Files
OrcaSlicer/src/slic3r/GUI/GLShader.cpp
T
HanifKoh 4895bc03b4 Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced (#16099)
* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced

Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.

clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.

* Remove Unused Project Includes From Files With Platform-Specific Code

A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.

* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass

The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.

* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call

* Include Headers That Files Reached Through Ones the Cleanup Removed

* Drop Includes Duplicated by the Cleanup or by Main's Own Additions

* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
2026-10-05 16:47:17 +08:00

398 lines
13 KiB
C++

#include "GLShader.hpp"
#include "3DScene.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/format.hpp"
#include "libslic3r/Color.hpp"
#include <array>
#include <algorithm>
#include <boost/nowide/fstream.hpp>
#include <cstring>
#include <cstddef>
#include <glad/gl.h>
#include <cassert>
#include <boost/log/trivial.hpp>
#include <string>
#include <initializer_list>
#include <string_view>
#include <utility>
#include <vector>
#include "libslic3r/Point.hpp"
namespace Slic3r {
GLShaderProgram::~GLShaderProgram()
{
if (m_id > 0)
glsafe(::glDeleteProgram(m_id));
}
bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
{
// Load a shader program from file, prepend defs block.
auto load_from_file = [](const std::string& filename, const std::string &defs) {
std::string path = resources_dir() + "/shaders/" + filename;
boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
if (!s.good()) {
BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
return std::string();
}
s.seekg(0, s.end);
int file_length = static_cast<int>(s.tellg());
s.seekg(0, s.beg);
std::string source(defs.size() + file_length, '\0');
memcpy(source.data(), defs.c_str(), defs.size());
s.read(source.data() + defs.size(), file_length);
if (!s.good()) {
BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
return std::string();
}
s.close();
if (! defs.empty()) {
// Extract the version and flip the order of "defines" and version in the source block.
size_t idx = source.find("\n", defs.size());
if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
// Swap the version line with the defines.
size_t len = idx - defs.size() + 1;
memmove(source.data(), source.c_str() + defs.size(), len);
memcpy(source.data() + len, defs.c_str(), defs.size());
}
}
return source;
};
// Create a block of C "defines" from list of symbols.
std::string defines_program;
for (std::string_view def : defines)
// Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
// but we don't know all the OpenGL shader compilers around.
defines_program += format("#define %s\r\n", def);
ShaderSources sources = {};
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
}
bool valid = !sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty() && sources[static_cast<size_t>(EShaderType::Compute)].empty();
valid |= !sources[static_cast<size_t>(EShaderType::Compute)].empty() && sources[static_cast<size_t>(EShaderType::Vertex)].empty() && sources[static_cast<size_t>(EShaderType::Fragment)].empty() &&
sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
return valid ? init_from_texts(name, sources) : false;
}
bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources)
{
auto shader_type_as_string = [](EShaderType type) {
switch (type)
{
case EShaderType::Vertex: { return "vertex"; }
case EShaderType::Fragment: { return "fragment"; }
case EShaderType::Geometry: { return "geometry"; }
case EShaderType::TessEvaluation: { return "tesselation evaluation"; }
case EShaderType::TessControl: { return "tesselation control"; }
case EShaderType::Compute: { return "compute"; }
default: { return "unknown"; }
}
};
auto create_shader = [](EShaderType type) {
GLuint id = 0;
switch (type)
{
case EShaderType::Vertex: { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; }
case EShaderType::Fragment: { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; }
case EShaderType::Geometry: { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; }
case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; }
case EShaderType::TessControl: { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; }
case EShaderType::Compute: { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; }
default: { break; }
}
return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
};
auto release_shaders = [](const std::array<GLuint, static_cast<size_t>(EShaderType::Count)>& shader_ids) {
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
if (shader_ids[i] > 0)
glsafe(::glDeleteShader(shader_ids[i]));
}
};
assert(m_id == 0);
m_name = name;
std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
const std::string& source = sources[i];
if (!source.empty()) {
EShaderType type = static_cast<EShaderType>(i);
auto [result, id] = create_shader(type);
if (result)
shader_ids[i] = id;
else {
BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
// release shaders
release_shaders(shader_ids);
return false;
}
const char* source_ptr = source.c_str();
glsafe(::glShaderSource(id, 1, &source_ptr, nullptr));
glsafe(::glCompileShader(id));
GLint params;
glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, &params));
if (params == GL_FALSE) {
// Compilation failed.
glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glsafe(::glGetShaderInfoLog(id, params, &params, msg.data()));
BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
// release shaders
release_shaders(shader_ids);
return false;
}
}
}
m_id = ::glCreateProgram();
glcheck();
if (m_id == 0) {
BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'";
// release shaders
release_shaders(shader_ids);
return false;
}
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
if (shader_ids[i] > 0)
glsafe(::glAttachShader(m_id, shader_ids[i]));
}
glsafe(::glLinkProgram(m_id));
GLint params;
glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, &params));
if (params == GL_FALSE) {
// Linking failed.
glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glsafe(::glGetProgramInfoLog(m_id, params, &params, msg.data()));
BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data();
// release shaders
release_shaders(shader_ids);
// release shader program
glsafe(::glDeleteProgram(m_id));
m_id = 0;
return false;
}
// release shaders, they are no more needed
release_shaders(shader_ids);
return true;
}
void GLShaderProgram::start_using() const
{
assert(m_id > 0);
glsafe(::glUseProgram(m_id));
}
void GLShaderProgram::stop_using() const
{
glsafe(::glUseProgram(0));
}
void GLShaderProgram::set_uniform(int id, int value) const
{
if (id >= 0)
glsafe(::glUniform1i(id, value));
}
void GLShaderProgram::set_uniform(int id, bool value) const
{
set_uniform(id, value ? 1 : 0);
}
void GLShaderProgram::set_uniform(int id, float value) const
{
if (id >= 0)
glsafe(::glUniform1f(id, value));
}
void GLShaderProgram::set_uniform(int id, double value) const
{
set_uniform(id, static_cast<float>(value));
}
void GLShaderProgram::set_uniform(int id, const std::array<int, 2>& value) const
{
if (id >= 0)
glsafe(::glUniform2iv(id, 1, static_cast<const GLint*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<int, 3>& value) const
{
if (id >= 0)
glsafe(::glUniform3iv(id, 1, static_cast<const GLint*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<int, 4>& value) const
{
if (id >= 0)
glsafe(::glUniform4iv(id, 1, static_cast<const GLint*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<float, 2>& value) const
{
if (id >= 0)
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<float, 3>& value) const
{
if (id >= 0)
glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<float, 4>& value) const
{
if (id >= 0)
glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<double, 4>& value) const
{
const std::array<float, 4> f_value = { float(value[0]), float(value[1]), float(value[2]), float(value[3]) };
set_uniform(id, f_value);
}
void GLShaderProgram::set_uniform(int id, const float* value, size_t size) const
{
if (id >= 0) {
if (size == 1)
set_uniform(id, value[0]);
else if (size == 2)
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
else if (size == 3)
glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
else if (size == 4)
glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
}
}
void GLShaderProgram::set_uniform(int id, const Transform3f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().data())));
}
void GLShaderProgram::set_uniform(int id, const Transform3d& value) const
{
set_uniform(id, value.cast<float>());
}
void GLShaderProgram::set_uniform(int id, const Matrix3f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
{
set_uniform(id, (Matrix3f)value.cast<float>());
}
void GLShaderProgram::set_uniform(int id, const Matrix4f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const
{
set_uniform(id, (Matrix4f)value.cast<float>());
}
void GLShaderProgram::set_uniform(int id, const Vec2f& value) const
{
if (id >= 0)
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Vec2d& value) const
{
set_uniform(id, static_cast<Vec2f>(value.cast<float>()));
}
void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
{
if (id >= 0)
glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Vec3d& value) const
{
set_uniform(id, static_cast<Vec3f>(value.cast<float>()));
}
void GLShaderProgram::set_uniform(int id, const ColorRGB& value) const
{
set_uniform(id, value.data(), 3);
}
void GLShaderProgram::set_uniform(int id, const ColorRGBA& value) const
{
set_uniform(id, value.data(), 4);
}
int GLShaderProgram::get_attrib_location(const char* name) const
{
assert(m_id > 0);
if (m_id <= 0)
// Shader program not loaded. This should not happen.
return -1;
auto it = std::find_if(m_attrib_location_cache.begin(), m_attrib_location_cache.end(), [name](const auto& p) { return p.first == name; });
if (it != m_attrib_location_cache.end())
// Attrib ID cached.
return it->second;
int id = ::glGetAttribLocation(m_id, name);
const_cast<GLShaderProgram*>(this)->m_attrib_location_cache.push_back({ name, id });
return id;
}
int GLShaderProgram::get_uniform_location(const char* name) const
{
assert(m_id > 0);
if (m_id <= 0)
// Shader program not loaded. This should not happen.
return -1;
auto it = std::find_if(m_uniform_location_cache.begin(), m_uniform_location_cache.end(), [name](const auto &p) { return p.first == name; });
if (it != m_uniform_location_cache.end())
// Uniform ID cached.
return it->second;
int id = ::glGetUniformLocation(m_id, name);
const_cast<GLShaderProgram*>(this)->m_uniform_location_cache.push_back({ name, id });
return id;
}
} // namespace Slic3r