Difficult-Rocket/libs/pyglet/graphics/shader.py
shenjack d84b490b99
with more logger
Add | more formatter and some more

Fix | type mis match

sync pyglet

Enhance | logger with Template

add lib-not-dr as requirement

sync pyglet

sync pyglet

Add | add lto=yes to nuitka_build

just incase

sync pyglet

sync lib_not_dr

Remove | external requirement lib-not-dr

some logger

sync lib-not-dr

sync pyglet

sync lib-not-dr

sync lib-not-dr

sync pyglet

sync pyglet

Fix | console thread been block

Update DR rs and DR sdk

sync lib not dr

sync lib-not-dr

sync lib-not-dr

sync pyglet and lib-not-dr

sync pyglet 0.1.8

sync lib not dr

logger almost done?

almost!

sync pyglet (clicpboard support!)

sync lib not dr

sync lib not dr

color code and sync pyglet

do not show memory and progress building localy

sync pyglet

synclibs
2023-11-20 20:12:59 +08:00

1051 lines
38 KiB
Python

from ctypes import *
from weakref import proxy
import pyglet
from pyglet.gl import *
from pyglet.graphics.vertexbuffer import BufferObject
_debug_gl_shaders = pyglet.options['debug_gl_shaders']
class ShaderException(BaseException):
pass
_c_types = {
GL_BYTE: c_byte,
GL_UNSIGNED_BYTE: c_ubyte,
GL_SHORT: c_short,
GL_UNSIGNED_SHORT: c_ushort,
GL_INT: c_int,
GL_UNSIGNED_INT: c_uint,
GL_FLOAT: c_float,
GL_DOUBLE: c_double,
}
_shader_types = {
'compute': GL_COMPUTE_SHADER,
'fragment': GL_FRAGMENT_SHADER,
'geometry': GL_GEOMETRY_SHADER,
'tesscontrol': GL_TESS_CONTROL_SHADER,
'tessevaluation': GL_TESS_EVALUATION_SHADER,
'vertex': GL_VERTEX_SHADER,
}
_uniform_getters = {
GLint: glGetUniformiv,
GLfloat: glGetUniformfv,
GLboolean: glGetUniformiv,
}
_uniform_setters = {
# uniform: gl_type, legacy_setter, setter, length, count
GL_BOOL: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_BOOL_VEC2: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_BOOL_VEC3: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_BOOL_VEC4: (GLint, glUniform1iv, glProgramUniform1iv, 4, 1),
GL_INT: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_VEC2: (GLint, glUniform2iv, glProgramUniform2iv, 2, 1),
GL_INT_VEC3: (GLint, glUniform3iv, glProgramUniform3iv, 3, 1),
GL_INT_VEC4: (GLint, glUniform4iv, glProgramUniform4iv, 4, 1),
GL_FLOAT: (GLfloat, glUniform1fv, glProgramUniform1fv, 1, 1),
GL_FLOAT_VEC2: (GLfloat, glUniform2fv, glProgramUniform2fv, 2, 1),
GL_FLOAT_VEC3: (GLfloat, glUniform3fv, glProgramUniform3fv, 3, 1),
GL_FLOAT_VEC4: (GLfloat, glUniform4fv, glProgramUniform4fv, 4, 1),
# 1D Samplers
GL_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_SAMPLER_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
# 2D Samplers
GL_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
# Multisample
GL_SAMPLER_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
# Cube Samplers
GL_SAMPLER_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_SAMPLER_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
# 3D Samplers
GL_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_UNSIGNED_INT_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_FLOAT_MAT2: (GLfloat, glUniformMatrix2fv, glProgramUniformMatrix2fv, 4, 1),
GL_FLOAT_MAT3: (GLfloat, glUniformMatrix3fv, glProgramUniformMatrix3fv, 6, 1),
GL_FLOAT_MAT4: (GLfloat, glUniformMatrix4fv, glProgramUniformMatrix4fv, 16, 1),
# TODO: test/implement these:
# GL_FLOAT_MAT2x3: glUniformMatrix2x3fv, glProgramUniformMatrix2x3fv,
# GL_FLOAT_MAT2x4: glUniformMatrix2x4fv, glProgramUniformMatrix2x4fv,
# GL_FLOAT_MAT3x2: glUniformMatrix3x2fv, glProgramUniformMatrix3x2fv,
# GL_FLOAT_MAT3x4: glUniformMatrix3x4fv, glProgramUniformMatrix3x4fv,
# GL_FLOAT_MAT4x2: glUniformMatrix4x2fv, glProgramUniformMatrix4x2fv,
# GL_FLOAT_MAT4x3: glUniformMatrix4x3fv, glProgramUniformMatrix4x3fv,
GL_IMAGE_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_IMAGE_2D: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_IMAGE_2D_RECT: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_3D: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_IMAGE_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_IMAGE_2D_MULTISAMPLE_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_BUFFER: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_IMAGE_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
}
_attribute_types = {
GL_BOOL: (1, '?'),
GL_BOOL_VEC2: (2, '?'),
GL_BOOL_VEC3: (3, '?'),
GL_BOOL_VEC4: (4, '?'),
GL_INT: (1, 'i'),
GL_INT_VEC2: (2, 'i'),
GL_INT_VEC3: (3, 'i'),
GL_INT_VEC4: (4, 'i'),
GL_UNSIGNED_INT: (1, 'I'),
GL_UNSIGNED_INT_VEC2: (2, 'I'),
GL_UNSIGNED_INT_VEC3: (3, 'I'),
GL_UNSIGNED_INT_VEC4: (4, 'I'),
GL_FLOAT: (1, 'f'),
GL_FLOAT_VEC2: (2, 'f'),
GL_FLOAT_VEC3: (3, 'f'),
GL_FLOAT_VEC4: (4, 'f'),
GL_DOUBLE: (1, 'd'),
GL_DOUBLE_VEC2: (2, 'd'),
GL_DOUBLE_VEC3: (3, 'd'),
GL_DOUBLE_VEC4: (4, 'd'),
}
# Accessor classes:
class Attribute:
"""Abstract accessor for an attribute in a mapped buffer."""
def __init__(self, name, location, count, gl_type, normalize):
"""Create the attribute accessor.
:Parameters:
`name` : str
Name of the vertex attribute.
`location` : int
Location (index) of the vertex attribute.
`count` : int
Number of components in the attribute.
`gl_type` : int
OpenGL type enumerant; for example, ``GL_FLOAT``
`normalize`: bool
True if OpenGL should normalize the values
"""
self.name = name
self.location = location
self.count = count
self.gl_type = gl_type
self.normalize = normalize
self.c_type = _c_types[gl_type]
self.element_size = sizeof(self.c_type)
self.byte_size = count * self.element_size
self.stride = self.byte_size
def enable(self):
"""Enable the attribute."""
glEnableVertexAttribArray(self.location)
def set_pointer(self, ptr):
"""Setup this attribute to point to the currently bound buffer at
the given offset.
``offset`` should be based on the currently bound buffer's ``ptr``
member.
:Parameters:
`offset` : int
Pointer offset to the currently bound buffer for this
attribute.
"""
glVertexAttribPointer(self.location, self.count, self.gl_type, self.normalize, self.stride, ptr)
def get_region(self, buffer, start, count):
"""Map a buffer region using this attribute as an accessor.
The returned region consists of a contiguous array of component
data elements. For example, if this attribute uses 3 floats per
vertex, and the `count` parameter is 4, the number of floats mapped
will be ``3 * 4 = 12``.
:Parameters:
`buffer` : `AttributeBufferObject`
The buffer to map.
`start` : int
Offset of the first vertex to map.
`count` : int
Number of vertices to map
:rtype: `BufferObjectRegion`
"""
return buffer.get_region(start, count)
def set_region(self, buffer, start, count, data):
"""Set the data over a region of the buffer.
:Parameters:
`buffer` : AbstractMappable`
The buffer to modify.
`start` : int
Offset of the first vertex to set.
`count` : int
Number of vertices to set.
`data` : A sequence of data components.
"""
buffer.set_region(start, count, data)
def __repr__(self):
return f"Attribute(name='{self.name}', location={self.location}, count={self.count})"
class _Uniform:
__slots__ = 'program', 'name', 'type', 'location', 'length', 'count', 'get', 'set'
def __init__(self, program, name, uniform_type, location, dsa):
self.program = program
self.name = name
self.type = uniform_type
self.location = location
gl_type, gl_setter_legacy, gl_setter_dsa, length, count = _uniform_setters[uniform_type]
gl_setter = gl_setter_dsa if dsa else gl_setter_legacy
gl_getter = _uniform_getters[gl_type]
self.length = length
self.count = count
is_matrix = uniform_type in (GL_FLOAT_MAT2, GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4,
GL_FLOAT_MAT3, GL_FLOAT_MAT3x2, GL_FLOAT_MAT3x4,
GL_FLOAT_MAT4, GL_FLOAT_MAT4x2, GL_FLOAT_MAT4x3)
c_array = (gl_type * length)()
ptr = cast(c_array, POINTER(gl_type))
self.get = self._create_getter_func(program, location, gl_getter, c_array, length)
self.set = self._create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa)
@staticmethod
def _create_getter_func(program, location, gl_getter, c_array, length):
"""Factory function for creating simplified Uniform getters"""
if length == 1:
def getter_func():
gl_getter(program, location, c_array)
return c_array[0]
else:
def getter_func():
gl_getter(program, location, c_array)
return c_array[:]
return getter_func
@staticmethod
def _create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa):
"""Factory function for creating simplified Uniform setters"""
if dsa: # Bindless updates:
if is_matrix:
def setter_func(value):
c_array[:] = value
gl_setter(program, location, count, GL_FALSE, ptr)
elif length == 1 and count == 1:
def setter_func(value):
c_array[0] = value
gl_setter(program, location, count, ptr)
elif length > 1 and count == 1:
def setter_func(values):
c_array[:] = values
gl_setter(program, location, count, ptr)
else:
raise ShaderException("Uniform type not yet supported.")
return setter_func
else:
if is_matrix:
def setter_func(value):
glUseProgram(program)
c_array[:] = value
gl_setter(location, count, GL_FALSE, ptr)
elif length == 1 and count == 1:
def setter_func(value):
glUseProgram(program)
c_array[0] = value
gl_setter(location, count, ptr)
elif length > 1 and count == 1:
def setter_func(values):
glUseProgram(program)
c_array[:] = values
gl_setter(location, count, ptr)
else:
raise ShaderException("Uniform type not yet supported.")
return setter_func
def __repr__(self):
return f"Uniform('{self.name}', location={self.location}, length={self.length}, count={self.count})"
class UniformBlock:
__slots__ = 'program', 'name', 'index', 'size', 'uniforms', 'view_cls'
def __init__(self, program, name, index, size, uniforms):
self.program = proxy(program)
self.name = name
self.index = index
self.size = size
self.uniforms = uniforms
self.view_cls = None
def create_ubo(self, index=0):
"""
Create a new UniformBufferObject from this uniform block.
:Parameters:
`index` : int
The uniform buffer index the returned UBO will bind itself to.
By default, this is 0.
:rtype: :py:class:`~pyglet.graphics.shader.UniformBufferObject`
"""
if self.view_cls is None:
self.view_cls = self._introspect_uniforms()
return UniformBufferObject(self.view_cls, self.size, index)
def _introspect_uniforms(self):
"""Introspect the block's structure and return a ctypes struct for
manipulating the uniform block's members.
"""
p_id = self.program.id
index = self.index
active_count = len(self.uniforms)
# Query the uniform index order and each uniform's offset:
indices = (GLuint * active_count)()
offsets = (GLint * active_count)()
indices_ptr = cast(addressof(indices), POINTER(GLint))
offsets_ptr = cast(addressof(offsets), POINTER(GLint))
glGetActiveUniformBlockiv(p_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_OFFSET, offsets_ptr)
# Offsets may be returned in non-ascending order, sort them with the corresponding index:
_oi = sorted(zip(offsets, indices), key=lambda x: x[0])
offsets = [x[0] for x in _oi] + [self.size]
indices = (GLuint * active_count)(*(x[1] for x in _oi))
# # Query other uniform information:
# gl_types = (GLint * active_count)()
# mat_stride = (GLint * active_count)()
# gl_types_ptr = cast(addressof(gl_types), POINTER(GLint))
# stride_ptr = cast(addressof(mat_stride), POINTER(GLint))
# glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_TYPE, gl_types_ptr)
# glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_MATRIX_STRIDE, stride_ptr)
view_fields = []
for i in range(active_count):
u_name, gl_type, length = self.uniforms[indices[i]]
size = offsets[i+1] - offsets[i]
c_type_size = sizeof(gl_type)
actual_size = c_type_size * length
padding = size - actual_size
# TODO: handle stride for multiple matrixes in the same UBO (crashes now)
# m_stride = mat_stride[i]
arg = (u_name, gl_type * length) if length > 1 else (u_name, gl_type)
view_fields.append(arg)
if padding > 0:
padding_bytes = padding // c_type_size
view_fields.append((f'_padding{i}', gl_type * padding_bytes))
# Custom ctypes Structure for Uniform access:
class View(Structure):
_fields_ = view_fields
def __repr__(self):
return str(dict(self._fields_))
return View
def __repr__(self):
return f"{self.__class__.__name__}(name={self.name}, index={self.index})"
class UniformBufferObject:
__slots__ = 'buffer', 'view', '_view_ptr', 'index'
def __init__(self, view_class, buffer_size, index):
self.buffer = BufferObject(buffer_size)
self.view = view_class()
self._view_ptr = pointer(self.view)
self.index = index
@property
def id(self):
return self.buffer.id
def bind(self, index=None):
glBindBufferBase(GL_UNIFORM_BUFFER, self.index if index is None else index, self.buffer.id)
def read(self):
"""Read the byte contents of the buffer"""
glBindBuffer(GL_ARRAY_BUFFER, self.buffer.id)
ptr = glMapBufferRange(GL_ARRAY_BUFFER, 0, self.buffer.size, GL_MAP_READ_BIT)
data = string_at(ptr, size=self.buffer.size)
glUnmapBuffer(GL_ARRAY_BUFFER)
return data
def __enter__(self):
# Return the view to the user in a `with` context:
return self.view
def __exit__(self, exc_type, exc_val, exc_tb):
self.bind()
self.buffer.set_data(self._view_ptr)
def __repr__(self):
return "{0}(id={1})".format(self.__class__.__name__, self.buffer.id)
# Utility functions:
def _get_number(program_id: int, variable_type: int) -> int:
"""Get the number of active variables of the passed GL type."""
number = GLint(0)
glGetProgramiv(program_id, variable_type, byref(number))
return number.value
def _query_attribute(program_id: int, index: int):
"""Query the name, type, and size of an Attribute by index."""
asize = GLint()
atype = GLenum()
buf_size = 192
aname = create_string_buffer(buf_size)
try:
glGetActiveAttrib(program_id, index, buf_size, None, asize, atype, aname)
return aname.value.decode(), atype.value, asize.value
except GLException as exc:
raise ShaderException from exc
def _introspect_attributes(program_id: int) -> dict:
"""Introspect a Program's Attributes, and return a dict of accessors."""
attributes = {}
for index in range(_get_number(program_id, GL_ACTIVE_ATTRIBUTES)):
a_name, a_type, a_size = _query_attribute(program_id, index)
loc = glGetAttribLocation(program_id, create_string_buffer(a_name.encode('utf-8')))
count, fmt = _attribute_types[a_type]
attributes[a_name] = dict(type=a_type, size=a_size, location=loc, count=count, format=fmt)
if _debug_gl_shaders:
for attribute in attributes.values():
print(f" Found attribute: {attribute}")
return attributes
def _link_program(*shaders) -> int:
"""Link one or more Shaders into a ShaderProgram."""
program_id = glCreateProgram()
for shader in shaders:
glAttachShader(program_id, shader.id)
glLinkProgram(program_id)
# Check the link status of program
status = c_int()
glGetProgramiv(program_id, GL_LINK_STATUS, byref(status))
if not status.value:
length = c_int()
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, length)
log = c_buffer(length.value)
glGetProgramInfoLog(program_id, len(log), None, log)
raise ShaderException("Error linking shader program:\n{}".format(log.value.decode()))
# Shader objects no longer needed
for shader in shaders:
glDetachShader(program_id, shader.id)
return program_id
def _get_program_log(program_id: int) -> str:
"""Query a ShaderProgram link logs."""
result = c_int(0)
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, byref(result))
result_str = create_string_buffer(result.value)
glGetProgramInfoLog(program_id, result, None, result_str)
if result_str.value:
return f"OpenGL returned the following message when linking the program: \n{result_str.value}"
else:
return f"Program '{program_id}' linked successfully."
def _query_uniform(program_id: int, index: int):
"""Query the name, type, and size of a Uniform by index."""
usize = GLint()
utype = GLenum()
buf_size = 192
uname = create_string_buffer(buf_size)
try:
glGetActiveUniform(program_id, index, buf_size, None, usize, utype, uname)
return uname.value.decode(), utype.value, usize.value
except GLException as exc:
raise ShaderException from exc
def _introspect_uniforms(program_id: int, have_dsa: bool) -> dict:
"""Introspect a Program's uniforms, and return a dict of accessors."""
uniforms = {}
for index in range(_get_number(program_id, GL_ACTIVE_UNIFORMS)):
u_name, u_type, u_size = _query_uniform(program_id, index)
loc = glGetUniformLocation(program_id, create_string_buffer(u_name.encode('utf-8')))
if loc == -1: # Skip uniforms that may be inside a Uniform Block
continue
uniforms[u_name] = _Uniform(program_id, u_name, u_type, loc, have_dsa)
if _debug_gl_shaders:
for uniform in uniforms.values():
print(f" Found uniform: {uniform}")
return uniforms
def _get_uniform_block_name(program_id: int, index: int) -> str:
"""Query the name of a Uniform Block, by index"""
buf_size = 128
size = c_int(0)
name_buf = create_string_buffer(buf_size)
try:
glGetActiveUniformBlockName(program_id, index, buf_size, size, name_buf)
return name_buf.value.decode()
except GLException:
raise ShaderException(f"Unable to query UniformBlock name at index: {index}")
def _introspect_uniform_blocks(program) -> dict:
uniform_blocks = {}
program_id = program.id
for index in range(_get_number(program_id, GL_ACTIVE_UNIFORM_BLOCKS)):
name = _get_uniform_block_name(program_id, index)
num_active = GLint()
block_data_size = GLint()
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, num_active)
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_DATA_SIZE, block_data_size)
indices = (GLuint * num_active.value)()
indices_ptr = cast(addressof(indices), POINTER(GLint))
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
uniforms = {}
for block_uniform_index in indices:
uniform_name, u_type, u_size = _query_uniform(program_id, block_uniform_index)
# Separate uniform name from block name (Only if instance name is provided on the Uniform Block)
try:
_, uniform_name = uniform_name.split(".")
except ValueError:
pass
gl_type, _, _, length, _ = _uniform_setters[u_type]
uniforms[block_uniform_index] = (uniform_name, gl_type, length)
uniform_blocks[name] = UniformBlock(program, name, index, block_data_size.value, uniforms)
# This might cause an error if index > GL_MAX_UNIFORM_BUFFER_BINDINGS, but surely no
# one would be crazy enough to use more than 36 uniform blocks, right?
glUniformBlockBinding(program_id, index, index)
if _debug_gl_shaders:
for block in uniform_blocks.values():
print(f" Found uniform block: {block}")
return uniform_blocks
# Program definitions:
class ShaderSource:
"""GLSL source container for making source parsing simpler.
We support locating out attributes and applying #defines values.
NOTE: We do assume the source is neat enough to be parsed
this way and don't contain several statements in one line.
"""
def __init__(self, source: str, source_type: GLenum):
"""Create a shader source wrapper."""
self._lines = source.strip().splitlines()
self._type = source_type
if not self._lines:
raise ShaderException("Shader source is empty")
self._version = self._find_glsl_version()
if pyglet.gl.current_context.get_info().get_opengl_api() == "gles":
self._lines[0] = "#version 310 es"
self._lines.insert(1, "precision mediump float;")
if self._type == GL_GEOMETRY_SHADER:
self._lines.insert(1, "#extension GL_EXT_geometry_shader : require")
if self._type == GL_COMPUTE_SHADER:
self._lines.insert(1, "precision mediump image2D;")
self._version = self._find_glsl_version()
def validate(self) -> str:
"""Return the validated shader source."""
return "\n".join(self._lines)
def _find_glsl_version(self) -> int:
if self._lines[0].strip().startswith("#version"):
try:
return int(self._lines[0].split()[1])
except (ValueError, IndexError):
pass
source = "\n".join(f"{str(i+1).zfill(3)}: {line} " for i, line in enumerate(self._lines))
raise ShaderException(("Cannot find #version flag in shader source. "
"A #version statement is required on the first line.\n"
"------------------------------------\n"
f"{source}"))
class Shader:
"""OpenGL shader.
Shader objects are compiled on instantiation.
You can reuse a Shader object in multiple ShaderPrograms.
`shader_type` is one of ``'compute'``, ``'fragment'``, ``'geometry'``,
``'tesscontrol'``, ``'tessevaluation'``, or ``'vertex'``.
"""
def __init__(self, source_string: str, shader_type: str):
self._context = pyglet.gl.current_context
self._id = None
self.type = shader_type
try:
shader_type = _shader_types[shader_type]
except KeyError as err:
raise ShaderException(f"shader_type '{shader_type}' is invalid."
f"Valid types are: {list(_shader_types)}") from err
source_string = ShaderSource(source_string, shader_type).validate()
shader_source_utf8 = source_string.encode("utf8")
source_buffer_pointer = cast(c_char_p(shader_source_utf8), POINTER(c_char))
source_length = c_int(len(shader_source_utf8))
shader_id = glCreateShader(shader_type)
self._id = shader_id
glShaderSource(shader_id, 1, byref(source_buffer_pointer), source_length)
glCompileShader(shader_id)
status = c_int(0)
glGetShaderiv(shader_id, GL_COMPILE_STATUS, byref(status))
if status.value != GL_TRUE:
source = self._get_shader_source(shader_id)
source_lines = "{0}".format("\n".join(f"{str(i+1).zfill(3)}: {line} "
for i, line in enumerate(source.split("\n"))))
raise ShaderException(f"Shader compilation failed.\n"
f"{self._get_shader_log(shader_id)}"
"------------------------------------------------------------\n"
f"{source_lines}\n"
"------------------------------------------------------------")
elif _debug_gl_shaders:
print(self._get_shader_log(shader_id))
@property
def id(self):
return self._id
def _get_shader_log(self, shader_id):
log_length = c_int(0)
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, byref(log_length))
result_str = create_string_buffer(log_length.value)
glGetShaderInfoLog(shader_id, log_length, None, result_str)
if result_str.value:
return (f"OpenGL returned the following message when compiling the "
f"'{self.type}' shader: \n{result_str.value.decode('utf8')}")
else:
return f"{self.type.capitalize()} Shader '{shader_id}' compiled successfully."
@staticmethod
def _get_shader_source(shader_id):
"""Get the shader source from the shader object"""
source_length = c_int(0)
glGetShaderiv(shader_id, GL_SHADER_SOURCE_LENGTH, source_length)
source_str = create_string_buffer(source_length.value)
glGetShaderSource(shader_id, source_length, None, source_str)
return source_str.value.decode('utf8')
def delete(self):
glDeleteShader(self._id)
self._id = None
def __del__(self):
if self._id is not None:
try:
self._context.delete_shader(self._id)
if _debug_gl_shaders:
print(f"Destroyed {self.type} Shader '{self._id}'")
self._id = None
except (AttributeError, ImportError):
pass # Interpreter is shutting down
def __repr__(self):
return "{0}(id={1}, type={2})".format(self.__class__.__name__, self.id, self.type)
class ShaderProgram:
"""OpenGL shader program."""
__slots__ = '_id', '_context', '_attributes', '_uniforms', '_uniform_blocks', '__weakref__'
def __init__(self, *shaders: Shader):
self._id = None
assert shaders, "At least one Shader object is required."
self._id = _link_program(*shaders)
self._context = pyglet.gl.current_context
if _debug_gl_shaders:
print(_get_program_log(self._id))
# Query if Direct State Access is available:
have_dsa = gl_info.have_version(4, 1) or gl_info.have_extension("GL_ARB_separate_shader_objects")
self._attributes = _introspect_attributes(self._id)
self._uniforms = _introspect_uniforms(self._id, have_dsa)
self._uniform_blocks = _introspect_uniform_blocks(self)
@property
def id(self):
return self._id
@property
def attributes(self):
return self._attributes
@property
def uniforms(self):
return self._uniforms
@property
def uniform_blocks(self):
return self._uniform_blocks
def use(self):
glUseProgram(self._id)
@staticmethod
def stop():
glUseProgram(0)
__enter__ = use
bind = use
unbind = stop
def __exit__(self, *_):
glUseProgram(0)
def delete(self):
glDeleteProgram(self._id)
self._id = None
def __del__(self):
if self._id is not None:
try:
self._context.delete_shader_program(self._id)
self._id = None
except (AttributeError, ImportError):
pass # Interpreter is shutting down
def __setitem__(self, key, value):
try:
uniform = self._uniforms[key]
except KeyError as err:
raise ShaderException(f"A Uniform with the name `{key}` was not found.\n"
f"The spelling may be incorrect, or if not in use it "
f"may have been optimized out by the OpenGL driver.") from err
try:
uniform.set(value)
except GLException as err:
raise ShaderException from err
def __getitem__(self, item):
try:
uniform = self._uniforms[item]
except KeyError as err:
raise ShaderException(f"A Uniform with the name `{item}` was not found.\n"
f"The spelling may be incorrect, or if not in use it "
f"may have been optimized out by the OpenGL driver.") from err
try:
return uniform.get()
except GLException as err:
raise ShaderException from err
def vertex_list(self, count, mode, batch=None, group=None, **data):
"""Create a VertexList.
:Parameters:
`count` : int
The number of vertices in the list.
`mode` : int
OpenGL drawing mode enumeration; for example, one of
``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
This determines how the list is drawn in the given batch.
`batch` : `~pyglet.graphics.Batch`
Batch to add the VertexList to, or ``None`` if a Batch will not be used.
Using a Batch is strongly recommended.
`group` : `~pyglet.graphics.Group`
Group to add the VertexList to, or ``None`` if no group is required.
`**data` : str or tuple
Attribute formats and initial data for the vertex list.
:rtype: :py:class:`~pyglet.graphics.vertexdomain.VertexList`
"""
attributes = self._attributes.copy()
initial_arrays = []
for name, fmt in data.items():
try:
if isinstance(fmt, tuple):
fmt, array = fmt
initial_arrays.append((name, array))
attributes[name] = {**attributes[name], **{'format': fmt}}
except KeyError:
raise ShaderException(f"\nThe attribute `{name}` doesn't exist. Valid names: \n{list(attributes)}")
batch = batch or pyglet.graphics.get_default_batch()
domain = batch.get_domain(False, mode, group, self, attributes)
# Create vertex list and initialize
vlist = domain.create(count)
for name, array in initial_arrays:
vlist.set_attribute_data(name, array)
return vlist
def vertex_list_indexed(self, count, mode, indices, batch=None, group=None, **data):
"""Create a IndexedVertexList.
:Parameters:
`count` : int
The number of vertices in the list.
`mode` : int
OpenGL drawing mode enumeration; for example, one of
``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
This determines how the list is drawn in the given batch.
`indices` : sequence of int
Sequence of integers giving indices into the vertex list.
`batch` : `~pyglet.graphics.Batch`
Batch to add the VertexList to, or ``None`` if a Batch will not be used.
Using a Batch is strongly recommended.
`group` : `~pyglet.graphics.Group`
Group to add the VertexList to, or ``None`` if no group is required.
`**data` : str or tuple
Attribute formats and initial data for the vertex list.
:rtype: :py:class:`~pyglet.graphics.vertexdomain.IndexedVertexList`
"""
attributes = self._attributes.copy()
initial_arrays = []
for name, fmt in data.items():
try:
if isinstance(fmt, tuple):
fmt, array = fmt
initial_arrays.append((name, array))
attributes[name] = {**attributes[name], **{'format': fmt}}
except KeyError:
raise ShaderException(f"\nThe attribute `{name}` doesn't exist. Valid names: \n{list(attributes)}")
batch = batch or pyglet.graphics.get_default_batch()
domain = batch.get_domain(True, mode, group, self, attributes)
# Create vertex list and initialize
vlist = domain.create(count, len(indices))
start = vlist.start
vlist.indices = [i + start for i in indices]
for name, array in initial_arrays:
vlist.set_attribute_data(name, array)
return vlist
def __repr__(self):
return "{0}(id={1})".format(self.__class__.__name__, self.id)
class ComputeShaderProgram:
"""OpenGL Compute Shader Program"""
def __init__(self, source: str):
"""Create an OpenGL ComputeShaderProgram from source."""
self._id = None
if not (gl_info.have_version(4, 3) or gl_info.have_extension("GL_ARB_compute_shader")):
raise ShaderException("Compute Shader not supported. OpenGL Context version must be at least "
"4.3 or higher, or 4.2 with the 'GL_ARB_compute_shader' extension.")
self._shader = Shader(source, 'compute')
self._context = pyglet.gl.current_context
self._id = _link_program(self._shader)
if _debug_gl_shaders:
print(_get_program_log(self._id))
self._uniforms = _introspect_uniforms(self._id, True)
self._uniform_blocks = _introspect_uniform_blocks(self)
self.max_work_group_size = self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_SIZE)
self.max_work_group_count = self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_COUNT)
self.max_shared_memory_size = self._get_value(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE)
self.max_work_group_invocations = self._get_value(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS)
@staticmethod
def _get_tuple(parameter: int):
val_x = GLint()
val_y = GLint()
val_z = GLint()
for i, value in enumerate((val_x, val_y, val_z)):
glGetIntegeri_v(parameter, i, byref(value))
return val_x.value, val_y.value, val_z.value
@staticmethod
def _get_value(parameter: int) -> int:
val = GLint()
glGetIntegerv(parameter, byref(val))
return val.value
@staticmethod
def dispatch(x: int = 1, y: int = 1, z: int = 1, barrier: int = GL_ALL_BARRIER_BITS) -> None:
"""Launch one or more compute work groups.
The ComputeShaderProgram should be active (bound) before calling
this method. The x, y, and z parameters specify the number of local
work groups that will be dispatched in the X, Y and Z dimensions.
"""
glDispatchCompute(x, y, z)
if barrier:
glMemoryBarrier(barrier)
@property
def id(self) -> int:
return self._id
@property
def uniforms(self) -> dict:
return self._uniforms
@property
def uniform_blocks(self) -> dict:
return self._uniform_blocks
def use(self) -> None:
glUseProgram(self._id)
@staticmethod
def stop():
glUseProgram(0)
__enter__ = use
bind = use
unbind = stop
def __exit__(self, *_):
glUseProgram(0)
def delete(self):
glDeleteProgram(self._id)
self._id = None
def __del__(self):
if self._id is not None:
try:
self._context.delete_shader_program(self._id)
self._id = None
except (AttributeError, ImportError):
pass # Interpreter is shutting down
def __setitem__(self, key, value):
try:
uniform = self._uniforms[key]
except KeyError as err:
raise ShaderException(f"A Uniform with the name `{key}` was not found.\n"
f"The spelling may be incorrect, or if not in use it "
f"may have been optimized out by the OpenGL driver.") from err
try:
uniform.set(value)
except GLException as err:
raise ShaderException from err
def __getitem__(self, item):
try:
uniform = self._uniforms[item]
except KeyError as err:
raise ShaderException(f"A Uniform with the name `{item}` was not found.\n"
f"The spelling may be incorrect, or if not in use it "
f"may have been optimized out by the OpenGL driver.") from err
try:
return uniform.get()
except GLException as err:
raise ShaderException from err