Files
video-shader-toys/apps/RenderCadenceCompositor/render/RuntimeShaderRenderer.cpp
Aiden 4ea829af85
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Shader test past
2026-05-12 02:08:48 +10:00

215 lines
5.7 KiB
C++

#include "RuntimeShaderRenderer.h"
#include <array>
#include <cstring>
#include <string>
namespace
{
constexpr GLuint kGlobalParamsBindingPoint = 0;
const char* kVertexShaderSource = R"GLSL(
#version 430 core
out vec2 vTexCoord;
void main()
{
vec2 positions[3] = vec2[3](
vec2(-1.0, -1.0),
vec2( 3.0, -1.0),
vec2(-1.0, 3.0));
vec2 texCoords[3] = vec2[3](
vec2(0.0, 0.0),
vec2(2.0, 0.0),
vec2(0.0, 2.0));
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
vTexCoord = texCoords[gl_VertexID];
}
)GLSL";
struct GlobalParamsStd140
{
float time = 0.0f;
float pad0 = 0.0f;
float inputResolution[2] = {};
float outputResolution[2] = {};
float utcTimeSeconds = 0.0f;
float utcOffsetSeconds = 0.0f;
float startupRandom = 0.37f;
float frameCount = 0.0f;
float mixAmount = 1.0f;
float bypass = 0.0f;
int sourceHistoryLength = 0;
int temporalHistoryLength = 0;
int feedbackAvailable = 0;
float speed = 1.0f;
float scale = 1.0f;
float raySteps = 77.0f;
float intensity = 1.0f;
float sourceMix = 0.0f;
float pad1[3] = {};
};
}
RuntimeShaderRenderer::~RuntimeShaderRenderer()
{
ShutdownGl();
}
bool RuntimeShaderRenderer::CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error)
{
if (fragmentShaderSource.empty())
{
error = "Cannot commit an empty fragment shader.";
return false;
}
if (!EnsureStaticGlResources(error))
return false;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
GLuint program = 0;
if (!CompileShader(GL_VERTEX_SHADER, kVertexShaderSource, vertexShader, error))
return false;
if (!CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource.c_str(), fragmentShader, error))
{
glDeleteShader(vertexShader);
return false;
}
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkResult = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
std::array<char, 4096> log = {};
GLsizei length = 0;
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), &length, log.data());
error = std::string(log.data(), static_cast<std::size_t>(length));
glDeleteProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return false;
}
const GLuint globalParamsIndex = glGetUniformBlockIndex(program, "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, globalParamsIndex, kGlobalParamsBindingPoint);
glUseProgram(program);
const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, 0);
const GLint layerInputLocation = glGetUniformLocation(program, "gLayerInput");
if (layerInputLocation >= 0)
glUniform1i(layerInputLocation, 0);
glUseProgram(0);
DestroyProgram();
mProgram = program;
mVertexShader = vertexShader;
mFragmentShader = fragmentShader;
return true;
}
void RuntimeShaderRenderer::RenderFrame(uint64_t frameIndex, unsigned width, unsigned height)
{
if (mProgram == 0)
return;
GlobalParamsStd140 params;
params.time = static_cast<float>(frameIndex) / 60.0f;
params.inputResolution[0] = static_cast<float>(width);
params.inputResolution[1] = static_cast<float>(height);
params.outputResolution[0] = static_cast<float>(width);
params.outputResolution[1] = static_cast<float>(height);
params.frameCount = static_cast<float>(frameIndex);
glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(params), &params);
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindVertexArray(mVertexArray);
glUseProgram(mProgram);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
}
void RuntimeShaderRenderer::ShutdownGl()
{
DestroyProgram();
DestroyStaticGlResources();
}
bool RuntimeShaderRenderer::EnsureStaticGlResources(std::string& error)
{
if (mVertexArray == 0)
glGenVertexArrays(1, &mVertexArray);
if (mGlobalParamsBuffer == 0)
{
glGenBuffers(1, &mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(sizeof(GlobalParamsStd140)), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (mVertexArray == 0 || mGlobalParamsBuffer == 0)
{
error = "Failed to create runtime shader GL resources.";
return false;
}
return true;
}
bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const
{
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compileResult = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
if (compileResult != GL_FALSE)
return true;
std::array<char, 4096> log = {};
GLsizei length = 0;
glGetShaderInfoLog(shader, static_cast<GLsizei>(log.size()), &length, log.data());
error = std::string(log.data(), static_cast<std::size_t>(length));
glDeleteShader(shader);
shader = 0;
return false;
}
void RuntimeShaderRenderer::DestroyProgram()
{
if (mProgram != 0)
glDeleteProgram(mProgram);
if (mVertexShader != 0)
glDeleteShader(mVertexShader);
if (mFragmentShader != 0)
glDeleteShader(mFragmentShader);
mProgram = 0;
mVertexShader = 0;
mFragmentShader = 0;
}
void RuntimeShaderRenderer::DestroyStaticGlResources()
{
if (mGlobalParamsBuffer != 0)
glDeleteBuffers(1, &mGlobalParamsBuffer);
if (mVertexArray != 0)
glDeleteVertexArrays(1, &mVertexArray);
mGlobalParamsBuffer = 0;
mVertexArray = 0;
}