ebiten/internal/graphicsdriver/opengl/shader.go
Hajime Hoshi 09ca873c41 graphicsdriver/opengl: Use glBindAttribLocation instead of glGetAttribLocation
Attribute variables are often optimized out and it is really hard
to prevent this.

Instead of implicit indices of attribute variables, use explicit
indices by glBindAttribLocation.

Bug: #816
2019-02-16 14:35:53 +09:00

265 lines
7.4 KiB
Go

// Copyright 2014 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package opengl
import (
"fmt"
"regexp"
"strings"
"github.com/hajimehoshi/ebiten/internal/graphics"
)
// glslReservedKeywords is a set of reserved keywords that cannot be used as an indentifier on some environments.
// See https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf.
var glslReservedKeywords = map[string]struct{}{
"common": {}, "partition": {}, "active": {},
"asm": {},
"class": {}, "union": {}, "enum": {}, "typedef": {}, "template": {}, "this": {},
"resource": {},
"goto": {},
"inline": {}, "noinline": {}, "public": {}, "static": {}, "extern": {}, "external": {}, "interface": {},
"long": {}, "short": {}, "half": {}, "fixed": {}, "unsigned": {}, "superp": {},
"input": {}, "output": {},
"hvec2": {}, "hvec3": {}, "hvec4": {}, "fvec2": {}, "fvec3": {}, "fvec4": {},
"filter": {},
"sizeof": {}, "cast": {},
"namespace": {}, "using": {},
"sampler3DRect": {},
}
var glslIdentifier = regexp.MustCompile(`[_a-zA-Z][_a-zA-Z0-9]*`)
func checkGLSL(src string) {
for _, l := range strings.Split(src, "\n") {
if strings.Contains(l, "//") {
l = l[:strings.Index(l, "//")]
}
for _, token := range glslIdentifier.FindAllString(l, -1) {
if _, ok := glslReservedKeywords[token]; ok {
panic(fmt.Sprintf("opengl: %q is a reserved keyword", token))
}
}
}
}
func vertexShaderStr() string {
src := shaderStrVertex
checkGLSL(src)
return src
}
func fragmentShaderStr(filter graphics.Filter, address graphics.Address) string {
replaces := map[string]string{
"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphics.AddressClampToZero),
"{{.AddressRepeat}}": fmt.Sprintf("%d", graphics.AddressRepeat),
}
src := shaderStrFragment
for k, v := range replaces {
src = strings.Replace(src, k, v, -1)
}
var defs []string
switch filter {
case graphics.FilterNearest:
defs = append(defs, "#define FILTER_NEAREST")
case graphics.FilterLinear:
defs = append(defs, "#define FILTER_LINEAR")
case graphics.FilterScreen:
defs = append(defs, "#define FILTER_SCREEN")
default:
panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
}
switch address {
case graphics.AddressClampToZero:
defs = append(defs, "#define ADDRESS_CLAMP_TO_ZERO")
case graphics.AddressRepeat:
defs = append(defs, "#define ADDRESS_REPEAT")
default:
panic(fmt.Sprintf("opengl: invalid address: %d", address))
}
src = strings.Replace(src, "{{.Definitions}}", strings.Join(defs, "\n"), -1)
checkGLSL(src)
return src
}
const (
shaderStrVertex = `
uniform vec2 viewport_size;
attribute vec2 vertex;
attribute vec2 tex;
attribute vec4 tex_region;
attribute vec4 color_scale;
varying vec2 varying_tex;
varying vec4 varying_tex_region;
varying vec4 varying_color_scale;
void main(void) {
varying_tex = tex;
varying_tex_region = tex_region;
varying_color_scale = color_scale;
mat4 projection_matrix = mat4(
vec4(2.0 / viewport_size.x, 0, 0, 0),
vec4(0, 2.0 / viewport_size.y, 0, 0),
vec4(0, 0, 1, 0),
vec4(-1, -1, 0, 1)
);
gl_Position = projection_matrix * vec4(vertex, 0, 1);
}
`
shaderStrFragment = `
#if defined(GL_ES)
precision mediump float;
#else
#define lowp
#define mediump
#define highp
#endif
{{.Definitions}}
uniform sampler2D texture;
uniform mat4 color_matrix_body;
uniform vec4 color_matrix_translation;
uniform highp vec2 source_size;
#if defined(FILTER_SCREEN)
uniform highp float scale;
#endif
varying highp vec2 varying_tex;
varying highp vec4 varying_tex_region;
varying highp vec4 varying_color_scale;
// adjustTexel adjusts the two texels and returns the adjusted second texel.
// When p1 - p0 is exactly equal to the texel size, jaggy can happen on macOS (#669).
// In order to avoid this jaggy, subtract a little bit from the second texel.
highp vec2 adjustTexel(highp vec2 p0, highp vec2 p1) {
highp vec2 texel_size = 1.0 / source_size;
if (fract((p1.x-p0.x)*source_size.x) == 0.0) {
p1.x -= texel_size.x / 512.0;
}
if (fract((p1.y-p0.y)*source_size.y) == 0.0) {
p1.y -= texel_size.y / 512.0;
}
return p1;
}
highp float floorMod(highp float x, highp float y) {
if (x < 0.0) {
return y - (-x - y * floor(-x/y));
}
return x - y * floor(x/y);
}
highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 tex_region) {
#if defined(ADDRESS_CLAMP_TO_ZERO)
return p;
#endif
#if defined(ADDRESS_REPEAT)
highp vec2 o = vec2(tex_region[0], tex_region[1]);
highp vec2 size = vec2(tex_region[2] - tex_region[0], tex_region[3] - tex_region[1]);
return vec2(floorMod((p.x - o.x), size.x) + o.x, floorMod((p.y - o.y), size.y) + o.y);
#endif
}
void main(void) {
highp vec2 pos = varying_tex;
highp vec2 texel_size = 1.0 / source_size;
vec4 color;
#if defined(FILTER_NEAREST)
pos = adjustTexelByAddress(pos, varying_tex_region);
color = texture2D(texture, pos);
if (pos.x < varying_tex_region[0] ||
pos.y < varying_tex_region[1] ||
(varying_tex_region[2] - texel_size.x / 512.0) <= pos.x ||
(varying_tex_region[3] - texel_size.y / 512.0) <= pos.y) {
color = vec4(0, 0, 0, 0);
}
#endif
#if defined(FILTER_LINEAR)
highp vec2 p0 = pos - texel_size / 2.0;
highp vec2 p1 = pos + texel_size / 2.0;
p1 = adjustTexel(p0, p1);
p0 = adjustTexelByAddress(p0, varying_tex_region);
p1 = adjustTexelByAddress(p1, varying_tex_region);
vec4 c0 = texture2D(texture, p0);
vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
vec4 c3 = texture2D(texture, p1);
if (p0.x < varying_tex_region[0]) {
c0 = vec4(0, 0, 0, 0);
c2 = vec4(0, 0, 0, 0);
}
if (p0.y < varying_tex_region[1]) {
c0 = vec4(0, 0, 0, 0);
c1 = vec4(0, 0, 0, 0);
}
if ((varying_tex_region[2] - texel_size.x / 512.0) <= p1.x) {
c1 = vec4(0, 0, 0, 0);
c3 = vec4(0, 0, 0, 0);
}
if ((varying_tex_region[3] - texel_size.y / 512.0) <= p1.y) {
c2 = vec4(0, 0, 0, 0);
c3 = vec4(0, 0, 0, 0);
}
vec2 rate = fract(p0 * source_size);
color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
#endif
#if defined(FILTER_SCREEN)
highp vec2 p0 = pos - texel_size / 2.0 / scale;
highp vec2 p1 = pos + texel_size / 2.0 / scale;
p1 = adjustTexel(p0, p1);
vec4 c0 = texture2D(texture, p0);
vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
vec4 c3 = texture2D(texture, p1);
// Texels must be in the source rect, so it is not necessary to check that like linear filter.
vec2 rateCenter = vec2(1.0, 1.0) - texel_size / 2.0 / scale;
vec2 rate = clamp(((fract(p0 * source_size) - rateCenter) * scale) + rateCenter, 0.0, 1.0);
color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
#endif
// Un-premultiply alpha
if (0.0 < color.a) {
color.rgb /= color.a;
}
// Apply the color matrix or scale.
color = (color_matrix_body * color) + color_matrix_translation;
color *= varying_color_scale;
color = clamp(color, 0.0, 1.0);
// Premultiply alpha
color.rgb *= color.a;
gl_FragColor = color;
}
`
)