From: havoc Date: Mon, 12 Sep 2016 00:15:56 +0000 (+0000) Subject: Changed naming of glsl/default.glsl and hlsl/default.hlsl to glsl/combined_crc*.glsl... X-Git-Tag: xonotic-v0.8.5~88^2~39 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=6dd40871e5cd2fbec6b60fad25e6649f6cdea961;p=xonotic%2Fdarkplaces.git Changed naming of glsl/default.glsl and hlsl/default.hlsl to glsl/combined_crc*.glsl and hlsl/combined_crc*.hlsl - these are now effectively versioned by the crc of the builtin shader code, so if customization is applied it must match the current crc of the engine shader. This should prevent any future shader version compatibility issues (at the cost of customization being harder to maintain). Refactored shadermodeinfo related code to clean it up and make it more maintainable. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12283 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/dpsoftrast.h b/dpsoftrast.h index bc1dbd05..3f107a35 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -139,6 +139,14 @@ typedef enum glsl_attrib_e } glsl_attrib; +typedef enum shaderlanguage_e +{ + SHADERLANGUAGE_GLSL, + SHADERLANGUAGE_HLSL, + SHADERLANGUAGE_COUNT +} +shaderlanguage_t; + // this enum selects which of the glslshadermodeinfo entries should be used typedef enum shadermode_e { diff --git a/gl_rmain.c b/gl_rmain.c index b57df7c1..2800ebcf 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -637,9 +637,6 @@ const char *builtinhlslshaderstrings[] = 0 }; -char *glslshaderstring = NULL; -char *hlslshaderstring = NULL; - //======================================================================================================================================================= typedef struct shaderpermutationinfo_s @@ -651,9 +648,14 @@ shaderpermutationinfo_t; typedef struct shadermodeinfo_s { - const char *filename; + const char *sourcebasename; + const char *extension; + const char **builtinshaderstrings; const char *pretext; const char *name; + char *filename; + char *builtinstring; + int builtincrc; } shadermodeinfo_t; @@ -695,46 +697,48 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! -shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] = -{ - {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"}, - {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"}, - {"glsl/default.glsl", "#define MODE_WATER\n", " water"}, - {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, -}; - -shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = -{ - {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, - {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, - {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, - {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, - {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, - {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] = +{ + // SHADERLANGUAGE_GLSL + { + {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + }, + // SHADERLANGUAGE_HLSL + { + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, + }, }; struct r_glsl_permutation_s; @@ -1028,55 +1032,42 @@ static char *R_ShaderStrCat(const char **strings) return string; } -static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly) +static char *R_ShaderStrCat(const char **strings); +static void R_InitShaderModeInfo(void) { - char *shaderstring; - if (!filename || !filename[0]) - return NULL; - // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat - if (!strcmp(filename, "glsl/default.glsl")) - { - if (builtinonly) - return R_ShaderStrCat(builtinshaderstrings); - if (!glslshaderstring) - { - glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (glslshaderstring) - Con_DPrintf("Loading shaders from file %s...\n", filename); - else - glslshaderstring = R_ShaderStrCat(builtinshaderstrings); - } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1); - memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1); - return shaderstring; - } - if (!strcmp(filename, "hlsl/default.hlsl")) + int i, language; + shadermodeinfo_t *modeinfo; + // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine) + for (language = 0; language < SHADERLANGUAGE_COUNT; language++) { - if (builtinonly) - return R_ShaderStrCat(builtinhlslshaderstrings); - if (!hlslshaderstring) + for (i = 0; i < SHADERMODE_COUNT; i++) { - hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); - if (hlslshaderstring) - Con_DPrintf("Loading shaders from file %s...\n", filename); - else - hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings); + char filename[MAX_QPATH]; + modeinfo = &shadermodeinfo[language][i]; + modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings); + modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring)); + dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension); + modeinfo->filename = Mem_strdup(r_main_mempool, filename); } - shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); - memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); - return shaderstring; } - // we don't have builtin strings for any other files - if (builtinonly) - return NULL; - shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); +} + +static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly) +{ + char *shaderstring; + // if the mode has no filename we have to return the builtin string + if (builtinonly || !modeinfo->filename) + return Mem_strdup(r_main_mempool, modeinfo->builtinstring); + // note that FS_LoadFile appends a 0 byte to make it a valid string + shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL); if (shaderstring) { if (printfromdisknotice) - Con_DPrintf("from disk %s... ", filename); + Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename); return shaderstring; } - return shaderstring; + // fall back to builtinstring + return Mem_strdup(r_main_mempool, modeinfo->builtinstring); } static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) @@ -1084,7 +1075,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode int i; int ubibind; int sampler; - shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; + shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode]; char *sourcestring; char permutationname[256]; int vertstrings_count = 0; @@ -1100,7 +1091,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->program = 0; permutationname[0] = 0; - sourcestring = R_GetShaderText(modeinfo->filename, true, false); + sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false); strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); @@ -1702,7 +1693,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; - shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode; + shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode]; int vertstring_length = 0; int geomstring_length = 0; int fragstring_length = 0; @@ -1726,7 +1717,7 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode permutationname[0] = 0; cachename[0] = 0; - sourcestring = R_GetShaderText(modeinfo->filename, true, false); + sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false); strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); strlcat(cachename, "hlsl/", sizeof(cachename)); @@ -1900,12 +1891,6 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per void R_GLSL_Restart_f(void) { unsigned int i, limit; - if (glslshaderstring) - Mem_Free(glslshaderstring); - glslshaderstring = NULL; - if (hlslshaderstring) - Mem_Free(hlslshaderstring); - hlslshaderstring = NULL; switch(vid.renderpath) { case RENDERPATH_D3D9: @@ -1968,9 +1953,9 @@ static void R_GLSL_DumpShader_f(void) shadermodeinfo_t *modeinfo; qfile_t *file; - for (language = 0;language < 2;language++) + for (language = 0;language < SHADERLANGUAGE_COUNT;language++) { - modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo); + modeinfo = shadermodeinfo[language]; for (mode = 0;mode < SHADERMODE_COUNT;mode++) { // don't dump the same file multiple times (most or all shaders come from the same file) @@ -1979,7 +1964,7 @@ static void R_GLSL_DumpShader_f(void) break; if (dupe >= 0) continue; - text = R_GetShaderText(modeinfo[mode].filename, false, true); + text = modeinfo[mode].builtinstring; if (!text) continue; file = FS_OpenRealFile(modeinfo[mode].filename, "w", false); @@ -1998,7 +1983,6 @@ static void R_GLSL_DumpShader_f(void) } else Con_Printf("failed to write to %s\n", modeinfo[mode].filename); - Mem_Free(text); } } } @@ -4151,13 +4135,11 @@ static void gl_main_start(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); - glslshaderstring = NULL; #ifdef SUPPORTD3D r_hlsl_permutation = NULL; memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); #endif - hlslshaderstring = NULL; memset(&r_svbsp, 0, sizeof (r_svbsp)); memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps)); @@ -4253,13 +4235,11 @@ static void gl_main_shutdown(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray); - glslshaderstring = NULL; #ifdef SUPPORTD3D r_hlsl_permutation = NULL; memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray); #endif - hlslshaderstring = NULL; } static void gl_main_newmap(void) @@ -4292,6 +4272,7 @@ void GL_Main_Init(void) { int i; r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); + R_InitShaderModeInfo(); Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");