コード例 #1
0
ファイル: EffectProgram.OpenGL.cs プロジェクト: cg123/xenko
 /// <summary>
 /// Inserts the data in the list if this is a copy of a previously set one.
 /// </summary>
 /// <param name="data">The  data.</param>
 /// <param name="index">The index in the list.</param>
 /// <param name="bindings">The list of bindings.</param>
 /// <returns>The new index of the data.</returns>
 private static int GetReflexionIndex(EffectResourceBindingDescription data, int index, List<EffectResourceBindingDescription> bindings)
 {
     if (data.SlotCount != 0)
     {
         // slot count has been specified, this means that this resource was already configured
         // We have to create a new entry for the data
         var newIndex = bindings.Count;
         bindings.Add(data);
         return newIndex;
     }
     return index;
 }
コード例 #2
0
ファイル: EffectProgram.OpenGL.cs プロジェクト: cg123/xenko
        /// <summary>
        /// Create or updates the reflection for this shader
        /// </summary>
        /// <param name="effectReflection">the reflection from the hlsl</param>
        /// <param name="stage">the shader pipeline stage</param>
        private void CreateReflection(EffectReflection effectReflection, ShaderStage stage)
        {
            int currentProgram;
            GL.GetInteger(GetPName.CurrentProgram, out currentProgram);
            GL.UseProgram(ProgramId);

            int uniformBlockCount;
            GL.GetProgram(ProgramId, XkActiveUniformBlocks, out uniformBlockCount);

            var validConstantBuffers = new bool[effectReflection.ConstantBuffers.Count];
            for (int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
            {
                // TODO: get previous name to find te actual constant buffer in the reflexion
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                const int sbCapacity = 128;
                int length;
                var sb = new StringBuilder(sbCapacity);
                GL.GetActiveUniformBlockName(ProgramId, uniformBlockIndex, sbCapacity, out length, sb);
                var constantBufferName = sb.ToString();
#else
                var constantBufferName = GL.GetActiveUniformBlockName(ProgramId, uniformBlockIndex);
#endif

                var constantBufferDescriptionIndex = effectReflection.ConstantBuffers.FindIndex(x => x.Name == constantBufferName);
                if (constantBufferDescriptionIndex == -1)
                {
                    reflectionResult.Error("Unable to find the constant buffer description [{0}]", constantBufferName);
                    return;
                }
                var constantBufferIndex = effectReflection.ResourceBindings.FindIndex(x => x.RawName == constantBufferName);
                if (constantBufferIndex == -1)
                {
                    reflectionResult.Error("Unable to find the constant buffer [{0}]", constantBufferName);
                    return;
                }

                var constantBufferDescription = effectReflection.ConstantBuffers[constantBufferDescriptionIndex];
                var constantBuffer = effectReflection.ResourceBindings[constantBufferIndex];

                GL.GetActiveUniformBlock(ProgramId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockDataSize, out constantBufferDescription.Size);
                
                int uniformCount;
                GL.GetActiveUniformBlock(ProgramId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniforms, out uniformCount);

                // set the binding
                GL.UniformBlockBinding(ProgramId, uniformBlockIndex, uniformBlockIndex);

                // Read uniforms desc
                var uniformIndices = new int[uniformCount];
                var uniformOffsets = new int[uniformCount];
                var uniformTypes = new int[uniformCount];
                var uniformNames = new string[uniformCount];
                GL.GetActiveUniformBlock(ProgramId, uniformBlockIndex, ActiveUniformBlockParameter.UniformBlockActiveUniformIndices, uniformIndices);
                GL.GetActiveUniforms(ProgramId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformOffset, uniformOffsets);
                GL.GetActiveUniforms(ProgramId, uniformIndices.Length, uniformIndices, ActiveUniformParameter.UniformType, uniformTypes);
                
                for (int uniformIndex = 0; uniformIndex < uniformIndices.Length; ++uniformIndex)
                {
#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    int size;
                    ActiveUniformType aut;
                    GL.GetActiveUniform(ProgramId, uniformIndices[uniformIndex], sbCapacity, out length, out size, out aut, sb);
                    uniformNames[uniformIndex] = sb.ToString();
#else
                    uniformNames[uniformIndex] = GL.GetActiveUniformName(ProgramId, uniformIndices[uniformIndex]);
#endif
                }

                // Reoder by offset
                var indexMapping = uniformIndices.Select((x, i) => new UniformMergeInfo { Offset = uniformOffsets[i], Type = (ActiveUniformType)uniformTypes[i], Name = uniformNames[i], NextOffset = 0 }).OrderBy(x => x.Offset).ToArray();
                indexMapping.Last().NextOffset = constantBufferDescription.Size;

                // Fill next offsets
                for (int i = 1; i < indexMapping.Length; ++i)
                {
                    indexMapping[i - 1].NextOffset = indexMapping[i].Offset;
                }

                // Group arrays/structures into one variable (std140 layout is enough for offset determinism inside arrays/structures)
                indexMapping = indexMapping.GroupBy(x =>
                    {
                        // Use only first part of name (ignore structure/array part)
                        var name = x.Name;
                        if (name.Contains(".")) { name = name.Substring(0, name.IndexOf('.')); }
                        if (name.Contains("[")) { name = name.Substring(0, name.IndexOf('[')); }
                        return name;
                    })
                                           .Select(x =>
                                               {
                                                   var result = x.First();
                                                   result.NextOffset = x.Last().NextOffset;

                                                   // Check weither it's an array or a struct
                                                   int dotIndex = result.Name.IndexOf('.');
                                                   int arrayIndex = result.Name.IndexOf('[');

                                                   if (x.Count() > 1 && arrayIndex == -1 && dotIndex == -1)
                                                       throw new InvalidOperationException();

                                                   // TODO: Type processing

                                                   result.Name = x.Key;
                                                   return result;
                                               }).ToArray();

                foreach (var variableIndexGroup in indexMapping)
                {
                    var variableIndex = -1;
                    for (var tentativeIndex = 0; tentativeIndex < constantBufferDescription.Members.Length; ++tentativeIndex)
                    {
                        if (constantBufferDescription.Members[tentativeIndex].RawName == variableIndexGroup.Name)
                        {
                            variableIndex = tentativeIndex;
                            break;
                        }
                    }

                    if (variableIndex == -1)
                    {
                        reflectionResult.Error("Unable to find uniform [{0}] in constant buffer [{1}]", variableIndexGroup.Name, constantBufferName);
                        continue;
                    }
                    var variable = constantBufferDescription.Members[variableIndex];
                    variable.Type.Type = GetTypeFromActiveUniformType(variableIndexGroup.Type);
                    variable.Offset = variableIndexGroup.Offset;
                    variable.Size = variableIndexGroup.NextOffset - variableIndexGroup.Offset;

                    constantBufferDescription.Members[variableIndex] = variable;
                }

                constantBufferDescription.Type = ConstantBufferType.ConstantBuffer;

                constantBuffer.SlotCount = 1; // constant buffers are not arrays
                constantBuffer.SlotStart = uniformBlockIndex;
                constantBuffer.Stage = stage;

                // store the new values
                validConstantBuffers[constantBufferDescriptionIndex] = true;
                effectReflection.ConstantBuffers[constantBufferDescriptionIndex] = constantBufferDescription;
                effectReflection.ResourceBindings[constantBufferIndex] = constantBuffer;
            }
//#endif

            // Remove unecessary cbuffer and resource bindings

            // Register textures, samplers, etc...
            //TODO: (?) non texture/buffer uniform outside of a block
            {
                // Register "NoSampler", required by HLSL=>GLSL translation to support HLSL such as texture.Load().
                var noSampler = new EffectResourceBindingDescription { KeyInfo = { KeyName = "NoSampler" }, RawName = "NoSampler", Class = EffectParameterClass.Sampler, SlotStart = -1, SlotCount = 1 };
                Reflection.ResourceBindings.Add(noSampler);

                int activeUniformCount;
                GL.GetProgram(ProgramId, GetProgramParameterName.ActiveUniforms, out activeUniformCount);
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                var uniformTypes = new int[activeUniformCount];
                GL.GetActiveUniforms(ProgramId, activeUniformCount, Enumerable.Range(0, activeUniformCount).ToArray(), ActiveUniformParameter.UniformType, uniformTypes);
#endif

                int textureUnitCount = 0;

                const int sbCapacity = 128;
                var sb = new StringBuilder(sbCapacity);

                for (int activeUniformIndex = 0; activeUniformIndex < activeUniformCount; ++activeUniformIndex)
                {
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    var uniformType = (ActiveUniformType)uniformTypes[activeUniformIndex];
                    var uniformName = GL.GetActiveUniformName(ProgramId, activeUniformIndex);
#else
                    ActiveUniformType uniformType;
                    int uniformCount;
                    int length;
                    GL.GetActiveUniform(ProgramId, activeUniformIndex, sbCapacity, out length, out uniformCount, out uniformType, sb);
                    var uniformName = sb.ToString();

                    //this is a special OpenglES case , it is declared as built in uniform, and the driver will take care of it, we just need to ignore it here
                    if (uniformName.StartsWith("gl_DepthRange"))
                    {
                        continue;
                    }
#endif

#if SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                    // Process uniforms
                    if (GraphicsDevice.IsOpenGLES2)
                    {
                        switch (uniformType)
                        {
                            case ActiveUniformType.Bool:
                            case ActiveUniformType.Int:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(int)*1, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.BoolVec2:
                            case ActiveUniformType.IntVec2:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(int)*2, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.BoolVec3:
                            case ActiveUniformType.IntVec3:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(int)*3, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.BoolVec4:
                            case ActiveUniformType.IntVec4:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(int)*4, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.Float:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(float)*1, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.FloatVec2:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(float)*2, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.FloatVec3:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(float)*3, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.FloatVec4:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(float)*4, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.FloatMat4:
                                AddUniform(effectReflection, validConstantBuffers, sizeof(float)*4*4, uniformCount, uniformName, uniformType);
                                break;
                            case ActiveUniformType.FloatMat2:
                            case ActiveUniformType.FloatMat3:
                                throw new NotImplementedException();
                        }
                    }
#endif

                    switch (uniformType)
                    {
#if !SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES
                        case ActiveUniformType.Sampler1D:
                        case ActiveUniformType.Sampler1DShadow:
                        case ActiveUniformType.IntSampler1D:
                        case ActiveUniformType.UnsignedIntSampler1D:

                        case ActiveUniformType.SamplerBuffer:
                        case ActiveUniformType.UnsignedIntSamplerBuffer:
                        case ActiveUniformType.IntSamplerBuffer:
#endif
                        case ActiveUniformType.Sampler2D:
                        case ActiveUniformType.Sampler2DShadow:
                        case ActiveUniformType.Sampler3D: // TODO: remove Texture3D that is not available in OpenGL ES 2
                        case ActiveUniformType.SamplerCube:
                        case ActiveUniformType.IntSampler2D:
                        case ActiveUniformType.IntSampler3D:
                        case ActiveUniformType.IntSamplerCube:
                        case ActiveUniformType.UnsignedIntSampler2D:
                        case ActiveUniformType.UnsignedIntSampler3D:
                        case ActiveUniformType.UnsignedIntSamplerCube:
                            var uniformIndex = GL.GetUniformLocation(ProgramId, uniformName);

                            // Temporary way to scan which texture and sampler created this texture_sampler variable (to fix with new HLSL2GLSL converter)

                            var startIndex = -1;
                            var textureReflectionIndex = -1;
                            var samplerReflectionIndex = -1;
                            do
                            {
                                int middlePart = uniformName.IndexOf('_', startIndex + 1);
                                var textureName = middlePart != -1 ? uniformName.Substring(0, middlePart) : uniformName;
                                var samplerName = middlePart != -1 ? uniformName.Substring(middlePart + 1) : null;

                                textureReflectionIndex =
                                    effectReflection.ResourceBindings.FindIndex(x => x.RawName == textureName);
                                samplerReflectionIndex =
                                    effectReflection.ResourceBindings.FindIndex(x => x.RawName == samplerName);

                                if (textureReflectionIndex != -1 && samplerReflectionIndex != -1)
                                    break;

                                startIndex = middlePart;
                            } while (startIndex != -1);

                            if (startIndex == -1 || textureReflectionIndex == -1 || samplerReflectionIndex == -1)
                            {
                                reflectionResult.Error("Unable to find sampler and texture corresponding to [{0}]", uniformName);
                                continue; // Error
                            }

                            var textureReflection = effectReflection.ResourceBindings[textureReflectionIndex];
                            var samplerReflection = effectReflection.ResourceBindings[samplerReflectionIndex];

                            // Contrary to Direct3D, samplers and textures are part of the same object in OpenGL
                            // Since we are exposing the Direct3D representation, a single sampler parameter key can be used for several textures, a single texture can be used with several samplers.
                            // When such a case is detected, we need to duplicate the resource binding.
                            textureReflectionIndex = GetReflexionIndex(textureReflection, textureReflectionIndex, effectReflection.ResourceBindings);
                            samplerReflectionIndex = GetReflexionIndex(samplerReflection, samplerReflectionIndex, effectReflection.ResourceBindings);

                            // Update texture uniform mapping
                            GL.Uniform1(uniformIndex, textureUnitCount);
                            
                            textureReflection.Stage = stage;
                            //textureReflection.Param.RawName = uniformName;
                            textureReflection.Type = GetTypeFromActiveUniformType(uniformType);
                            textureReflection.Class = EffectParameterClass.ShaderResourceView;
                            textureReflection.SlotStart = textureUnitCount;
                            textureReflection.SlotCount = 1; // TODO: texture arrays

                            samplerReflection.Stage = stage;
                            samplerReflection.Class = EffectParameterClass.Sampler;
                            samplerReflection.SlotStart = textureUnitCount;
                            samplerReflection.SlotCount = 1; // TODO: texture arrays

                            effectReflection.ResourceBindings[textureReflectionIndex] = textureReflection;
                            effectReflection.ResourceBindings[samplerReflectionIndex] = samplerReflection;

                            Textures.Add(new Texture(textureUnitCount));
                            
                            textureUnitCount++;
                            break;
                    }
                }

                // Remove any optimized resource binding
                effectReflection.ResourceBindings.RemoveAll(x => x.SlotStart == -1);
                effectReflection.ConstantBuffers = effectReflection.ConstantBuffers.Where((cb, i) => validConstantBuffers[i]).ToList();
            }

            GL.UseProgram(currentProgram);
        }