter count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither extension @gl_extension{ARB,shader_atomic_counters} |
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* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available or if particular |
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* shader stage is not available, returns @cpp 0 @ce. |
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* @see @ref maxCombinedAtomicCounters(), @ref maxAtomicCounterBuffers(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_ATOMIC_COUNTERS}, |
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* @def_gl_keyword{MAX_TESS_CONTROL_ATOMIC_COUNTERS}, |
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* @def_gl_keyword{MAX_TESS_EVALUATION_ATOMIC_COUNTERS}, |
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* @def_gl_keyword{MAX_GEOMETRY_ATOMIC_COUNTERS}, |
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* @def_gl_keyword{MAX_COMPUTE_ATOMIC_COUNTERS} or |
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* @def_gl_keyword{MAX_FRAGMENT_ATOMIC_COUNTERS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Atomic counters are not available in WebGL. |
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*/ |
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static Int maxAtomicCounters(Type type); |
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|
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/** |
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* @brief Max supported atomic counter count for all stages combined |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither extension @gl_extension{ARB,shader_atomic_counters} |
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* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
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* @see @ref maxAtomicCounters(), @ref maxCombinedAtomicCounterBuffers(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_ATOMIC_COUNTERS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Atomic counters are not available in WebGL. |
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*/ |
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static Int maxCombinedAtomicCounters(); |
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|
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/** |
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* @brief Max supported image uniform count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither extension @gl_extension{ARB,shader_image_load_store} |
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* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available or if particular |
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* shader stage is not available, returns @cpp 0 @ce. |
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* @see @ref maxCombinedImageUniforms(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_IMAGE_UNIFORMS}, |
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* @def_gl_keyword{MAX_TESS_CONTROL_IMAGE_UNIFORMS}, |
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* @def_gl_keyword{MAX_TESS_EVALUATION_IMAGE_UNIFORMS}, |
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* @def_gl_keyword{MAX_GEOMETRY_IMAGE_UNIFORMS}, |
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* @def_gl_keyword{MAX_COMPUTE_IMAGE_UNIFORMS} or |
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* @def_gl_keyword{MAX_FRAGMENT_IMAGE_UNIFORMS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Shader image load/store is not available in WebGL. |
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*/ |
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static Int maxImageUniforms(Type type); |
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|
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/** |
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* @brief Max supported image uniform count for all stages combined |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither extension @gl_extension{ARB,shader_image_load_store} |
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* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
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* @see @ref maxImageUniforms(), |
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* @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_IMAGE_UNIFORMS} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Shader image load/store is not available in WebGL. |
|
*/ |
|
static Int maxCombinedImageUniforms(); |
|
|
|
/** |
|
* @brief Max supported shader storage block count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_storage_buffer_object} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available or if particular |
|
* shader stage is not available, returns @cpp 0 @ce. |
|
* @see @ref maxCombinedShaderStorageBlocks(), |
|
* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_SHADER_STORAGE_BLOCKS}, |
|
* @def_gl_keyword{MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS}, |
|
* @def_gl_keyword{MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS}, |
|
* @def_gl_keyword{MAX_GEOMETRY_SHADER_STORAGE_BLOCKS}, |
|
* @def_gl_keyword{MAX_COMPUTE_SHADER_STORAGE_BLOCKS} or |
|
* @def_gl_keyword{MAX_FRAGMENT_SHADER_STORAGE_BLOCKS} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Shader image load/store is not available in WebGL. |
|
*/ |
|
static Int maxShaderStorageBlocks(Type type); |
|
|
|
/** |
|
* @brief Max supported shader storage block count for all stages combined |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_storage_buffer_object} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
|
* @see @ref maxShaderStorageBlocks(), |
|
* @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_SHADER_STORAGE_BLOCKS} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Shader storage is not available in WebGL. |
|
*/ |
|
static Int maxCombinedShaderStorageBlocks(); |
|
#endif |
|
|
|
/** |
|
* @brief Max supported texture image unit count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If particular shader stage is not available, returns |
|
* @cpp 0 @ce. |
|
* @see @ref maxCombinedTextureImageUnits(), |
|
* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_TEXTURE_IMAGE_UNITS}, |
|
* @def_gl_keyword{MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS}, |
|
* @def_gl_keyword{MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS}, |
|
* @def_gl_keyword{MAX_GEOMETRY_TEXTURE_IMAGE_UNITS}, |
|
* @def_gl_keyword{MAX_COMPUTE_TEXTURE_IMAGE_UNITS}, |
|
* @def_gl_keyword{MAX_TEXTURE_IMAGE_UNITS} |
|
*/ |
|
static Int maxTextureImageUnits(Type type); |
|
|
|
/** |
|
* @brief Max supported texture image unit count for all stages combined |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. |
|
* @see @ref maxTextureImageUnits(), @fn_gl{Get} with |
|
* @def_gl_keyword{MAX_COMBINED_TEXTURE_IMAGE_UNITS} |
|
*/ |
|
static Int maxCombinedTextureImageUnits(); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Max supported uniform block count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{ARB,uniform_buffer_objects} |
|
* (part of OpenGL 3.1) or particular shader stage is not available, |
|
* returns @cpp 0 @ce. |
|
* @see @ref maxCombinedUniformBlocks(), @ref maxUniformComponents(), |
|
* @ref maxCombinedUniformComponents(), |
|
* @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_UNIFORM_BLOCKS}, |
|
* @def_gl_keyword{MAX_TESS_CONTROL_UNIFORM_BLOCKS}, |
|
* @def_gl_keyword{MAX_TESS_EVALUATION_UNIFORM_BLOCKS}, |
|
* @def_gl_keyword{MAX_GEOMETRY_UNIFORM_BLOCKS}, |
|
* @def_gl_keyword{MAX_COMPUTE_UNIFORM_BLOCKS} or |
|
* @def_gl_keyword{MAX_FRAGMENT_UNIFORM_BLOCKS} |
|
* @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform blocks are not available in WebGL 1.0. |
|
*/ |
|
static Int maxUniformBlocks(Type type); |
|
|
|
/** |
|
* @brief Max supported uniform block count for all stages combined |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{ARB,uniform_buffer_objects} |
|
* (part of OpenGL 3.1) is not available, returns @cpp 0 @ce. |
|
* @see @ref maxUniformBlocks(), @ref maxUniformComponents(), |
|
* @ref maxCombinedUniformComponents(), |
|
* @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_UNIFORM_BLOCKS} |
|
* @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform blocks are not available in WebGL 1.0. |
|
*/ |
|
static Int maxCombinedUniformBlocks(); |
|
|
|
/** |
|
* @brief Max supported uniform component count in all blocks combined |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{ARB,uniform_buffer_objects} |
|
* (part of OpenGL 3.1) or particular shader stage is not available, |
|
* returns @cpp 0 @ce. |
|
* @see @ref maxUniformComponents(), @ref maxUniformBlocks(), |
|
* @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS}, |
|
* @def_gl_keyword{MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS}, |
|
* @def_gl_keyword{MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS}, |
|
* @def_gl_keyword{MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS}, |
|
* @def_gl_keyword{MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS} or |
|
* @def_gl_keyword{MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS} |
|
* @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform blocks are not available in WebGL 1.0. |
|
*/ |
|
static Int maxCombinedUniformComponents(Type type); |
|
#endif |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Compile multiple shaders simultaneously |
|
* @m_deprecated_since_latest Originally meant to batch multiple |
|
* compile operations together in a way that allowed the driver to |
|
* perform the compilation in multiple threads. Superseded by |
|
* @ref submitCompile() and @ref checkCompile(), use either those |
|
* or the zero-argument @ref compile() instead. See |
|
* @ref GL-AbstractShaderProgram-async for more information. |
|
* |
|
* Calls @ref submitCompile() on all shaders first, then |
|
* @ref checkCompile(). Returns @cpp false @ce if compilation of any |
|
* shader failed, @cpp true @ce if everything succeeded. |
|
*/ |
|
static CORRADE_DEPRECATED("use either submitCompile() and checkCompile() or the zero-argument compile() instead") bool compile(std::initializer_list<Containers::Reference<Shader>> shaders); |
|
#endif |
|
|
|
/** |
|
* @brief Wrap existing OpenGL shader object |
|
* @param type Shader type |
|
* @param id OpenGL shader ID |
|
* @param flags Object creation flags |
|
* @m_since_latest |
|
* |
|
* The @p id is expected to be of an existing OpenGL shader object. |
|
* Unlike a shader created using a constructor, the OpenGL object is by |
|
* default not deleted on destruction, use @p flags for different |
|
* behavior. |
|
* @see @ref release() |
|
*/ |
|
static Shader wrap(Type type, GLuint id, ObjectFlags flags = {}) { |
|
return Shader{type, id, flags}; |
|
} |
|
|
|
/** |
|
* @brief Constructor |
|
* @param version Target version |
|
* @param type Shader type |
|
* |
|
* Creates empty OpenGL shader and adds @glsl #version @ce directive |
|
* corresponding to @p version parameter at the beginning. If |
|
* @ref Version::None is specified, (not) adding the @glsl #version @ce |
|
* directive is left to the user. |
|
* @see @ref Shader(NoCreateT), @ref wrap(), |
|
* @fn_gl_keyword{CreateShader} |
|
*/ |
|
explicit Shader(Version version, Type type); |
|
|
|
/** |
|
* @brief Construct without creating the underlying OpenGL object |
|
* |
|
* The constructed instance is equivalent to moved-from state. Useful |
|
* in cases where you will overwrite the instance later anyway. Move |
|
* another object over it to make it useful. |
|
* |
|
* This function can be safely used for constructing (and later |
|
* destructing) objects even without any OpenGL context being active. |
|
* However note that this is a low-level and a potentially dangerous |
|
* API, see the documentation of @ref NoCreate for alternatives. |
|
* @see @ref Shader() |
|
*/ |
|
explicit Shader(NoCreateT) noexcept; |
|
|
|
/** @brief Copying is not allowed */ |
|
Shader(const Shader&) = delete; |
|
|
|
/** @brief Move constructor */ |
|
Shader(Shader&& other) noexcept; |
|
|
|
/** |
|
* @brief Destructor |
|
* |
|
* Deletes associated OpenGL shader. |
|
* @see @ref wrap(), @ref release(), @fn_gl_keyword{DeleteShader} |
|
*/ |
|
~Shader(); |
|
|
|
/** @brief Copying is not allowed */ |
|
Shader& operator=(const Shader&) = delete; |
|
|
|
/** @brief Move assignment */ |
|
Shader& operator=(Shader&& other) noexcept; |
|
|
|
/** @brief OpenGL shader ID */ |
|
GLuint id() const { return _id; } |
|
|
|
/** |
|
* @brief Release the underlying OpenGL object |
|
* @m_since_latest |
|
* |
|
* Releases ownership of the OpenGL shader object and returns its ID so |
|
* it's not deleted on destruction. The internal state is then |
|
* equivalent to a moved-from state. |
|
* @see @ref wrap() |
|
*/ |
|
/* MinGW complains loudly if the declaration doesn't also have inline */ |
|
inline GLuint release(); |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* @brief Shader label |
|
* |
|
* The result is *not* cached, repeated queries will result in repeated |
|
* OpenGL calls. If OpenGL 4.3 / OpenGL ES 3.2 is not supported and |
|
* neither @gl_extension{KHR,debug} (covered also by |
|
* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label} |
|
* desktop or ES extension is available, this function returns empty |
|
* string. |
|
* @see @fn_gl_keyword{GetObjectLabel} with @def_gl{SHADER} or |
|
* @fn_gl_extension_keyword{GetObjectLabel,EXT,debug_label} with |
|
* @def_gl{SHADER_OBJECT_EXT} |
|
* @requires_gles Debug output is not available in WebGL. |
|
*/ |
|
Containers::String label() const; |
|
|
|
/** |
|
* @brief Set shader label |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is empty string. If OpenGL 4.3 / OpenGL ES 3.2 is not |
|
* supported and neither @gl_extension{KHR,debug} (covered also by |
|
* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label} |
|
* desktop or ES extension is available, this function does nothing. |
|
* @see @ref maxLabelLength(), @fn_gl_keyword{ObjectLabel} with |
|
* @def_gl{SHADER} or @fn_gl_extension_keyword{LabelObject,EXT,debug_label} |
|
* with @def_gl{SHADER_OBJECT_EXT} |
|
* @requires_gles Debug output is not available in WebGL. |
|
*/ |
|
Shader& setLabel(Containers::StringView label); |
|
#endif |
|
|
|
/** @brief Shader type */ |
|
Type type() const { return _type; } |
|
|
|
/** |
|
* @brief Shader sources |
|
* |
|
* The returned views are all |
|
* @relativeref{Corrade,Containers::StringViewFlag::NullTerminated}, |
|
* @relativeref{Corrade,Containers::StringViewFlag::Global} is set for |
|
* the initial @glsl #version @ce directive and for global |
|
* null-terminated views that were passed to @ref addSource(). |
|
*/ |
|
Containers::StringIterable sources() const; |
|
|
|
/** |
|
* @brief Add shader source |
|
* @param source String with shader source |
|
* @return Reference to self (for method chaining) |
|
* |
|
* If the string is not empty, adds it to the shader source list, |
|
* preceded with a @glsl #line n 1 @ce directive for improved |
|
* @ref GL-Shader-errors "compilation error reporting". If it's empty, |
|
* the function is a no-op. |
|
* |
|
* If the view is both @relativeref{Corrade,Containers::StringViewFlag::NullTerminated} |
|
* and @relativeref{Corrade,Containers::StringViewFlag::Global}, it's |
|
* directly referenced, otherwise a copy is made internally. For |
|
* dynamic strings prefer to use the @ref addSource(Containers::String&&) |
|
* overload to avoid copies. |
|
* @see @ref addFile() |
|
*/ |
|
Shader& addSource(Containers::StringView source); |
|
/** @overload */ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
Shader& addSource(Containers::String&& source); |
|
#else |
|
/* Otherwise passing a char* is ambiguous between this and the |
|
StringView overload. Sigh, C++. */ |
|
template<class U, class = typename std::enable_if<std::is_same<U&&, Containers::String&&>::value>::type> |
|
Shader& addSource(U&& source) { |
|
return addSourceInternal(Utility::move(source)); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Add shader source file |
|
* @param filename Name of source file to read from |
|
* @return Reference to self (for method chaining) |
|
* |
|
* The file must exist and must be readable. Calls @ref addSource() |
|
* with the contents. |
|
*/ |
|
Shader& addFile(const Containers::StringView filename); |
|
|
|
/** |
|
* @brief Compile the shader |
|
* |
|
* Calls @ref submitCompile(), immediately followed by |
|
* @ref checkCompile(), passing back its return value. See |
|
* documentation of those two functions for details. |
|
*/ |
|
bool compile(); |
|
|
|
/** |
|
* @brief Submit the shader for compilation |
|
* @m_since_latest |
|
* |
|
* You can call @ref isCompileFinished() or @ref checkCompile() after, |
|
* but it's recommended to instead immediately call |
|
* @ref AbstractShaderProgram::attachShader() and |
|
* @relativeref{AbstractShaderProgram,submitLink()}, then optionally |
|
* continue with @relativeref{AbstractShaderProgram,isLinkFinished()} |
|
* and pass all input shaders to |
|
* @relativeref{AbstractShaderProgram,checkLink()} on the final program |
|
* --- if compilation would fail, subsequent linking will as well, and |
|
* @relativeref{AbstractShaderProgram,checkLink()} will print the |
|
* compilation error if linking failed due to that. See |
|
* @ref GL-AbstractShaderProgram-async for more information. |
|
* @see @fn_gl_keyword{ShaderSource}, @fn_gl_keyword{CompileShader} |
|
*/ |
|
void submitCompile(); |
|
|
|
/** |
|
* @brief Check shader compilation status and await completion |
|
* @m_since_latest |
|
* |
|
* Has to be called only if @ref submitCompile() was called before. |
|
* It's however recommended to instead immediately call |
|
* @ref AbstractShaderProgram::attachShader() and |
|
* @relativeref{AbstractShaderProgram,submitLink()}, then optionally |
|
* continue with @relativeref{AbstractShaderProgram,isLinkFinished()} |
|
* and pass all input shaders to |
|
* @relativeref{AbstractShaderProgram,checkLink()} on the final program |
|
* --- if compilation would fail, subsequent linking will as well, and |
|
* @relativeref{AbstractShaderProgram,checkLink()} will print the |
|
* compilation error if linking failed due to that. See |
|
* @ref GL-AbstractShaderProgram-async for more information. |
|
* @see @fn_gl_keyword{GetShader} with @def_gl{COMPILE_STATUS} and |
|
* @def_gl{INFO_LOG_LENGTH}, @fn_gl_keyword{GetShaderInfoLog} |
|
*/ |
|
bool checkCompile(); |
|
|
|
/** |
|
* @brief Whether a @ref submitCompile() operation has finished |
|
* @m_since_latest |
|
* |
|
* Has to be called only if @ref submitCompile() was called before, and |
|
* before @ref checkCompile(). If returns @cpp false @ce, a subsequent |
|
* @ref checkCompile() call will block until the compilation is |
|
* finished. If @gl_extension{KHR,parallel_shader_compile} is not |
|
* available, the function always returns @cpp true @ce --- i.e., as if |
|
* the compilation was done synchronously. |
|
* |
|
* It's however recommended to wait only for the final link to finish, |
|
* and not for particular compilations --- i.e., right after |
|
* @ref submitCompile() continue with |
|
* @ref AbstractShaderProgram::attachShader() and |
|
* @relativeref{AbstractShaderProgram,submitLink()}, and then check |
|
* with @relativeref{AbstractShaderProgram,isLinkFinished()} on the |
|
* final program. See @ref GL-AbstractShaderProgram-async for more |
|
* information. |
|
* @see @fn_gl_keyword{GetProgram} with |
|
* @def_gl_extension{COMPLETION_STATUS,KHR,parallel_shader_compile} |
|
*/ |
|
bool isCompileFinished(); |
|
|
|
private: |
|
explicit Shader(Type type, GLuint id, ObjectFlags flags) noexcept; |
|
|
|
/* Used by addSource(Containers::String&&) */ |
|
Shader& addSourceInternal(Containers::String&& source); |
|
|
|
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) && !defined(CORRADE_TARGET_APPLE) |
|
static MAGNUM_GL_LOCAL Containers::StringView workaroundDefinesImplementationNoOp(Version version); |
|
static MAGNUM_GL_LOCAL Containers::StringView workaroundDefinesImplementationAdrenoVersion(Version version); |
|
#endif |
|
|
|
static void MAGNUM_GL_LOCAL addSourceImplementationDefault(Shader& self, Containers::String&& source); |
|
#if defined(CORRADE_TARGET_EMSCRIPTEN) && defined(__EMSCRIPTEN_PTHREADS__) |
|
static void MAGNUM_GL_LOCAL addSourceImplementationEmscriptenPthread(Shader& self, Containers::String&& source); |
|
#endif |
|
|
|
static MAGNUM_GL_LOCAL void cleanLogImplementationNoOp(Containers::String& message); |
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES) |
|
static MAGNUM_GL_LOCAL void cleanLogImplementationIntelWindows(Containers::String& message); |
|
#endif |
|
|
|
MAGNUM_GL_LOCAL static void APIENTRY completionStatusImplementationFallback(GLuint, GLenum, GLint*); |
|
|
|
Type _type; |
|
GLuint _id; |
|
ObjectFlags _flags; |
|
#ifndef MAGNUM_TARGET_GLES |
|
/* Used by addSource() / addFile(), see there for details */ |
|
bool _offsetLineByOneOnOldGlsl; |
|
#endif |
|
UnsignedByte _fileIndexOffset; |
|
|
|
Containers::Array<Containers::String> _sources; |
|
}; |
|
|
|
/** @debugoperatorclassenum{Shader,Shader::Type} */ |
|
MAGNUM_GL_EXPORT Debug& operator<<(Debug& debug, Shader::Type value); |
|
|
|
inline GLuint Shader::release() { |
|
const GLuint id = _id; |
|
_id = 0; |
|
return id; |
|
} |
|
|
|
}} |
|
|
|
#endif
|
|
|