mod hello_triangle; mod filter; mod filter_pass; mod util; mod framebuffer; use std::collections::HashMap; use std::error::Error; use std::iter::Filter; use std::path::Path; use gl::types::{GLenum, GLint, GLsizei, GLsizeiptr, GLuint}; use glfw::Key::P; use rustc_hash::FxHashMap; use spirv_cross::spirv::Decoration; use filter_pass::FilterPass; use framebuffer::Framebuffer; use librashader::{FilterMode, ShaderFormat, ShaderSource, WrapMode}; use librashader::image::Image; use librashader_presets::{ShaderPassConfig, ShaderPreset}; use librashader_reflect::back::{CompileShader, ShaderCompilerOutput}; use librashader_reflect::back::cross::{GlslangGlslContext, GlVersion}; use librashader_reflect::back::targets::{FromCompilation, GLSL}; use librashader_reflect::front::shaderc::GlslangCompilation; use librashader_reflect::reflect::cross::CrossReflect; use librashader_reflect::reflect::{ReflectSemantics, ReflectShader, ShaderReflection, UniformSemantic}; use librashader_reflect::reflect::semantics::{MemberOffset, SemanticMap, TextureSemantics, VariableMeta, VariableSemantics}; use librashader_reflect::reflect::{TextureSemanticMap, VariableSemanticMap}; use util::{Location, VariableLocation, RingBuffer, Size, Texture, TextureMeta, Viewport}; unsafe fn gl_compile_shader(stage: GLenum, source: &str) -> GLuint { let shader = gl::CreateShader(stage); gl::ShaderSource(shader, 1, &source.as_bytes().as_ptr().cast(), std::ptr::null()); gl::CompileShader(shader); let mut compile_status = 0; gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut compile_status); if compile_status == 0 { panic!("failed to compile") } shader } impl FilterChain { fn load_pass_semantics(uniform_semantics: &mut FxHashMap, texture_semantics: &mut FxHashMap>, config: &ShaderPassConfig) { let Some(alias) = &config.alias else { return; }; // Ignore empty aliases if alias.trim().is_empty() { return; } let index = config.id as u32; // PassOutput texture_semantics.insert(alias.clone(), SemanticMap { semantics: TextureSemantics::PassOutput, index }); uniform_semantics.insert(format!("{alias}Size"), UniformSemantic::Texture(SemanticMap { semantics: TextureSemantics::PassOutput, index })); // PassFeedback texture_semantics.insert(format!("{alias}Feedback"), SemanticMap { semantics: TextureSemantics::PassFeedback, index }); uniform_semantics.insert(format!("{alias}FeedbackSize"), UniformSemantic::Texture(SemanticMap { semantics: TextureSemantics::PassFeedback, index })); } fn reflect_parameter(pipeline: GLuint, meta: &VariableMeta) -> VariableLocation { // todo: support both ubo and pushco // todo: fix this. match meta.offset { MemberOffset::Ubo(_) => { let vert_name = format!("RARCH_UBO_VERTEX_INSTANCE.{}\0", meta.id); let frag_name = format!("RARCH_UBO_FRAGMENT_INSTANCE.{}\0", meta.id); unsafe { let vertex = gl::GetUniformLocation(pipeline, vert_name.as_ptr().cast()); let fragment = gl::GetUniformLocation(pipeline, frag_name.as_ptr().cast()); VariableLocation::Ubo(Location { vertex, fragment }) } } MemberOffset::PushConstant(_) => { let vert_name = format!("RARCH_PUSH_VERTEX_INSTANCE.{}\0", meta.id); let frag_name = format!("RARCH_PUSH_FRAGMENT_INSTANCE.{}\0", meta.id); unsafe { let vertex = gl::GetUniformLocation(pipeline, vert_name.as_ptr().cast()); let fragment = gl::GetUniformLocation(pipeline, frag_name.as_ptr().cast()); VariableLocation::Push(Location { vertex, fragment }) } } } } } pub struct FilterChain { passes: Vec, semantics: ReflectSemantics, preset: ShaderPreset, original_history: Vec, history: Vec, feedback: Vec, luts: FxHashMap } impl FilterChain { pub fn load(path: impl AsRef) -> Result> { let preset = librashader_presets::ShaderPreset::try_parse(path)?; let mut uniform_semantics: FxHashMap = Default::default(); let mut texture_semantics: FxHashMap> = Default::default(); let mut passes: Vec<(&ShaderPassConfig, ShaderSource, _)> = preset.shaders.iter() .map(|shader| { eprintln!("[gl] loading {}", &shader.name.display()); let source: ShaderSource = librashader_preprocess::load_shader_source(&shader.name) .unwrap(); let spirv = librashader_reflect::front::shaderc::compile_spirv(&source) .unwrap(); let mut reflect = GLSL::from_compilation(spirv).unwrap(); for parameter in source.parameters.iter() { uniform_semantics.insert(parameter.id.clone(), UniformSemantic::Variable(SemanticMap { semantics: VariableSemantics::FloatParameter, index: () })); } (shader, source, reflect) }).collect(); // todo: this can probably be extracted out. for details in &passes { FilterChain::load_pass_semantics(&mut uniform_semantics, &mut texture_semantics, details.0) } // add lut params for (index, texture) in preset.textures.iter().enumerate() { texture_semantics.insert(texture.name.clone(), SemanticMap { semantics: TextureSemantics::User, index: index as u32 }); uniform_semantics.insert(format!("{}Size", texture.name), UniformSemantic::Texture(SemanticMap { semantics: TextureSemantics::User, index: index as u32 })); } let semantics = ReflectSemantics { uniform_semantics, non_uniform_semantics: texture_semantics }; let mut filters = Vec::new(); // initialize passes for (index, (config, source, mut reflect)) in passes.into_iter().enumerate() { let mut semantics = semantics.clone(); let reflection = reflect.reflect(index as u32, &semantics)?; let glsl = reflect.compile(GlVersion::V4_60)?; let vertex_resources = glsl.context.compiler.vertex.get_shader_resources()?; // todo: split this out. let (program, ubo_location) = unsafe { let vertex = gl_compile_shader(gl::VERTEX_SHADER, glsl.vertex.as_str()); let fragment = gl_compile_shader(gl::FRAGMENT_SHADER, glsl.fragment.as_str()); let program = gl::CreateProgram(); gl::AttachShader(program, vertex); gl::AttachShader(program, fragment); for res in &vertex_resources.stage_inputs { let loc = glsl.context.compiler.vertex.get_decoration(res.id, Decoration::Location)?; let loc_name = format!("RARCH_ATTRIBUTE_{loc}"); gl::BindAttribLocation(program, loc, loc_name.as_str().as_ptr().cast()) } gl::LinkProgram(program); gl::DeleteShader(vertex); gl::DeleteShader(fragment); let mut status = 0; gl::GetProgramiv(program, gl::LINK_STATUS, &mut status); if status != 1 { panic!("failed to link program") } for binding in &glsl.context.texture_fixups { let loc_name = format!("RARCH_TEXTURE_{}", *binding); unsafe { let location = gl::GetUniformLocation(program, loc_name.as_str().as_ptr().cast()); if location >= 0 { gl::Uniform1i(location, *binding as GLint); } } } unsafe { gl::UseProgram(0); (program, Location { vertex: gl::GetUniformBlockIndex(program, b"RARCH_UBO_VERTEX\0".as_ptr().cast()), fragment: gl::GetUniformBlockIndex(program, b"RARCH_UBO_FRAGMENT\0".as_ptr().cast()), }) } }; let ubo_ring = if let Some(ubo) = &reflection.ubo { let size = ubo.size; let mut ring: RingBuffer = RingBuffer::new(); unsafe { gl::GenBuffers(16, ring.items_mut().as_mut_ptr()); for buffer in ring.items() { gl::BindBuffer(gl::UNIFORM_BUFFER, *buffer); gl::BufferData(gl::UNIFORM_BUFFER, size as GLsizeiptr, std::ptr::null(), gl::STREAM_DRAW); } gl::BindBuffer(gl::UNIFORM_BUFFER, 0); } Some(ring) } else { None }; let uniform_buffer = vec![0; reflection.ubo.as_ref().map(|ubo| ubo.size as usize).unwrap_or(0)].into_boxed_slice(); let push_buffer = vec![0; reflection.push_constant.as_ref().map(|push| push.size as usize).unwrap_or(0)].into_boxed_slice(); // todo: reflect indexed parameters let mut locations = FxHashMap::default(); for param in reflection.meta.parameter_meta.values() { locations.insert(param.id.clone(), FilterChain::reflect_parameter(program, param)); } for param in reflection.meta.variable_meta.values() { locations.insert(param.id.clone(), FilterChain::reflect_parameter(program, param)); } // eprintln!("{:#?}", semantics); eprintln!("{:#?}", reflection.meta); eprintln!("{:#?}", locations); eprintln!("{:#?}", reflection.push_constant); // eprintln!("====fragment===="); // eprintln!("{:#}", glsl.fragment); // eprintln!("====vertex===="); // eprintln!("{:#}", glsl.vertex); filters.push(FilterPass { reflection, compiled: glsl, program, ubo_location, ubo_ring, uniform_buffer, push_buffer, locations, source, // no idea if this works. // retroarch checks if feedback frames are used but we'll just init it tbh. framebuffer: Framebuffer::new(1), feedback_framebuffer: Framebuffer::new(1), }); } eprintln!("{:?}", filters.iter().map(|f| f.program).collect::>()); // let mut glprogram: Vec = Vec::new(); // for compilation in &compiled { // // compilation.context.compiler.vertex // } // eprintln!("{:#?}", reflections); // eprintln!("{:#?}", compiled./); // eprintln!("{:?}", preset); // eprintln!("{:?}", reflect.reflect(&ReflectOptions { // pass_number: i as u32, // uniform_semantics, // non_uniform_semantics: Default::default(), // })); // todo: apply shader pass // gl3.cpp: 1942 // load luts let mut luts = FxHashMap::default(); for texture in &preset.textures { let image = Image::load(&texture.path)?; let levels = if texture.mipmap { util::calc_miplevel(image.width, image.height) } else { 1u32 }; let mut handle = 0; unsafe { gl::GenTextures(1, &mut handle); gl::BindTexture(gl::TEXTURE_2D, handle); gl::TexStorage2D(gl::TEXTURE_2D, levels as GLsizei, gl::RGBA8, image.width as GLsizei, image.height as GLsizei); gl::PixelStorei(gl::UNPACK_ROW_LENGTH, 0); gl::PixelStorei(gl::UNPACK_ALIGNMENT, 4); gl::BindBuffer(gl::PIXEL_UNPACK_BUFFER, 0); gl::TexSubImage2D(gl::TEXTURE_2D, 0, 0, 0, image.width as GLsizei, image.height as GLsizei, gl::RGBA, gl::UNSIGNED_BYTE, image.bytes.as_ptr().cast()); let mipmap = levels > 1; let linear = texture.filter_mode == FilterMode::Linear; // set mipmaps and wrapping if mipmap { gl::GenerateMipmap(gl::TEXTURE_2D); } gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, GLenum::from(texture.wrap_mode) as GLint); gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, GLenum::from(texture.wrap_mode) as GLint); if !linear { gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as GLint); gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as GLint); } else { gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as GLint); if mipmap { gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR as GLint); } else { gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as GLint); } } gl::BindTexture(gl::TEXTURE_2D, 0); } luts.insert(texture.name.clone(), TextureMeta { texture: Texture { handle, format: gl::RGBA8, size: Size { width: image.width, height: image.height }, padded_size: Size::default() }, filter: texture.filter_mode, mip_filter: texture.filter_mode, wrap_mode: texture.wrap_mode }); } Ok(FilterChain { passes: filters, semantics, preset, original_history: vec![], history: vec![], feedback: vec![], luts, }) } // how much info do we actually need? // fn frame(&mut self, count: u64, vp: &Viewport, input: &Texture, clear: bool) { // // // todo: make copy // // let original = Texture { // handle: input.handle, // format: self.preset.shaders.first()., // size: Size {}, // padded_size: Size {} // }; // // todo: deal with the mess that is frame history // } fn do_final_pass(&mut self, count: u64, vp: &Viewport, input: Texture, clear: bool, mvp: &[f32]) { // todo: make copy // todo: get filter info from pass data. let original = TextureMeta { texture: input, filter: FilterMode::Linear, mip_filter: FilterMode::Linear, wrap_mode: Default::default() }; // todo: deal with the mess that is frame history } } #[cfg(test)] mod tests { use super::*; #[test] fn triangle() { let (glfw, window, events, shader, vao) = hello_triangle::setup(); // FilterChain::load("../test/basic.slangp").unwrap(); FilterChain::load("../test/slang-shaders/crt/crt-royale.slangp").unwrap(); hello_triangle::do_loop(glfw, window, events, shader, vao); } // #[test] // fn load_preset() { // // load("../test/basic.slangp") // .unwrap(); // } }