// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com) // This file is part of the "Nazara Engine - OpenGL renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include #include #include #include namespace Nz { OpenGLRenderPipeline::OpenGLRenderPipeline(OpenGLDevice& device, RenderPipelineInfo pipelineInfo) : m_pipelineInfo(std::move(pipelineInfo)), m_isViewportFlipped(false) { ValidatePipelineInfo(device, m_pipelineInfo); OpenGLRenderPipelineLayout& pipelineLayout = static_cast(*m_pipelineInfo.pipelineLayout); if (!m_program.Create(device)) throw std::runtime_error("failed to create program"); const GL::Context* activeContext = GL::Context::GetCurrentContext(); assert(activeContext); // Enable pipeline states before compiling and linking the program, for drivers which embed some pipeline states into the shader binary (to avoid recompilation later) activeContext->UpdateStates(m_pipelineInfo, false); ShaderStageTypeFlags stageFlags; for (const auto& shaderModulePtr : m_pipelineInfo.shaderModules) { OpenGLShaderModule& shaderModule = static_cast(*shaderModulePtr); stageFlags |= shaderModule.Attach(m_program, pipelineLayout.GetBindingMapping()); } // OpenGL ES programs must have both vertex and fragment shaders or a compute shader or a mesh and fragment shader. if (device.GetReferenceContext().GetParams().type == GL::ContextType::OpenGL_ES) { auto GenerateIfMissing = [&](ShaderStageType stage) { if (!stageFlags.Test(stage)) { ShaderAst::Module dummyModule; dummyModule.rootNode = ShaderBuilder::MultiStatement(); dummyModule.rootNode->statements.push_back(ShaderBuilder::DeclareFunction(stage, "main", {}, {})); std::shared_ptr metadata = std::make_shared(); metadata->shaderLangVersion = 100; dummyModule.metadata = std::move(metadata); OpenGLShaderModule shaderModule(device, stage, dummyModule); stageFlags |= shaderModule.Attach(m_program, pipelineLayout.GetBindingMapping()); } }; GenerateIfMissing(ShaderStageType::Fragment); GenerateIfMissing(ShaderStageType::Vertex); } m_program.Link(); std::string errLog; if (!m_program.GetLinkStatus(&errLog)) throw std::runtime_error("failed to link program: " + errLog); m_flipYUniformLocation = m_program.GetUniformLocation(GlslWriter::GetFlipYUniformName()); if (m_flipYUniformLocation != -1) m_program.Uniform(m_flipYUniformLocation, 1.f); } void OpenGLRenderPipeline::Apply(const GL::Context& context, bool flipViewport) const { context.UpdateStates(m_pipelineInfo, flipViewport); context.BindProgram(m_program.GetObjectId()); //< Bind program after states (for shader caching) if (m_flipYUniformLocation != -1 && m_isViewportFlipped != flipViewport) { m_program.Uniform(m_flipYUniformLocation, (flipViewport) ? -1.f : 1.f); m_isViewportFlipped = flipViewport; } } }