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2025-01-22 16:18:30 +01:00
#include "ComputeImpl.h"
#include "ogl.h"
#include <Kore/Compute/Compute.h>
#include <Kore/Graphics3/Graphics.h>
#include <Kore/Math/Core.h>
#include <stdio.h>
using namespace Kore;
#if defined(KINC_WINDOWS) || (defined(KINC_LINUX) && defined(GL_VERSION_4_3)) || (defined(KINC_ANDROID) && defined(GL_ES_VERSION_3_1))
#define HAS_COMPUTE
#endif
ComputeShaderImpl::ComputeShaderImpl(void *source, int length) : _length(length) {
_source = new char[length + 1];
for (int i = 0; i < length; ++i) {
_source[i] = ((char *)source)[i];
}
_source[length] = 0;
#ifdef HAS_COMPUTE
_id = glCreateShader(GL_COMPUTE_SHADER);
glCheckErrors();
glShaderSource(_id, 1, &_source, nullptr);
glCompileShader(_id);
int result;
glGetShaderiv(_id, GL_COMPILE_STATUS, &result);
if (result != GL_TRUE) {
int length;
glGetShaderiv(_id, GL_INFO_LOG_LENGTH, &length);
char *errormessage = new char[length];
glGetShaderInfoLog(_id, length, nullptr, errormessage);
log(Error, "GLSL compiler error: %s\n", errormessage);
delete[] errormessage;
}
_programid = glCreateProgram();
glAttachShader(_programid, _id);
glLinkProgram(_programid);
glGetProgramiv(_programid, GL_LINK_STATUS, &result);
if (result != GL_TRUE) {
int length;
glGetProgramiv(_programid, GL_INFO_LOG_LENGTH, &length);
char *errormessage = new char[length];
glGetProgramInfoLog(_programid, length, nullptr, errormessage);
log(Error, "GLSL linker error: %s\n", errormessage);
delete[] errormessage;
}
#endif
}
ComputeShaderImpl::~ComputeShaderImpl() {
delete[] _source;
_source = nullptr;
#ifdef HAS_COMPUTE
glDeleteProgram(_programid);
glDeleteShader(_id);
#endif
}
ComputeShader::ComputeShader(void *_data, int length) : ComputeShaderImpl(_data, length) {}
ComputeConstantLocation ComputeShader::getConstantLocation(const char *name) {
ComputeConstantLocation location;
#ifdef HAS_COMPUTE
location.location = glGetUniformLocation(_programid, name);
glCheckErrors2();
if (location.location < 0) {
log(Warning, "Uniform %s not found.", name);
}
#endif
return location;
}
ComputeTextureUnit ComputeShader::getTextureUnit(const char *name) {
ComputeTextureUnit unit;
unit.unit = 0;
return unit;
}
void Compute::setFloat(ComputeConstantLocation location, float value) {
#ifdef HAS_COMPUTE
glUniform1f(location.location, value);
glCheckErrors2();
#endif
}
void Compute::setBuffer(ShaderStorageBuffer *buffer, int index) {
#ifdef HAS_COMPUTE
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, buffer->bufferId);
glCheckErrors2();
#endif
}
void Compute::setTexture(ComputeTextureUnit unit, Graphics4::Texture *texture, Access access) {
#ifdef HAS_COMPUTE
glActiveTexture(GL_TEXTURE0 + unit.unit);
glCheckErrors2();
GLenum glaccess = access == Access::Read ? GL_READ_ONLY : (access == Access::Write ? GL_WRITE_ONLY : GL_READ_WRITE);
glBindImageTexture(0, texture->texture, 0, GL_FALSE, 0, glaccess, GL_RGBA32F);
glCheckErrors2();
#endif
}
void Compute::setTexture(ComputeTextureUnit unit, Graphics4::RenderTarget *target, Access access) {}
void Compute::setSampledTexture(ComputeTextureUnit unit, Graphics4::Texture *texture) {}
void Compute::setSampledTexture(ComputeTextureUnit unit, Graphics4::RenderTarget *target) {}
void Compute::setSampledDepthTexture(ComputeTextureUnit unit, Graphics4::RenderTarget *target) {}
void Compute::setTextureAddressing(ComputeTextureUnit unit, Graphics4::TexDir dir, Graphics4::TextureAddressing addressing) {}
void Compute::setTexture3DAddressing(ComputeTextureUnit unit, Graphics4::TexDir dir, Graphics4::TextureAddressing addressing) {}
void Compute::setTextureMagnificationFilter(ComputeTextureUnit unit, Graphics4::TextureFilter filter) {}
void Compute::setTexture3DMagnificationFilter(ComputeTextureUnit unit, Graphics4::TextureFilter filter) {}
void Compute::setTextureMinificationFilter(ComputeTextureUnit unit, Graphics4::TextureFilter filter) {}
void Compute::setTexture3DMinificationFilter(ComputeTextureUnit unit, Graphics4::TextureFilter filter) {}
void Compute::setTextureMipmapFilter(ComputeTextureUnit unit, Graphics4::MipmapFilter filter) {}
void Compute::setTexture3DMipmapFilter(ComputeTextureUnit unit, Graphics4::MipmapFilter filter) {}
void Compute::setShader(ComputeShader *shader) {
#ifdef HAS_COMPUTE
glUseProgram(shader->_programid);
glCheckErrors2();
#endif
}
void Compute::compute(int x, int y, int z) {
#ifdef HAS_COMPUTE
glDispatchCompute(x, y, z);
glCheckErrors2();
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glCheckErrors2();
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glCheckErrors2();
#endif
}