Improve shader logs

This commit is contained in:
Ne_Eo
2024-11-15 11:45:42 +01:00
parent 9d51b9db8f
commit 200d8e3950
3 changed files with 291 additions and 144 deletions
@@ -27,6 +27,9 @@ class CustomShader extends FunkinShader {
var fragCode = Assets.exists(fragShaderPath) ? Assets.getText(fragShaderPath) : null;
var vertCode = Assets.exists(vertShaderPath) ? Assets.getText(vertShaderPath) : null;
fragFileName = fragShaderPath;
vertFileName = vertShaderPath;
path = fragShaderPath+vertShaderPath;
if (fragCode == null && vertCode == null)
+199 -144
View File
@@ -6,6 +6,9 @@ import flixel.graphics.tile.FlxGraphicsShader;
import openfl.display3D.Program3D;
import flixel.system.FlxAssets.FlxShader;
import openfl.display3D._internal.GLProgram;
import openfl.display3D._internal.GLShader;
import openfl.utils._internal.Log;
import openfl.display.BitmapData;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
@@ -26,6 +29,8 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
private static var __instanceFields = Type.getInstanceFields(FunkinShader);
public var glslVer:String = "120";
public var fragFileName:String;
public var vertFileName:String;
/**
* Creates a new shader from the specified fragment and vertex source.
@@ -44,10 +49,135 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
super();
}
var ERROR_POS_REGEX = ~/(\d+):(\d+): (.*)/g;
var ERROR_REGEX = ~/ERROR: (\d+):(\d+): (.*)/g;
var ERROR_REGEX_2 = ~/(\d+)\((\d+)\) : error ([^:]+): (.*)/g;
@:noCompletion private override function __createGLShader(source:String, type:Int):GLShader
{
var gl = __context.gl;
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
var shaderInfoLog = gl.getShaderInfoLog(shader);
var hasInfoLog = shaderInfoLog != null && StringTools.trim(shaderInfoLog) != "";
var compileStatus = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (hasInfoLog || compileStatus == 0)
{
var isVertexShader = type == gl.VERTEX_SHADER;
var messageBuf = new StringBuf();
messageBuf.add((compileStatus == 0) ? "Error" : "Info");
if(isVertexShader) {
messageBuf.add(" compiling vertex shader");
if(vertFileName != null && vertFileName.length > 0) {
messageBuf.add(" (" + vertFileName + ")");
}
} else {
messageBuf.add(" compiling fragment shader");
if(fragFileName != null && fragFileName.length > 0) {
messageBuf.add(" (" + fragFileName + ")");
}
}
messageBuf.add("\n");
var errorPositions = [];
var regex = null;
var tmp = shaderInfoLog;
if(shaderInfoLog.contains(" : error ")) {
regex = ERROR_REGEX_2;
while(regex.match(tmp)) {
errorPositions.push(new ShaderErrorPosition(regex.matched(2), regex.matched(1), regex.matched(4)));
tmp = regex.matchedRight();
}
} else if(shaderInfoLog.contains("ERROR: ")) {
regex = ERROR_REGEX;
while(regex.match(tmp)) {
errorPositions.push(new ShaderErrorPosition(regex.matched(2), regex.matched(1), regex.matched(3)));
tmp = regex.matchedRight();
}
} else {
regex = ERROR_POS_REGEX;
while(regex.match(tmp)) {
errorPositions.push(new ShaderErrorPosition(regex.matched(2), regex.matched(1), regex.matched(3)));
tmp = regex.matchedRight();
}
}
var splitSource = source.split("\n");
for(error in errorPositions) {
messageBuf.add("ERROR: Line: " + error.line);
if(error.column > 0) {
messageBuf.add(", Column: " + error.column);
}
messageBuf.add(", " + error.message);
if(error.line < splitSource.length) {
messageBuf.add("\nLine: ");
messageBuf.add(splitSource[error.line-1].trim());
}
messageBuf.add("\n\n");
}
var hasErrorPosition = errorPositions.length > 0;
if(hasErrorPosition) {
messageBuf.add("Raw shader info log:\n");
}
messageBuf.add(shaderInfoLog);
messageBuf.add("\n");
messageBuf.add(source);
var message = messageBuf.toString();
if (compileStatus == 0) Log.error(message);
else if (hasInfoLog) Log.debug(message);
}
return shader;
}
@:noCompletion private override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
{
var gl = __context.gl;
var vertexShader = __createGLShader(vertexSource, gl.VERTEX_SHADER);
var fragmentShader = __createGLShader(fragmentSource, gl.FRAGMENT_SHADER);
var program = gl.createProgram();
// Fix support for drivers that don't draw if attribute 0 is disabled
for (param in __paramFloat)
{
if (param.name.indexOf("Position") > -1 && StringTools.startsWith(param.name, "openfl_"))
{
gl.bindAttribLocation(program, 0, param.name);
break;
}
}
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (gl.getProgramParameter(program, gl.LINK_STATUS) == 0)
{
var messageBuf = new StringBuf();
messageBuf.add("Unable to initialize the shader program");
messageBuf.add("\n");
messageBuf.add(gl.getProgramInfoLog(program));
var message = messageBuf.toString();
Log.error(message);
}
return program;
}
var glRawFragmentSource:String;
var glRawVertexSource:String;
@:noCompletion override private function set_glFragmentSource(value:String):String
{
if(value == null)
value = ShaderTemplates.defaultFragmentSource;
glRawFragmentSource = value;
value = value.replace("#pragma header", ShaderTemplates.fragHeader).replace("#pragma body", ShaderTemplates.fragBody);
if (value != __glFragmentSource)
{
@@ -61,6 +191,7 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
{
if(value == null)
value = ShaderTemplates.defaultVertexSource;
glRawVertexSource = value;
value = value.replace("#pragma header", ShaderTemplates.vertHeader).replace("#pragma body", ShaderTemplates.vertBody);
if (value != __glVertexSource)
{
@@ -89,20 +220,24 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
if (__context != null && program == null)
{
var prefix = '#version ${glslVer}\n';
var prefixBuf = new StringBuf();
prefixBuf.add('#version ${glslVer}\n');
var gl = __context.gl;
prefix += "#ifdef GL_ES
"
+ (precisionHint == FULL ? "#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif" : "precision lowp float;")
+ "
#endif
";
prefixBuf.add("#ifdef GL_ES\n");
if (precisionHint == FULL) {
prefixBuf.add("#ifdef GL_FRAGMENT_PRECISION_HIGH\n");
prefixBuf.add("precision highp float;\n");
prefixBuf.add("#else\n");
prefixBuf.add("precision mediump float;\n");
prefixBuf.add("#endif\n");
} else {
prefixBuf.add("precision lowp float;\n");
}
prefixBuf.add("#endif\n");
var prefix = prefixBuf.toString();
var vertex = prefix + glVertexSource;
var fragment = prefix + glFragmentSource;
@@ -116,9 +251,7 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
else
{
program = __context.createProgram(GLSL);
program.__glProgram = __createGLProgram(vertex, fragment);
__context.__programs.set(id, program);
}
@@ -126,56 +259,35 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
{
glProgram = program.__glProgram;
for (input in __inputBitmapData)
{
for (input in __inputBitmapData) {
if (input.__isUniform)
{
if (input.__isUniform) {
input.index = gl.getUniformLocation(glProgram, input.name);
}
else
{
} else {
input.index = gl.getAttribLocation(glProgram, input.name);
}
}
for (parameter in __paramBool)
{
if (parameter.__isUniform)
{
for (parameter in __paramBool) {
if (parameter.__isUniform) {
parameter.index = gl.getUniformLocation(glProgram, parameter.name);
}
else
{
} else {
parameter.index = gl.getAttribLocation(glProgram, parameter.name);
}
}
for (parameter in __paramFloat)
{
if (parameter.__isUniform)
{
for (parameter in __paramFloat) {
if (parameter.__isUniform) {
parameter.index = gl.getUniformLocation(glProgram, parameter.name);
}
else
{
} else {
parameter.index = gl.getAttribLocation(glProgram, parameter.name);
}
}
for (parameter in __paramInt)
{
if (parameter.__isUniform)
{
for (parameter in __paramInt) {
if (parameter.__isUniform) {
parameter.index = gl.getUniformLocation(glProgram, parameter.name);
}
else
{
} else {
parameter.index = gl.getAttribLocation(glProgram, parameter.name);
}
}
@@ -213,7 +325,6 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
{
var input = new ShaderInput<BitmapData>();
input.name = name;
@:privateAccess
input.__isUniform = isUniform;
__inputBitmapData.push(input);
@@ -280,15 +391,10 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
case BOOL, BOOL2, BOOL3, BOOL4:
var parameter = new ShaderParameter<Bool>();
parameter.name = name;
@:privateAccess
parameter.type = parameterType;
@:privateAccess
parameter.__arrayLength = arrayLength;
@:privateAccess
parameter.__isBool = true;
@:privateAccess
parameter.__isUniform = isUniform;
@:privateAccess
parameter.__length = length;
__paramBool.push(parameter);
@@ -303,17 +409,11 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
case INT, INT2, INT3, INT4:
var parameter = new ShaderParameter<Int>();
parameter.name = name;
@:privateAccess
parameter.type = parameterType;
@:privateAccess
parameter.__arrayLength = arrayLength;
@:privateAccess
parameter.__isInt = true;
@:privateAccess
parameter.__isUniform = isUniform;
@:privateAccess
parameter.__length = length;
@:privateAccess
__paramInt.push(parameter);
Reflect.setField(__data, name, parameter);
try{Reflect.setField(this, name, parameter);} catch(e) {}
@@ -321,19 +421,13 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
default:
var parameter = new ShaderParameter<Float>();
parameter.name = name;
@:privateAccess
parameter.type = parameterType;
@:privateAccess
parameter.__arrayLength = arrayLength;
#if lime
@:privateAccess
if (arrayLength > 0) parameter.__uniformMatrix = new Float32Array(arrayLength * arrayLength);
#end
@:privateAccess
parameter.__isFloat = true;
@:privateAccess
parameter.__isUniform = isUniform;
@:privateAccess
parameter.__length = length;
__paramFloat.push(parameter);
@@ -399,20 +493,16 @@ class FunkinShader extends FlxShader implements IHScriptCustomBehaviour {
var cl = Type.getClassName(Type.getClass(field));
// cant do "field is ShaderInput" for some reason
if (cl.startsWith("openfl.display.ShaderParameter")) {
@:privateAccess
if (field.__length <= 1) {
// that means we wait for a single number, instead of an array
@:privateAccess
if (field.__isInt && !(val is Int)) {
throw new ShaderTypeException(name, Type.getClass(val), 'Int');
return null;
} else
@:privateAccess
if (field.__isBool && !(val is Bool)) {
throw new ShaderTypeException(name, Type.getClass(val), 'Bool');
return null;
} else
@:privateAccess
if (field.__isFloat && !(val is Float)) {
throw new ShaderTypeException(name, Type.getClass(val), 'Float');
return null;
@@ -452,41 +542,33 @@ uniform sampler2D bitmap;
uniform bool hasTransform;
uniform bool hasColorTransform;
vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
{
vec4 color = texture2D(bitmap, coord);
if (!hasTransform)
{
vec4 applyFlixelEffects(vec4 color) {
if(!hasTransform) {
return color;
}
if (color.a == 0.0)
{
if(color.a == 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
if (!hasColorTransform)
{
if(!hasColorTransform) {
return color * openfl_Alphav;
}
color = vec4(color.rgb / color.a, color.a);
color.rgb = color.rgb / color.a;
color = clamp(openfl_ColorOffsetv + (color * openfl_ColorMultiplierv), 0.0, 1.0);
mat4 colorMultiplier = mat4(0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = openfl_ColorMultiplierv.w;
color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0)
{
if(color.a > 0.0) {
return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
}
return vec4(0.0, 0.0, 0.0, 0.0);
}
vec4 flixel_texture2D(sampler2D bitmap, vec2 coord) {
vec4 color = texture2D(bitmap, coord);
return applyFlixelEffects(color);
}
uniform vec4 _camSize;
float map(float value, float min1, float max1, float min2, float max2) {
@@ -505,39 +587,7 @@ vec4 textureCam(sampler2D bitmap, vec2 pos) {
return flixel_texture2D(bitmap, camToOg(pos));
}";
public static final fragBody:String = "vec4 color = texture2D (bitmap, openfl_TextureCoordv);
if (color.a == 0.0) {
gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
} else if (openfl_HasColorTransform) {
color = vec4 (color.rgb / color.a, color.a);
mat4 colorMultiplier = mat4 (0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0) {
gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
} else {
gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
}
} else {
gl_FragColor = color * openfl_Alphav;
}";
public static final fragBody:String = "gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);";
public static final vertHeader:String = "attribute float openfl_Alpha;
attribute vec4 openfl_ColorMultiplier;
attribute vec4 openfl_ColorOffset;
@@ -551,16 +601,26 @@ varying vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;";
uniform vec2 openfl_TextureSize;
attribute float alpha;
attribute vec4 colorMultiplier;
attribute vec4 colorOffset;
uniform bool hasColorTransform;";
public static final vertBody:String = "openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
if(openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
openfl_Alphav = openfl_Alpha * alpha;
if(hasColorTransform) {
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = colorMultiplier;
}
gl_Position = openfl_Matrix * openfl_Position;";
@@ -568,31 +628,14 @@ gl_Position = openfl_Matrix * openfl_Position;";
public static final defaultVertexSource:String = "#pragma header
attribute float alpha;
attribute vec4 colorMultiplier;
attribute vec4 colorOffset;
uniform bool hasColorTransform;
void main(void)
{
void main(void) {
#pragma body
openfl_Alphav = openfl_Alpha * alpha;
if (hasColorTransform)
{
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = colorMultiplier;
}
}";
// TODO: camera stuff
public static final defaultFragmentSource:String = "#pragma header
void main(void)
{
gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);
void main(void) {
#pragma body
}";
}
@@ -607,4 +650,16 @@ class ShaderTypeException extends Exception {
this.name = name;
super('ShaderTypeException - Tried to set the shader uniform "${name}" as a ${Type.getClassName(has)}, but the shader uniform is a ${Std.string(want)}.');
}
}
class ShaderErrorPosition {
public var column:Int;
public var line:Int;
public var message:String;
public function new(line:String, column:String, message:String) {
this.line = Std.parseInt(line);
this.column = Std.parseInt(column);
this.message = message;
}
}
+89
View File
@@ -0,0 +1,89 @@
package openfl.display;
import openfl.utils.ByteArray;
#if !openfl_debug
@:fileXml('tags="haxe,release"')
@:noDebug
#end
class GraphicsShader extends Shader
{
@:glVertexHeader("attribute float openfl_Alpha;
attribute vec4 openfl_ColorMultiplier;
attribute vec4 openfl_ColorOffset;
attribute vec4 openfl_Position;
attribute vec2 openfl_TextureCoord;
varying float openfl_Alphav;
varying vec4 openfl_ColorMultiplierv;
varying vec4 openfl_ColorOffsetv;
varying vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;")
@:glVertexBody("openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
gl_Position = openfl_Matrix * openfl_Position;")
@:glVertexSource("#pragma header
void main(void) {
#pragma body
}")
@:glFragmentHeader("varying float openfl_Alphav;
varying vec4 openfl_ColorMultiplierv;
varying vec4 openfl_ColorOffsetv;
varying vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;")
@:glFragmentBody("vec4 color = texture2D (bitmap, openfl_TextureCoordv);
if (color.a == 0.0) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
} else if (openfl_HasColorTransform) {
color = vec4(color.rgb / color.a, color.a);
mat4 colorMultiplier = mat4(0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0) {
gl_FragColor = vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
} else {
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
} else {
gl_FragColor = color * openfl_Alphav;
}")
#if emscripten
@:glFragmentSource("#pragma header
void main(void) {
#pragma body
gl_FragColor = gl_FragColor.bgra;
}")
#else
@:glFragmentSource("#pragma header
void main(void) {
#pragma body
}")
#end
public function new(code:ByteArray = null)
{
super(code);
}
}