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glium 0.34.0

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
Documentation
use crate::gl;
use crate::version::Version;
use crate::version::Api;

use crate::CapabilitiesSource;
use crate::backend::Facade;
use crate::context::Context;
use crate::ContextExt;

use std::{ffi, ptr};
use std::rc::Rc;

use crate::GlObject;
use crate::Handle;

use crate::program::{ProgramCreationError, ShaderType, SpirvEntryPoint};

/// A single, compiled but unlinked, shader.
pub struct Shader {
    context: Rc<Context>,
    id: Handle,
}

impl GlObject for Shader {
    type Id = Handle;

    #[inline]
    fn get_id(&self) -> Handle {
        self.id
    }
}

impl Drop for Shader {
    fn drop(&mut self) {
        let ctxt = self.context.make_current();

        unsafe {
            match self.id {
                Handle::Id(id) => {
                    assert!(ctxt.version >= &Version(Api::Gl, 2, 0) ||
                            ctxt.version >= &Version(Api::GlEs, 2, 0));
                    ctxt.gl.DeleteShader(id);
                },
                Handle::Handle(id) => {
                    assert!(ctxt.extensions.gl_arb_shader_objects);
                    ctxt.gl.DeleteObjectARB(id);
                }
            }
        }
    }
}

/// Builds an individual shader.
pub fn build_shader<F: ?Sized>(facade: &F, shader_type: gl::types::GLenum, source_code: &str)
                       -> Result<Shader, ProgramCreationError> where F: Facade
{
    unsafe {
        let ctxt = facade.get_context().make_current();

        if ctxt.capabilities.supported_glsl_versions.is_empty() {
            return Err(ProgramCreationError::CompilationNotSupported);
        }

        if !check_shader_type_compatibility(&ctxt, shader_type) {
            return Err(ProgramCreationError::ShaderTypeNotSupported);
        }

        let source_code = ffi::CString::new(source_code.as_bytes()).unwrap();

        let id = if ctxt.version >= &Version(Api::Gl, 2, 0) ||
                    ctxt.version >= &Version(Api::GlEs, 2, 0)
        {
            Handle::Id(ctxt.gl.CreateShader(shader_type))
        } else if ctxt.extensions.gl_arb_shader_objects {
            Handle::Handle(ctxt.gl.CreateShaderObjectARB(shader_type))
        } else {
            unreachable!()
        };

        if id == Handle::Id(0) || id == Handle::Handle(0 as gl::types::GLhandleARB) {
            return Err(ProgramCreationError::ShaderTypeNotSupported);
        }

        match id {
            Handle::Id(id) => {
                assert!(ctxt.version >= &Version(Api::Gl, 2, 0) ||
                        ctxt.version >= &Version(Api::GlEs, 2, 0));
                ctxt.gl.ShaderSource(id, 1, [ source_code.as_ptr() ].as_ptr(), ptr::null());
            },
            Handle::Handle(id) => {
                assert!(ctxt.extensions.gl_arb_shader_objects);
                ctxt.gl.ShaderSourceARB(id, 1, [ source_code.as_ptr() ].as_ptr(), ptr::null());
            }
        }

        // compiling
        {
            ctxt.report_debug_output_errors.set(false);

            match id {
                Handle::Id(id) => {
                    assert!(ctxt.version >= &Version(Api::Gl, 2, 0)||
                            ctxt.version >= &Version(Api::GlEs, 2, 0));
                    ctxt.gl.CompileShader(id);
                },
                Handle::Handle(id) => {
                    assert!(ctxt.extensions.gl_arb_shader_objects);
                    ctxt.gl.CompileShaderARB(id);
                }
            }

            ctxt.report_debug_output_errors.set(true);
        }

        // checking compilation success by reading a flag on the shader
        let compilation_success = {
            let mut compilation_success: gl::types::GLint = 0;
            match id {
                Handle::Id(id) => {
                    assert!(ctxt.version >= &Version(Api::Gl, 2, 0) ||
                            ctxt.version >= &Version(Api::GlEs, 2, 0));
                    ctxt.gl.GetShaderiv(id, gl::COMPILE_STATUS, &mut compilation_success);
                },
                Handle::Handle(id) => {
                    assert!(ctxt.extensions.gl_arb_shader_objects);
                    ctxt.gl.GetObjectParameterivARB(id, gl::OBJECT_COMPILE_STATUS_ARB,
                                                    &mut compilation_success);
                }
            }
            compilation_success
        };

        if compilation_success == 1 {
            Ok(Shader {
                context: facade.get_context().clone(),
                id
            })

        } else {
            // compilation error
            let mut error_log_size: gl::types::GLint = 0;

            match id {
                Handle::Id(id) => {
                    assert!(ctxt.version >= &Version(Api::Gl, 2, 0) ||
                            ctxt.version >= &Version(Api::GlEs, 2, 0));
                    ctxt.gl.GetShaderiv(id, gl::INFO_LOG_LENGTH, &mut error_log_size);
                },
                Handle::Handle(id) => {
                    assert!(ctxt.extensions.gl_arb_shader_objects);
                    ctxt.gl.GetObjectParameterivARB(id, gl::OBJECT_INFO_LOG_LENGTH_ARB,
                                                    &mut error_log_size);
                }
            }

            let mut error_log: Vec<u8> = Vec::with_capacity(error_log_size as usize);

            match id {
                Handle::Id(id) => {
                    assert!(ctxt.version >= &Version(Api::Gl, 2, 0) ||
                            ctxt.version >= &Version(Api::GlEs, 2, 0));
                    ctxt.gl.GetShaderInfoLog(id, error_log_size, &mut error_log_size,
                                             error_log.as_mut_ptr() as *mut gl::types::GLchar);
                },
                Handle::Handle(id) => {
                    assert!(ctxt.extensions.gl_arb_shader_objects);
                    ctxt.gl.GetInfoLogARB(id, error_log_size, &mut error_log_size,
                                          error_log.as_mut_ptr() as *mut gl::types::GLchar);
                }
            }

            error_log.set_len(error_log_size as usize);

            match String::from_utf8(error_log) {
                Ok(msg) => Err(ProgramCreationError::CompilationError(msg, ShaderType::from_opengl_type(shader_type))),
                Err(_) => Err(
                    ProgramCreationError::CompilationError("Could not convert the log \
                                                            message to UTF-8".to_owned(), ShaderType::from_opengl_type(shader_type))
                ),
            }
        }
    }
}

/// Builds an individual shader from a SPIR-V binary.
pub fn build_spirv_shader<F: ?Sized>(facade: &F, shader_type: gl::types::GLenum, spirv: &SpirvEntryPoint)
                       -> Result<Shader, ProgramCreationError> where F: Facade
{
    unsafe {
        let ctxt = facade.get_context().make_current();

        if ctxt.capabilities.supported_glsl_versions.is_empty() {
            return Err(ProgramCreationError::CompilationNotSupported);
        }

        if !check_shader_type_compatibility(&ctxt, shader_type) {
            return Err(ProgramCreationError::ShaderTypeNotSupported);
        }

        let id = if ctxt.version >= &Version(Api::Gl, 4, 6) ||
            (ctxt.version >= &Version(Api::Gl, 4, 1) && ctxt.extensions.gl_arb_gl_spirv)
        {
            ctxt.gl.CreateShader(shader_type)
        } else {
            return Err(ProgramCreationError::CompilationNotSupported);
        };

        if id == 0 {
            return Err(ProgramCreationError::ShaderTypeNotSupported);
        }

        let binary = &spirv.binary;
        let entry_point = ffi::CString::new(spirv.entry_point.as_bytes()).unwrap();

        const GL_SHADER_BINARY_FORMAT_SPIR_V: gl::types::GLenum = 0x9551;

        ctxt.gl.ShaderBinary(1, &id, GL_SHADER_BINARY_FORMAT_SPIR_V, binary.as_ptr() as _, binary.len() as _);

        // compiling
        {
            ctxt.report_debug_output_errors.set(false);

            ctxt.gl.SpecializeShader(id, entry_point.as_ptr() as _, 0, ptr::null(), ptr::null());

            ctxt.report_debug_output_errors.set(true);
        }

        // checking compilation success by reading a flag on the shader
        let compilation_success = {
            let mut compilation_success: gl::types::GLint = 0;
            ctxt.gl.GetShaderiv(id, gl::COMPILE_STATUS, &mut compilation_success);
            compilation_success
        };

        if compilation_success == 1 {
            Ok(Shader {
                context: facade.get_context().clone(),
                id: Handle::Id(id)
            })
        } else {
            // compilation error
            let mut error_log_size: gl::types::GLint = 0;

            ctxt.gl.GetShaderiv(id, gl::INFO_LOG_LENGTH, &mut error_log_size);

            let mut error_log: Vec<u8> = Vec::with_capacity(error_log_size as usize);

            ctxt.gl.GetShaderInfoLog(id, error_log_size, &mut error_log_size,
                                     error_log.as_mut_ptr() as *mut gl::types::GLchar);

            error_log.set_len(error_log_size as usize);

            match String::from_utf8(error_log) {
                Ok(msg) => Err(ProgramCreationError::CompilationError(msg, ShaderType::from_opengl_type(shader_type))),
                Err(_) => Err(
                    ProgramCreationError::CompilationError("Could not convert the log \
                                                            message to UTF-8".to_owned(), ShaderType::from_opengl_type(shader_type))
                ),
            }
        }
    }
}

pub fn check_shader_type_compatibility<C: ?Sized>(ctxt: &C, shader_type: gl::types::GLenum)
                                          -> bool where C: CapabilitiesSource
{
    match shader_type {
        gl::VERTEX_SHADER | gl::FRAGMENT_SHADER => (),
        gl::GEOMETRY_SHADER => {
            if !(ctxt.get_version() >= &Version(Api::Gl, 3, 2))
                && !(ctxt.get_version() >= &Version(Api::GlEs, 3, 2))
                && !ctxt.get_extensions().gl_arb_geometry_shader4
                && !ctxt.get_extensions().gl_ext_geometry_shader4
                && !ctxt.get_extensions().gl_ext_geometry_shader
                && !ctxt.get_extensions().gl_oes_geometry_shader
            {
                return false;
            }
        },
        gl::TESS_CONTROL_SHADER | gl::TESS_EVALUATION_SHADER => {
            if !(ctxt.get_version() >= &Version(Api::Gl, 4, 0))
                && !(ctxt.get_version() >= &Version(Api::GlEs, 3, 2))
                && !ctxt.get_extensions().gl_arb_tessellation_shader
                && !ctxt.get_extensions().gl_oes_tessellation_shader
            {
                return false;
            }
        },
        gl::COMPUTE_SHADER => {
            if !(ctxt.get_version() >= &Version(Api::Gl, 4, 3))
                && !(ctxt.get_version() >= &Version(Api::GlEs, 3, 1))
                && !ctxt.get_extensions().gl_arb_compute_shader
            {
                return false;
            }
        },
        _ => unreachable!()
    };

    true
}