/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ShaderManager.h" #include "graphics/PreprocessorWrapper.h" #include "graphics/ShaderTechnique.h" #include "lib/config2.h" #include "lib/hash.h" #include "lib/timer.h" #include "lib/utf8.h" #include "ps/CLogger.h" #include "ps/CStrIntern.h" #include "ps/Filesystem.h" #include "ps/Profile.h" #include "ps/XML/Xeromyces.h" #include "ps/XML/XMLWriter.h" #include "ps/VideoMode.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #define USE_SHADER_XML_VALIDATION 1 #if USE_SHADER_XML_VALIDATION # include "ps/XML/RelaxNG.h" #endif #include TIMER_ADD_CLIENT(tc_ShaderValidation); CShaderManager::CShaderManager() { #if USE_SHADER_XML_VALIDATION { TIMER_ACCRUE(tc_ShaderValidation); if (!CXeromyces::AddValidator(g_VFS, "shader", "shaders/program.rng")) LOGERROR("CShaderManager: failed to load grammar shaders/program.rng"); } #endif // Allow hotloading of textures RegisterFileReloadFunc(ReloadChangedFileCB, this); } CShaderManager::~CShaderManager() { UnregisterFileReloadFunc(ReloadChangedFileCB, this); } CShaderProgramPtr CShaderManager::LoadProgram(const char* name, const CShaderDefines& defines) { CacheKey key = { name, defines }; std::map::iterator it = m_ProgramCache.find(key); if (it != m_ProgramCache.end()) return it->second; CShaderProgramPtr program; if (!NewProgram(name, defines, program)) { LOGERROR("Failed to load shader '%s'", name); program = CShaderProgramPtr(); } m_ProgramCache[key] = program; return program; } static GLenum ParseAttribSemantics(const CStr& str) { // Map known semantics onto the attribute locations documented by NVIDIA if (str == "gl_Vertex") return 0; if (str == "gl_Normal") return 2; if (str == "gl_Color") return 3; if (str == "gl_SecondaryColor") return 4; if (str == "gl_FogCoord") return 5; if (str == "gl_MultiTexCoord0") return 8; if (str == "gl_MultiTexCoord1") return 9; if (str == "gl_MultiTexCoord2") return 10; if (str == "gl_MultiTexCoord3") return 11; if (str == "gl_MultiTexCoord4") return 12; if (str == "gl_MultiTexCoord5") return 13; if (str == "gl_MultiTexCoord6") return 14; if (str == "gl_MultiTexCoord7") return 15; // Define some arbitrary names for user-defined attribute locations // that won't conflict with any standard semantics if (str == "CustomAttribute0") return 1; if (str == "CustomAttribute1") return 6; if (str == "CustomAttribute2") return 7; debug_warn("Invalid attribute semantics"); return 0; } bool CShaderManager::NewProgram(const char* name, const CShaderDefines& baseDefines, CShaderProgramPtr& program) { PROFILE2("loading shader"); PROFILE2_ATTR("name: %s", name); VfsPath xmlFilename = L"shaders/" + wstring_from_utf8(name) + L".xml"; CXeromyces XeroFile; PSRETURN ret = XeroFile.Load(g_VFS, xmlFilename); if (ret != PSRETURN_OK) return false; #if USE_SHADER_XML_VALIDATION { TIMER_ACCRUE(tc_ShaderValidation); // Serialize the XMB data and pass it to the validator XMLWriter_File shaderFile; shaderFile.SetPrettyPrint(false); shaderFile.XMB(XeroFile); bool ok = CXeromyces::ValidateEncoded("shader", name, shaderFile.GetOutput()); if (!ok) return false; } #endif // Define all the elements and attributes used in the XML file #define EL(x) int el_##x = XeroFile.GetElementID(#x) #define AT(x) int at_##x = XeroFile.GetAttributeID(#x) EL(attrib); EL(define); EL(fragment); EL(stream); EL(uniform); EL(vertex); AT(file); AT(if); AT(loc); AT(name); AT(semantics); AT(type); AT(value); #undef AT #undef EL CPreprocessorWrapper preprocessor; preprocessor.AddDefines(baseDefines); XMBElement root = XeroFile.GetRoot(); VfsPath vertexFile; VfsPath fragmentFile; CShaderDefines defines = baseDefines; std::map vertexUniforms; std::map fragmentUniforms; std::map vertexAttribs; int streamFlags = 0; XERO_ITER_EL(root, Child) { if (Child.GetNodeName() == el_define) { defines.Add(CStrIntern(Child.GetAttributes().GetNamedItem(at_name)), CStrIntern(Child.GetAttributes().GetNamedItem(at_value))); } else if (Child.GetNodeName() == el_vertex) { vertexFile = L"shaders/" + Child.GetAttributes().GetNamedItem(at_file).FromUTF8(); XERO_ITER_EL(Child, Param) { XMBAttributeList Attrs = Param.GetAttributes(); CStr cond = Attrs.GetNamedItem(at_if); if (!cond.empty() && !preprocessor.TestConditional(cond)) continue; if (Param.GetNodeName() == el_uniform) { vertexUniforms[CStrIntern(Attrs.GetNamedItem(at_name))] = Attrs.GetNamedItem(at_loc).ToInt(); } else if (Param.GetNodeName() == el_stream) { CStr StreamName = Attrs.GetNamedItem(at_name); if (StreamName == "pos") streamFlags |= STREAM_POS; else if (StreamName == "normal") streamFlags |= STREAM_NORMAL; else if (StreamName == "color") streamFlags |= STREAM_COLOR; else if (StreamName == "uv0") streamFlags |= STREAM_UV0; else if (StreamName == "uv1") streamFlags |= STREAM_UV1; else if (StreamName == "uv2") streamFlags |= STREAM_UV2; else if (StreamName == "uv3") streamFlags |= STREAM_UV3; } else if (Param.GetNodeName() == el_attrib) { int attribLoc = ParseAttribSemantics(Attrs.GetNamedItem(at_semantics)); vertexAttribs[CStrIntern(Attrs.GetNamedItem(at_name))] = attribLoc; } } } else if (Child.GetNodeName() == el_fragment) { fragmentFile = L"shaders/" + Child.GetAttributes().GetNamedItem(at_file).FromUTF8(); XERO_ITER_EL(Child, Param) { XMBAttributeList Attrs = Param.GetAttributes(); CStr cond = Attrs.GetNamedItem(at_if); if (!cond.empty() && !preprocessor.TestConditional(cond)) continue; if (Param.GetNodeName() == el_uniform) { // A somewhat incomplete listing, missing "shadow" and "rect" versions // which are interpreted as 2D (NB: our shadowmaps may change // type based on user config). GLenum type = GL_TEXTURE_2D; CStr t = Attrs.GetNamedItem(at_type); if (t == "sampler1D") #if CONFIG2_GLES debug_warn(L"sampler1D not implemented on GLES"); #else type = GL_TEXTURE_1D; #endif else if (t == "sampler2D") type = GL_TEXTURE_2D; else if (t == "sampler3D") #if CONFIG2_GLES debug_warn(L"sampler3D not implemented on GLES"); #else type = GL_TEXTURE_3D; #endif else if (t == "samplerCube") type = GL_TEXTURE_CUBE_MAP; fragmentUniforms[CStrIntern(Attrs.GetNamedItem(at_name))] = std::make_pair(Attrs.GetNamedItem(at_loc).ToInt(), type); } } } } if (root.GetAttributes().GetNamedItem(at_type) == "glsl") program = CShaderProgramPtr(CShaderProgram::ConstructGLSL(vertexFile, fragmentFile, defines, vertexAttribs, streamFlags)); else program = CShaderProgramPtr(CShaderProgram::ConstructARB(vertexFile, fragmentFile, defines, vertexUniforms, fragmentUniforms, streamFlags)); program->Reload(); // m_HotloadFiles[xmlFilename].insert(program); // TODO: should reload somehow when the XML changes for (const VfsPath& path : program->GetFileDependencies()) AddProgramFileDependency(program, path); return true; } size_t CShaderManager::EffectCacheKeyHash::operator()(const EffectCacheKey& key) const { size_t hash = 0; hash_combine(hash, key.name.GetHash()); hash_combine(hash, key.defines.GetHash()); return hash; } bool CShaderManager::EffectCacheKey::operator==(const EffectCacheKey& b) const { return name == b.name && defines == b.defines; } CShaderTechniquePtr CShaderManager::LoadEffect(CStrIntern name) { return LoadEffect(name, CShaderDefines()); } CShaderTechniquePtr CShaderManager::LoadEffect(CStrIntern name, const CShaderDefines& defines) { // Return the cached effect, if there is one EffectCacheKey key = { name, defines }; EffectCacheMap::iterator it = m_EffectCache.find(key); if (it != m_EffectCache.end()) return it->second; // First time we've seen this key, so construct a new effect: CShaderTechniquePtr tech(new CShaderTechnique()); if (!NewEffect(name.c_str(), defines, tech)) { LOGERROR("Failed to load effect '%s'", name.c_str()); tech = CShaderTechniquePtr(); } m_EffectCache[key] = tech; return tech; } bool CShaderManager::NewEffect(const char* name, const CShaderDefines& baseDefines, CShaderTechniquePtr& tech) { PROFILE2("loading effect"); PROFILE2_ATTR("name: %s", name); VfsPath xmlFilename = L"shaders/effects/" + wstring_from_utf8(name) + L".xml"; CXeromyces XeroFile; PSRETURN ret = XeroFile.Load(g_VFS, xmlFilename); if (ret != PSRETURN_OK) return false; // Define all the elements and attributes used in the XML file #define EL(x) int el_##x = XeroFile.GetElementID(#x) #define AT(x) int at_##x = XeroFile.GetAttributeID(#x) EL(blend); EL(color); EL(cull); EL(define); EL(depth); EL(pass); EL(require); EL(sort_by_distance); AT(constant); AT(context); AT(dst); AT(front_face); AT(func); AT(mask); AT(mask_red); AT(mask_green); AT(mask_blue); AT(mask_alpha); AT(mode); AT(name); AT(op); AT(shader); AT(shaders); AT(src); AT(value); #undef AT #undef EL // Read some defines that influence how we pick techniques const CRenderer::Caps& capabilities = g_Renderer.GetCapabilities(); // Prepare the preprocessor for conditional tests CPreprocessorWrapper preprocessor; preprocessor.AddDefines(baseDefines); XMBElement Root = XeroFile.GetRoot(); // Find all the techniques that we can use, and their preference std::vector usableTechs; XERO_ITER_EL(Root, Technique) { bool isUsable = true; XERO_ITER_EL(Technique, Child) { XMBAttributeList Attrs = Child.GetAttributes(); // TODO: require should be an attribute of the tech and not its child. if (Child.GetNodeName() == el_require) { if (Attrs.GetNamedItem(at_shaders) == "arb") { if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL_ARB || !capabilities.m_ARBProgram) { isUsable = false; } } else if (Attrs.GetNamedItem(at_shaders) == "glsl") { if (g_VideoMode.GetBackend() != CVideoMode::Backend::GL || !(capabilities.m_FragmentShader && capabilities.m_VertexShader)) { isUsable = false; } } else if (!Attrs.GetNamedItem(at_context).empty()) { CStr cond = Attrs.GetNamedItem(at_context); if (!preprocessor.TestConditional(cond)) isUsable = false; } } } if (isUsable) usableTechs.emplace_back(Technique); } if (usableTechs.empty()) { debug_warn(L"Can't find a usable technique"); return false; } CShaderDefines techDefines = baseDefines; XERO_ITER_EL(usableTechs[0], Child) { if (Child.GetNodeName() == el_define) { techDefines.Add(CStrIntern(Child.GetAttributes().GetNamedItem(at_name)), CStrIntern(Child.GetAttributes().GetNamedItem(at_value))); } else if (Child.GetNodeName() == el_sort_by_distance) { tech->SetSortByDistance(true); } } // We don't want to have a shader context depending on the order of define and // pass tags. // TODO: we might want to implement that in a proper way via splitting passes // and tags in different groups in XML. std::vector techPasses; XERO_ITER_EL(usableTechs[0], Child) { if (Child.GetNodeName() == el_pass) { CShaderDefines passDefines = techDefines; CShaderPass pass; Renderer::Backend::GraphicsPipelineStateDesc passPipelineStateDesc = Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc(); XERO_ITER_EL(Child, Element) { if (Element.GetNodeName() == el_define) { passDefines.Add(CStrIntern(Element.GetAttributes().GetNamedItem(at_name)), CStrIntern(Element.GetAttributes().GetNamedItem(at_value))); } else if (Element.GetNodeName() == el_blend) { passPipelineStateDesc.blendState.enabled = true; passPipelineStateDesc.blendState.srcColorBlendFactor = passPipelineStateDesc.blendState.srcAlphaBlendFactor = Renderer::Backend::ParseBlendFactor(Element.GetAttributes().GetNamedItem(at_src)); passPipelineStateDesc.blendState.dstColorBlendFactor = passPipelineStateDesc.blendState.dstAlphaBlendFactor = Renderer::Backend::ParseBlendFactor(Element.GetAttributes().GetNamedItem(at_dst)); if (!Element.GetAttributes().GetNamedItem(at_op).empty()) { passPipelineStateDesc.blendState.colorBlendOp = passPipelineStateDesc.blendState.alphaBlendOp = Renderer::Backend::ParseBlendOp(Element.GetAttributes().GetNamedItem(at_op)); } if (!Element.GetAttributes().GetNamedItem(at_constant).empty()) { if (!passPipelineStateDesc.blendState.constant.ParseString( Element.GetAttributes().GetNamedItem(at_constant))) { LOGERROR("Failed to parse blend constant: %s", Element.GetAttributes().GetNamedItem(at_constant).c_str()); } } } else if (Element.GetNodeName() == el_color) { passPipelineStateDesc.blendState.colorWriteMask = 0; #define MASK_CHANNEL(ATTRIBUTE, VALUE) \ if (Element.GetAttributes().GetNamedItem(ATTRIBUTE) == "TRUE") \ passPipelineStateDesc.blendState.colorWriteMask |= Renderer::Backend::ColorWriteMask::VALUE MASK_CHANNEL(at_mask_red, RED); MASK_CHANNEL(at_mask_green, GREEN); MASK_CHANNEL(at_mask_blue, BLUE); MASK_CHANNEL(at_mask_alpha, ALPHA); #undef MASK_CHANNEL } else if (Element.GetNodeName() == el_cull) { if (!Element.GetAttributes().GetNamedItem(at_mode).empty()) { passPipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::ParseCullMode(Element.GetAttributes().GetNamedItem(at_mode)); } if (!Element.GetAttributes().GetNamedItem(at_front_face).empty()) { passPipelineStateDesc.rasterizationState.frontFace = Renderer::Backend::ParseFrontFace(Element.GetAttributes().GetNamedItem(at_front_face)); } } else if (Element.GetNodeName() == el_depth) { if (!Element.GetAttributes().GetNamedItem(at_func).empty()) { passPipelineStateDesc.depthStencilState.depthCompareOp = Renderer::Backend::ParseCompareOp(Element.GetAttributes().GetNamedItem(at_func)); } if (!Element.GetAttributes().GetNamedItem(at_mask).empty()) { passPipelineStateDesc.depthStencilState.depthWriteEnabled = Element.GetAttributes().GetNamedItem(at_mask) == "true"; } } } pass.SetPipelineStateDesc(passPipelineStateDesc); // Load the shader program after we've read all the possibly-relevant s pass.SetShader(LoadProgram(Child.GetAttributes().GetNamedItem(at_shader).c_str(), passDefines)); techPasses.emplace_back(std::move(pass)); } } tech->SetPasses(std::move(techPasses)); return true; } size_t CShaderManager::GetNumEffectsLoaded() const { return m_EffectCache.size(); } /*static*/ Status CShaderManager::ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } Status CShaderManager::ReloadChangedFile(const VfsPath& path) { // Find all shaders using this file HotloadFilesMap::iterator files = m_HotloadFiles.find(path); if (files == m_HotloadFiles.end()) return INFO::OK; // Reload all shaders using this file for (const std::weak_ptr& ptr : files->second) if (std::shared_ptr program = ptr.lock()) program->Reload(); // TODO: hotloading changes to shader XML files and effect XML files would be nice return INFO::OK; } void CShaderManager::AddProgramFileDependency(const CShaderProgramPtr& program, const VfsPath& path) { m_HotloadFiles[path].insert(program); }