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