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/*************************************************************************/
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/* shader_gles3.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# ifndef SHADER_GLES3_H
# define SHADER_GLES3_H
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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# include "core/math/projection.h"
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# include "core/os/mutex.h"
# include "core/string/string_builder.h"
# include "core/templates/hash_map.h"
# include "core/templates/local_vector.h"
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# include "core/templates/rb_map.h"
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# include "core/templates/rid_owner.h"
# include "core/variant/variant.h"
# include "servers/rendering_server.h"
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# ifdef GLES3_ENABLED
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// This must come first to avoid windows.h mess
# include "platform_config.h"
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# ifndef OPENGL_INCLUDE_H
# include <GLES3/gl3.h>
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# else
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# include OPENGL_INCLUDE_H
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# endif
# include <stdio.h>
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class ShaderGLES3 {
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protected :
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struct TexUnitPair {
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const char * name ;
int index ;
} ;
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struct UBOPair {
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const char * name ;
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int index ;
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} ;
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struct Specialization {
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const char * name ;
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bool default_value = false ;
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} ;
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struct Feedback {
const char * name ;
uint64_t specialization ;
} ;
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private :
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//versions
CharString general_defines ;
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// A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version
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// Variants use #ifdefs to toggle behavior on and off to change behavior of the shader
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// All variants are compiled each time a new version is created
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// Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance
// Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass)
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struct Version {
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Vector < StringName > texture_uniforms ;
CharString uniforms ;
CharString vertex_globals ;
CharString fragment_globals ;
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HashMap < StringName , CharString > code_sections ;
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Vector < CharString > custom_defines ;
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struct Specialization {
GLuint id ;
GLuint vert_id ;
GLuint frag_id ;
LocalVector < GLint > uniform_location ;
LocalVector < GLint > texture_uniform_locations ;
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HashMap < StringName , GLint > custom_uniform_locations ;
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bool build_queued = false ;
bool ok = false ;
Specialization ( ) {
id = 0 ;
vert_id = 0 ;
frag_id = 0 ;
}
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} ;
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LocalVector < OAHashMap < uint64_t , Specialization > > variants ;
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} ;
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Mutex variant_set_mutex ;
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void _compile_specialization ( Version : : Specialization & spec , uint32_t p_variant , Version * p_version , uint64_t p_specialization ) ;
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void _clear_version ( Version * p_version ) ;
void _initialize_version ( Version * p_version ) ;
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RID_Owner < Version , true > version_owner ;
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struct StageTemplate {
struct Chunk {
enum Type {
TYPE_MATERIAL_UNIFORMS ,
TYPE_VERTEX_GLOBALS ,
TYPE_FRAGMENT_GLOBALS ,
TYPE_CODE ,
TYPE_TEXT
} ;
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Type type ;
StringName code ;
CharString text ;
} ;
LocalVector < Chunk > chunks ;
} ;
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String name ;
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String base_sha256 ;
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static String shader_cache_dir ;
static bool shader_cache_cleanup_on_start ;
static bool shader_cache_save_compressed ;
static bool shader_cache_save_compressed_zstd ;
static bool shader_cache_save_debug ;
bool shader_cache_dir_valid = false ;
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GLint max_image_units = 0 ;
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enum StageType {
STAGE_TYPE_VERTEX ,
STAGE_TYPE_FRAGMENT ,
STAGE_TYPE_MAX ,
} ;
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StageTemplate stage_templates [ STAGE_TYPE_MAX ] ;
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void _build_variant_code ( StringBuilder & p_builder , uint32_t p_variant , const Version * p_version , StageType p_stage_type , uint64_t p_specialization ) ;
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void _add_stage ( const char * p_code , StageType p_stage_type ) ;
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String _version_get_sha1 ( Version * p_version ) const ;
bool _load_from_cache ( Version * p_version ) ;
void _save_to_cache ( Version * p_version ) ;
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const char * * uniform_names = nullptr ;
int uniform_count = 0 ;
const UBOPair * ubo_pairs = nullptr ;
int ubo_count = 0 ;
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const Feedback * feedbacks ;
int feedback_count = 0 ;
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const TexUnitPair * texunit_pairs = nullptr ;
int texunit_pair_count = 0 ;
int specialization_count = 0 ;
const Specialization * specializations = nullptr ;
uint64_t specialization_default_mask = 0 ;
const char * * variant_defines = nullptr ;
int variant_count = 0 ;
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int base_texture_index = 0 ;
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Version : : Specialization * current_shader = nullptr ;
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protected :
ShaderGLES3 ( ) ;
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void _setup ( const char * p_vertex_code , const char * p_fragment_code , const char * p_name , int p_uniform_count , const char * * p_uniform_names , int p_ubo_count , const UBOPair * p_ubos , int p_feedback_count , const Feedback * p_feedback , int p_texture_count , const TexUnitPair * p_tex_units , int p_specialization_count , const Specialization * p_specializations , int p_variant_count , const char * * p_variants ) ;
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_FORCE_INLINE_ bool _version_bind_shader ( RID p_version , int p_variant , uint64_t p_specialization ) {
ERR_FAIL_INDEX_V ( p_variant , variant_count , false ) ;
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Version * version = version_owner . get_or_null ( p_version ) ;
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ERR_FAIL_COND_V ( ! version , false ) ;
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if ( version - > variants . size ( ) = = 0 ) {
_initialize_version ( version ) ; //may lack initialization
}
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Version : : Specialization * spec = version - > variants [ p_variant ] . lookup_ptr ( p_specialization ) ;
if ( ! spec ) {
if ( false ) {
// Queue load this specialization and use defaults in the meantime (TODO)
spec = version - > variants [ p_variant ] . lookup_ptr ( specialization_default_mask ) ;
} else {
// Compile on the spot
Version : : Specialization s ;
_compile_specialization ( s , p_variant , version , p_specialization ) ;
version - > variants [ p_variant ] . insert ( p_specialization , s ) ;
spec = version - > variants [ p_variant ] . lookup_ptr ( p_specialization ) ;
}
} else if ( spec - > build_queued ) {
// Still queued, wait
spec = version - > variants [ p_variant ] . lookup_ptr ( specialization_default_mask ) ;
}
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if ( ! spec | | ! spec - > ok ) {
WARN_PRINT_ONCE ( " shader failed to compile, unable to bind shader. " ) ;
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return false ;
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}
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glUseProgram ( spec - > id ) ;
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current_shader = spec ;
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return true ;
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}
_FORCE_INLINE_ int _version_get_uniform ( int p_which , RID p_version , int p_variant , uint64_t p_specialization ) {
ERR_FAIL_INDEX_V ( p_which , uniform_count , - 1 ) ;
Version * version = version_owner . get_or_null ( p_version ) ;
ERR_FAIL_COND_V ( ! version , - 1 ) ;
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ERR_FAIL_INDEX_V ( p_variant , int ( version - > variants . size ( ) ) , - 1 ) ;
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Version : : Specialization * spec = version - > variants [ p_variant ] . lookup_ptr ( p_specialization ) ;
ERR_FAIL_COND_V ( ! spec , - 1 ) ;
ERR_FAIL_INDEX_V ( p_which , int ( spec - > uniform_location . size ( ) ) , - 1 ) ;
return spec - > uniform_location [ p_which ] ;
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}
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virtual void _init ( ) = 0 ;
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public :
RID version_create ( ) ;
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void version_set_code ( RID p_version , const HashMap < String , String > & p_code , const String & p_uniforms , const String & p_vertex_globals , const String & p_fragment_globals , const Vector < String > & p_custom_defines , const Vector < StringName > & p_texture_uniforms , bool p_initialize = false ) ;
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bool version_is_valid ( RID p_version ) ;
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bool version_free ( RID p_version ) ;
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static void set_shader_cache_dir ( const String & p_dir ) ;
static void set_shader_cache_save_compressed ( bool p_enable ) ;
static void set_shader_cache_save_compressed_zstd ( bool p_enable ) ;
static void set_shader_cache_save_debug ( bool p_enable ) ;
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RS : : ShaderNativeSourceCode version_get_native_source_code ( RID p_version ) ;
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void initialize ( const String & p_general_defines = " " , int p_base_texture_index = 0 ) ;
virtual ~ ShaderGLES3 ( ) ;
} ;
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# endif // GLES3_ENABLED
# endif // SHADER_GLES3_H