#include #include #include #include #include "types.h" #include "config.h" #include "config_file.h" #include "constants.h" #include "file.h" #include "shaders.h" #define GLAD_GL_IMPLEMENTATION #include #ifdef VIDEO_IN #define GLAD_EGL_IMPLEMENTATION #include #endif /* VIDEO_IN */ #include #ifdef VIDEO_IN #include #endif /* VIDEO_IN */ static const GLuint unused_uniform = (GLuint)-1; bool check_glerror(ShaderProgram *program) { unsigned int code; code = glGetError(); if (code > 0) { log_warn("GL Error: %04x", code); program->error = true; } return code > 0; } bool check_eglerror(ShaderProgram *program, const char *context) { unsigned int code; code = eglGetError(); if (code > 0 && code != EGL_SUCCESS) { log_warn("(%s) EGL Error: %04x", context, code); program->error = true; return true; } return false; } static void init_gl(ShaderProgram *program) { gladLoadGL(glfwGetProcAddress); #ifdef VIDEO_IN program->egl_display = glfwGetEGLDisplay(); if (program->egl_display == EGL_NO_DISPLAY) { log_error("error: glfwGetEGLDisplay no EGLDisplay returned"); program->error = true; return; } gladLoadEGL(program->egl_display, glfwGetProcAddress); #endif /* VIDEO_IN */ } static void init_textures(ShaderProgram *program, const SharedContext *context) { glGenTextures(program->tex_count, program->textures); for (unsigned int i = 0; i < program->tex_count; i++) { // selects which texture unit subsequent texture state calls will affect glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, program->textures[i]); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); // define texture image as empty glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0], context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // setup mipmap context glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); log_info("Texture %d initialized", i); } } static void rebind_textures(const ShaderProgram *program) { for (unsigned int i = 0; i < program->tex_count; i++) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, program->textures[i]); } } #ifdef VIDEO_IN static void link_input_to_texture(ShaderProgram *program, VideoCapture *input, unsigned int input_index, unsigned int texture_index, bool swap, bool reload) { if (reload) { glDeleteTextures(1, program->textures + texture_index); glGenTextures(1, program->textures + texture_index); } EGLImageKHR dma_image; dma_image = EGL_NO_IMAGE_KHR; // https://registry.khronos.org/EGL/extensions/EXT/EGL_EXT_image_dma_buf_import.txt const EGLint attrib_list[] = {EGL_WIDTH, input->width, EGL_HEIGHT, input->height, EGL_LINUX_DRM_FOURCC_EXT, input->pixelformat, EGL_DMA_BUF_PLANE0_FD_EXT, swap ? input->exp_fd_swap : input->exp_fd, EGL_DMA_BUF_PLANE0_OFFSET_EXT, 0, EGL_DMA_BUF_PLANE0_PITCH_EXT, input->bytesperline, EGL_NONE}; dma_image = eglCreateImageKHR(program->egl_display, EGL_NO_CONTEXT, EGL_LINUX_DMA_BUF_EXT, NULL, attrib_list); if (check_eglerror(program, "eglCreateImageKHR")) { return; } if (swap) { program->dma_images_swap[input_index] = dma_image; } else { program->dma_images[input_index] = dma_image; } glActiveTexture(GL_TEXTURE0 + texture_index); glBindTexture(GL_TEXTURE_2D, program->textures[texture_index]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, input->width, input->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); // https://registry.khronos.org/OpenGL/extensions/EXT/EXT_EGL_image_storage.txt glEGLImageTargetTexStorageEXT(GL_TEXTURE_2D, dma_image, NULL); if (check_eglerror(program, "glEGLImageTargetTexStorageEXT")) { return; } log_info("Texture %d linked to %s", texture_index, input->name); } static void init_input(ShaderProgram *program, const ConfigFile *config, VideoCaptureArray *inputs, unsigned int i, bool reload) { unsigned int tex_i; char name[STR_LEN]; if (i < inputs->length && !inputs->values[i].error) { snprintf(name, STR_LEN, "IN_%d_OUT", i + 1); tex_i = config_file_get_int(config, name, 0); link_input_to_texture(program, &inputs->values[i], i, tex_i, false, reload); if (inputs->values[i].with_swap) { snprintf(name, STR_LEN, "IN_%d_SWAP_OUT", i + 1); tex_i = config_file_get_int(config, name, 0); link_input_to_texture(program, &inputs->values[i], i, tex_i, true, reload); } } else { log_warn("Cannot link input %d", i + 1); } check_glerror(program); } #endif /* VIDEO_IN */ static void init_framebuffers(ShaderProgram *program, const ConfigFile *config) { unsigned int tex_i; char name[STR_LEN]; glGenFramebuffers(program->frag_count, program->frame_buffers); for (unsigned int i = 0; i < program->frag_count; i++) { if (i == program->frag_output_index || i == program->frag_monitor_index) { continue; } glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]); snprintf(name, STR_LEN, "FRAG_%d_OUT", i + 1); tex_i = config_file_get_int(config, name, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, program->textures[tex_i], 0); // check framebuffer status if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { log_error("Framebuffer %d is KO: %x", i + 1, glCheckFramebufferStatus(GL_FRAMEBUFFER)); program->error = true; return; } log_info("Framebuffer %d initialized", i); } return; } static void init_vertices(ShaderProgram *program) { glGenBuffers(1, &program->vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); } static void bind_vertices(ShaderProgram *program, unsigned int index) { glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer); glGenVertexArrays(1, &program->vertex_array[index]); glBindVertexArray(program->vertex_array[index]); for (unsigned int i = 0; i < program->frag_count; i++) { // enable attribute pointer glEnableVertexAttribArray(program->vpos_locations[i]); // specify the location and data format of the array of generic vertex // attributes to use when rendering glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, pos)); } } static bool compile_shader(GLuint shader_id, const char *name, const char *source_code) { GLint status_params; char log[STR_LEN]; log_info("Compiling '%s'...", name); // update shader source code glShaderSource(shader_id, 1, &source_code, NULL); // compile shader glCompileShader(shader_id); // get compilation status glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params); glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log); if (status_params == GL_FALSE) { log_error("Failed to compile\n%s", log); file_dump("error.glsl", source_code); } else { log_info("Compilation successful"); } return status_params == GL_TRUE; } static void init_shaders(ShaderProgram *program, const Project *project) { // compile vertex shader program->vertex_shader = glCreateShader(GL_VERTEX_SHADER); program->error = program->error || !compile_shader(program->vertex_shader, "internal vertex shader", vertex_shader_text); // compile fragment shaders for (unsigned int i = 0; i < program->frag_count; i++) { program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER); program->error = program->error || !compile_shader(program->fragment_shaders[i], project->fragment_shaders[i][0].path, project->fragment_shaders[i][0].content); if (program->error) { return; } } } static void init_single_program(ShaderProgram *program, unsigned int i, const ConfigFile *config, const StateConfig *state_config) { unsigned int index1; unsigned int index2; char name[STR_LEN]; const char *prefix; program->programs[i] = glCreateProgram(); glAttachShader(program->programs[i], program->vertex_shader); glAttachShader(program->programs[i], program->fragment_shaders[i]); glLinkProgram(program->programs[i]); // create uniforms pointers program->itime_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_TIME", "iTime")); program->itempo_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_TEMPO", "iTempo")); program->ibeats_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_BEATS", "iBeats")); program->ifps_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_FPS", "iFPS")); program->ires_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_RESOLUTION", "iResolution")); program->itexres_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_TEX_RESOLUTION", "iTexResolution")); program->idemo_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_DEMO", "iDemo")); program->iautorand_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_AUTORAND", "iAutoRand")); program->iautorandcycle_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_AUTORANDCYCLE", "iAutoRandCycle")); program->ipage_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_PAGE", "iPage")); program->iselected_locations[i] = glGetUniformLocation( program->programs[i], config_file_get_str(config, "UNIFORM_SELECTED", "iSelected")); prefix = config_file_get_str(config, "UNIFORM_IN_RESOLUTION_PREFIX", "iInputResolution"); for (unsigned int j = 0; j < program->in_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->iinres_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_IN_FORMAT_PREFIX", "iInputFormat"); for (unsigned int j = 0; j < program->in_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->iinfmt_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS"); for (unsigned int j = 0; j < program->in_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->iinfps_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_IN_SWAP_PREFIX", "iInputSwap"); for (unsigned int j = 0; j < program->in_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->iinswap_locations[i * program->in_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "iSeed"); for (unsigned int j = 0; j < program->frag_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->iseed_locations[i * program->frag_count + j] = glGetUniformLocation(program->programs[i], name); } prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "iState"); for (unsigned int j = 0; j < program->frag_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->istate_locations[i * program->frag_count + j] = glGetUniformLocation(program->programs[i], name); } for (unsigned int j = 0; j < program->sub_type_count; j++) { snprintf(name, STR_LEN, "SUB_%d_PREFIX", j + 1); prefix = config_file_get_str(config, name, 0); for (unsigned int k = 0; k < program->sub_variant_count; k++) { snprintf(name, STR_LEN, "%s%d", prefix, k + 1); program->sub_locations[i * program->sub_variant_count * program->sub_type_count + j * program->sub_variant_count + k] = glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name); } } prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "iActive"); for (unsigned int j = 0; j < program->active_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j + 1); program->iactive_locations[i * program->active_count + j] = glGetUniformLocation(program->programs[i], name); } if (program->midi_lengths.length == 0) { index1 = 0; for (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) { for (unsigned int k = 0; k < state_config->midi_active_counts.values[j]; k++) { program->midi_lengths.values[index1++] = state_config->midi_counts.values[j]; } } program->midi_lengths.length = index1; } prefix = config_file_get_str(config, "UNIFORM_MIDI_PREFIX", "iMidi"); index2 = 0; for (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) { for (unsigned int k = 0; k < state_config->midi_active_counts.values[j]; k++) { snprintf(name, STR_LEN, "%s%d_%d", prefix, j + 1, k + 1); program->imidi_locations[i * program->midi_lengths.length + index2++] = glGetUniformLocation(program->programs[i], name); } } // create texX uniforms pointer prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "iTex"); for (unsigned int j = 0; j < program->tex_count; j++) { snprintf(name, STR_LEN, "%s%d", prefix, j); program->textures_locations[i * program->tex_count + j] = glGetUniformLocation(program->programs[i], name); } // create attribute pointer program->vpos_locations[i] = glGetAttribLocation(program->programs[i], "vPos"); log_info("Program %d initialized", i + 1); } static void init_programs(ShaderProgram *program, const ConfigFile *config, const StateConfig *state_config) { for (unsigned int i = 0; i < program->frag_count; i++) { init_single_program(program, i, config, state_config); } } static void update_viewport(ShaderProgram *program, const SharedContext *context) { // viewport changed if (context->resolution[0] != program->last_resolution[0] || context->resolution[1] != program->last_resolution[1]) { // clean and resize all textures for (unsigned int i = 0; i < program->tex_count; i++) { glActiveTexture(GL_TEXTURE0 + i); // TODO dont remap input textures glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0], context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0); check_glerror(program); } program->last_resolution[0] = context->resolution[0]; program->last_resolution[1] = context->resolution[1]; } } static void write_uniform_1f(GLuint location, float value) { if (location != unused_uniform) { glUniform1f(location, value); } } static void write_uniform_1i(GLuint location, unsigned int value) { if (location != unused_uniform) { glUniform1i(location, (const GLint)value); } } static void write_uniform_2f(GLuint location, const vec2 *value) { if (location != unused_uniform) { glUniform2fv(location, 1, (const GLfloat *)value); } } static void write_uniform_multi_3f(GLuint location, unsigned int count, const vec3 *value) { if (location != unused_uniform) { glUniform3fv(location, count, (const GLfloat *)value); } } static void use_program(const ShaderProgram *program, int i, bool output, const SharedContext *context) { unsigned int k; unsigned int offset; unsigned int subcount; GLuint subroutines[ARRAY_SIZE]; // use specific shader program glUseProgram(program->programs[i]); if (output) { glViewport(0, 0, context->resolution[0], context->resolution[1]); // use default framebuffer (output) glBindFramebuffer(GL_FRAMEBUFFER, 0); // clear buffer glClear(GL_COLOR_BUFFER_BIT); } else { glViewport(0, 0, context->tex_resolution[0], context->tex_resolution[1]); // use memory framebuffer glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]); glDrawBuffer(GL_COLOR_ATTACHMENT0); } // set fragment uniforms write_uniform_1f(program->itime_locations[i], context->time); write_uniform_1f(program->itempo_locations[i], context->tempo.tempo); write_uniform_1f(program->ibeats_locations[i], context->tempo_total); write_uniform_1i(program->ifps_locations[i], context->fps); write_uniform_1i(program->idemo_locations[i], context->demo ? 1 : 0); write_uniform_1i(program->iautorand_locations[i], context->auto_random ? 1 : 0); write_uniform_1i(program->iautorandcycle_locations[i], context->auto_random_cycle); write_uniform_1i(program->ipage_locations[i], context->page); write_uniform_1i(program->iselected_locations[i], context->selected + 1); write_uniform_2f(program->ires_locations[i], &context->resolution); write_uniform_2f(program->itexres_locations[i], &context->tex_resolution); for (unsigned int j = 0; j < program->active_count; j++) { write_uniform_1i(program->iactive_locations[i * program->active_count + j], context->active[j] + 1); } for (unsigned int j = 0; j < program->in_count; j++) { write_uniform_2f(program->iinres_locations[i * program->in_count + j], &context->input_resolutions[j]); write_uniform_1i(program->iinfmt_locations[i * program->in_count + j], context->inputs.values[j].pixelformat); write_uniform_1i(program->iinfps_locations[i * program->in_count + j], context->inputs.values[j].fps); write_uniform_1i(program->iinswap_locations[i * program->in_count + j], context->inputs.values[j].swap ? 1 : 0); } // set seeds uniforms for (unsigned int j = 0; j < program->frag_count; j++) { write_uniform_1i(program->iseed_locations[i * program->frag_count + j], context->seeds[j]); } for (unsigned int j = 0; j < program->frag_count; j++) { write_uniform_1i(program->istate_locations[i * program->frag_count + j], context->state.values[j] + 1); } offset = 0; for (unsigned int j = 0; j < program->midi_lengths.length; j++) { write_uniform_multi_3f( program->imidi_locations[i * program->midi_lengths.length + j], program->midi_lengths.values[j], context->values + offset); offset += program->midi_lengths.values[j]; } // set subroutines for fragment and update state uniforms k = context->state.values[i]; subcount = 0; for (unsigned int j = 0; j < program->sub_type_count; j++) { if (program->sub_locations[i * program->sub_variant_count * program->sub_type_count + j * program->sub_variant_count + k] != unused_uniform) { subroutines[subcount++] = program->sub_locations[i * program->sub_variant_count * program->sub_type_count + j * program->sub_variant_count + k]; } } if (subcount > 0) { glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, subcount, subroutines); } // set GL_TEXTURE(X) to uniform sampler2D texX for (unsigned int j = 0; j < program->tex_count; j++) { write_uniform_1i(program->textures_locations[i * program->tex_count + j], j); } // draw output glDrawArrays(GL_TRIANGLES, 0, 6); } void shaders_init(ShaderProgram *program, const Project *project, const SharedContext *context, bool rebind) { if (!rebind) { program->error = false; program->last_resolution[0] = context->resolution[0]; program->last_resolution[1] = context->resolution[1]; program->tex_count = config_file_get_int(&project->config, "TEX_COUNT", 9); program->frag_count = project->frag_count; program->frag_output_index = config_file_get_int(&project->config, "FRAG_OUTPUT", 1) - 1; program->frag_monitor_index = config_file_get_int(&project->config, "FRAG_MONITOR", 1) - 1; program->sub_type_count = config_file_get_int(&project->config, "SUB_TYPE_COUNT", 0); program->in_count = config_file_get_int(&project->config, "IN_COUNT", 0); program->sub_variant_count = project->state_config.state_max; program->active_count = project->state_config.midi_active_counts.length; program->midi_lengths.length = 0; #ifdef VIDEO_IN memset(program->dma_images, 0, sizeof(program->dma_images)); memset(program->dma_images_swap, 0, sizeof(program->dma_images_swap)); #endif /* VIDEO_IN */ init_gl(program); if (check_glerror(program)) { return; } init_shaders(program, project); if (program->error || check_glerror(program)) { return; } init_textures(program, context); if (check_glerror(program)) { return; } init_framebuffers(program, &project->config); if (check_glerror(program)) { return; } init_programs(program, &project->config, &project->state_config); if (check_glerror(program)) { return; } init_vertices(program); if (check_glerror(program)) { return; } } bind_vertices(program, rebind ? 1 : 0); if (check_glerror(program)) { return; } } void shaders_relink_input(ShaderProgram *program, const Project *project, VideoCaptureArray *inputs, unsigned int i) { #ifdef VIDEO_IN // shaders_free_input(program, i); init_input(program, &project->config, inputs, i, true); #endif /* VIDEO_IN */ } void shaders_link_inputs(ShaderProgram *program, const Project *project, VideoCaptureArray *inputs) { #ifdef VIDEO_IN for (unsigned int i = 0; i < program->in_count; i++) { init_input(program, &project->config, inputs, i, false); } #endif /* VIDEO_IN */ } void shaders_update(ShaderProgram *program, const File *fragment_shader, unsigned int i, const Project *project) { bool result; result = compile_shader(program->fragment_shaders[i], fragment_shader->path, fragment_shader->content); if (result) { init_single_program(program, i, &project->config, &project->state_config); log_info("Program %d updated", i + 1); } } void shaders_compute(ShaderProgram *program, const SharedContext *context, bool monitor, bool output_only) { if (!output_only) { glBindVertexArray(program->vertex_array[0]); update_viewport(program, context); for (unsigned int i = 0; i < program->frag_count; i++) { if (i != program->frag_output_index && i != program->frag_monitor_index) { use_program(program, i, false, context); } } } else { glBindVertexArray(program->vertex_array[1]); rebind_textures(program); } use_program(program, monitor ? program->frag_monitor_index : program->frag_output_index, true, context); } void shaders_free(const ShaderProgram *program) { for (unsigned int i = 0; i < program->frag_count; i++) { glDeleteProgram(program->programs[i]); } glDeleteFramebuffers(program->frag_count, program->frame_buffers); glDeleteTextures(program->tex_count, program->textures); glDeleteBuffers(1, &program->vertex_buffer); } void shaders_free_window(const ShaderProgram *program, bool secondary) { glDeleteVertexArrays(1, &program->vertex_array[secondary ? 1 : 0]); } void shaders_free_input(ShaderProgram *program, unsigned int input_index) { #ifdef VIDEO_IN if (program->dma_images[input_index] != EGL_NO_IMAGE_KHR) { eglDestroyImageKHR(program->egl_display, program->dma_images[input_index]); program->dma_images[input_index] = EGL_NO_IMAGE_KHR; check_eglerror(program, "eglDestroyImageKHR"); } if (program->dma_images_swap[input_index] != EGL_NO_IMAGE_KHR) { eglDestroyImageKHR(program->egl_display, program->dma_images_swap[input_index]); program->dma_images_swap[input_index] = EGL_NO_IMAGE_KHR; check_eglerror(program, "eglDestroyImageKHR"); } #endif /* VIDEO_IN */ }