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authorSven Gothel <[email protected]>2013-05-17 04:52:32 +0200
committerSven Gothel <[email protected]>2013-05-17 04:52:32 +0200
commit33abeb8097a8f80acd1a4ce94b4866e5dc41f0c0 (patch)
tree263bfc8987a159bec0f4d1cfec2427f6a5660189 /src/jogl/classes/com/jogamp/opengl/util
parent31e72d2f2d953352b2a8c83368039ecca8139d49 (diff)
Fix Bug 737: Add shader default precision for GLSL [1.30 .. 1.50[ - See GLSL Spec [1.30 - 1.40].
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java120
1 files changed, 109 insertions, 11 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
index 1e552c17f..80a7efaec 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -54,6 +54,7 @@ import jogamp.opengl.Debug;
import com.jogamp.common.nio.Buffers;
import com.jogamp.common.util.IOUtil;
+import com.jogamp.common.util.VersionNumber;
/**
* Convenient shader code class to use and instantiate vertex or fragment programs.
@@ -716,6 +717,7 @@ public class ShaderCode {
return -1;
}
+ @SuppressWarnings("resource")
private static int readShaderSource(Class<?> context, URLConnection conn, StringBuilder result, int lineno) throws IOException {
if(DEBUG_CODE) {
if(0 == lineno) {
@@ -823,11 +825,74 @@ public class ShaderCode {
}
// Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ?
- /** {@value #es2_default_precision_vp} */
+ /** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es2_default_precision_vp} */
public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n";
- /** {@value #es2_default_precision_fp} */
+ /** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es2_default_precision_fp} */
public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n";
+ /** Default precision of GLSL &ge; 1.30 as required until &lt; 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
+ public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n";
+ /** Default precision of GLSL &ge; 1.30 as required until &lt; 1.50 for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #gl3_default_precision_fp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
+ public static final String gl3_default_precision_fp = "\nprecision highp float;\nprecision mediump int;\n";
+
+ /**
+ * Add GLSL version at the head of this shader source code.
+ * <p>
+ * Note: The shader source to be edit must be created using a mutable StringBuilder.
+ * </p>
+ * @param gl a GL context, which must have been made current once
+ * @return the index after the inserted data, maybe 0 if nothing has be inserted.
+ */
+ public final int addGLSLVersion(GL2ES2 gl) {
+ return insertShaderSource(0, 0, gl.getContext().getGLSLVersionString());
+ }
+
+ /**
+ * Adds default precision to source code at given position if required, i.e.
+ * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp},
+ * {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none,
+ * depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used.
+ * <p>
+ * Note: The shader source to be edit must be created using a mutable StringBuilder.
+ * </p>
+ * @param gl a GL context, which must have been made current once
+ * @param pos position within this mutable shader source.
+ * @return the index after the inserted data, maybe 0 if nothing has be inserted.
+ */
+ public final int addDefaultShaderPrecision(GL2ES2 gl, int pos) {
+ final VersionNumber glslVersion = gl.getContext().getGLSLVersionNumber();
+ final String defaultPrecision;
+ if( gl.isGLES2() ) {
+ switch ( shaderType ) {
+ case GL2ES2.GL_VERTEX_SHADER:
+ defaultPrecision = es2_default_precision_vp; break;
+ case GL2ES2.GL_FRAGMENT_SHADER:
+ defaultPrecision = es2_default_precision_vp; break;
+ default:
+ defaultPrecision = null;
+ break;
+ }
+ } else if( glslVersion.compareTo(GLContext.Version130) >= 0 && glslVersion.compareTo(GLContext.Version150) < 0 ) {
+ // GLSL [ 1.30 .. 1.50 [ needs at least fragement float default precision!
+ switch ( shaderType ) {
+ case GL2ES2.GL_VERTEX_SHADER:
+ case GL3.GL_GEOMETRY_SHADER:
+ defaultPrecision = gl3_default_precision_vp_gp; break;
+ case GL2ES2.GL_FRAGMENT_SHADER:
+ defaultPrecision = gl3_default_precision_fp; break;
+ default:
+ defaultPrecision = null;
+ break;
+ }
+ } else {
+ defaultPrecision = null;
+ }
+ if( null != defaultPrecision ) {
+ pos = insertShaderSource(0, pos, defaultPrecision);
+ }
+ return pos;
+ }
+
/**
* Default customization of this shader source code.
* <p>
@@ -835,18 +900,51 @@ public class ShaderCode {
* </p>
* @param gl a GL context, which must have been made current once
* @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not.
- * @param es2DefaultPrecision optional default precision source code line(s) preluded if not null and if {@link GL#isGLES()}.
+ * @param addDefaultPrecision if <code>true</code> default precision source code line(s) are added, i.e.
+ * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp},
+ * {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none,
+ * depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used.
+ * @return the index after the inserted data, maybe 0 if nothing has be inserted.
+ * @see #addGLSLVersion(GL2ES2)
+ * @see #addDefaultShaderPrecision(GL2ES2, int)
+ */
+ public final int defaultShaderCustomization(GL2ES2 gl, boolean preludeVersion, boolean addDefaultPrecision) {
+ int pos;
+ if( preludeVersion ) {
+ pos = addGLSLVersion(gl);
+ } else {
+ pos = 0;
+ }
+ if( addDefaultPrecision ) {
+ pos = addDefaultShaderPrecision(gl, pos);
+ }
+ return pos;
+ }
+
+ /**
+ * Default customization of this shader source code.
+ * <p>
+ * Note: The shader source to be edit must be created using a mutable StringBuilder.
+ * </p>
+ * @param gl a GL context, which must have been made current once
+ * @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not.
+ * @param esDefaultPrecision optional default precision source code line(s) preluded if not null and if {@link GL#isGLES()}.
* You may use {@link #es2_default_precision_fp} for fragment shader and {@link #es2_default_precision_vp} for vertex shader.
* @return the index after the inserted data, maybe 0 if nothing has be inserted.
+ * @see #addGLSLVersion(GL2ES2)
+ * @see #addDefaultShaderPrecision(GL2ES2, int)
*/
- public final int defaultShaderCustomization(GL2ES2 gl, boolean preludeVersion, String es2DefaultPrecision) {
- int pos = 0;
- if(preludeVersion) {
- final String glslVersion_prelude = gl.getContext().getGLSLVersionString();
- pos = insertShaderSource(0, pos, glslVersion_prelude);
- }
- if( gl.isGLES() && null != es2DefaultPrecision ) {
- pos = insertShaderSource(0, pos, es2DefaultPrecision);
+ public final int defaultShaderCustomization(GL2ES2 gl, boolean preludeVersion, String esDefaultPrecision) {
+ int pos;
+ if( preludeVersion ) {
+ pos = addGLSLVersion(gl);
+ } else {
+ pos = 0;
+ }
+ if( gl.isGLES2() && null != esDefaultPrecision ) {
+ pos = insertShaderSource(0, pos, esDefaultPrecision);
+ } else {
+ pos = addDefaultShaderPrecision(gl, pos);
}
return pos;
}