/*************************************************************************/ /* shader_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* 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. */ /*************************************************************************/ #include "shader_gles2.h" #ifdef GLES2_ENABLED #include "print_string.h" //#define DEBUG_OPENGL #ifdef DEBUG_OPENGL #define DEBUG_TEST_ERROR(m_section) \ { \ uint32_t err = glGetError(); \ if (err) { \ print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ } \ } #else #define DEBUG_TEST_ERROR(m_section) #endif ShaderGLES2 *ShaderGLES2::active = NULL; //#define DEBUG_SHADER #ifdef DEBUG_SHADER #define DEBUG_PRINT(m_text) print_line(m_text); #else #define DEBUG_PRINT(m_text) #endif void ShaderGLES2::bind_uniforms() { if (!uniforms_dirty) { return; }; // upload default uniforms const Map::Element *E = uniform_defaults.front(); while (E) { int idx = E->key(); int location = version->uniform_location[idx]; if (location < 0) { E = E->next(); continue; } const Variant &v = E->value(); _set_uniform_variant(location, v); //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type())); E = E->next(); }; const Map::Element *C = uniform_cameras.front(); while (C) { int location = version->uniform_location[C->key()]; if (location < 0) { C = C->next(); continue; } glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0])); C = C->next(); }; uniforms_dirty = false; }; GLint ShaderGLES2::get_uniform_location(int p_idx) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_idx]; }; bool ShaderGLES2::bind() { if (active != this || !version || new_conditional_version.key != conditional_version.key) { conditional_version = new_conditional_version; version = get_current_version(); } else { return false; } ERR_FAIL_COND_V(!version, false); glUseProgram(version->id); DEBUG_TEST_ERROR("Use Program"); active = this; uniforms_dirty = true; /* * why on earth is this code here? for (int i=0;i= '0' && p_error[end_pos] <= '9') { end_pos++; continue; } else if (p_error[end_pos] == ')') { break; } else { end_pos = -1; break; } } if (end_pos == -1) continue; String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1); String begin = error.substr(0, last_find_pos + 1); String end = error.substr(end_pos, error.length()); int num = numstr.to_int() + p_code_start - p_offset; error = begin + itos(num) + end; } // ATI last_find_pos = -1; while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) { last_find_pos += 6; int end_pos = last_find_pos + 1; while (true) { if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') { end_pos++; continue; } else if (p_error[end_pos] == ':') { break; } else { end_pos = -1; break; } } continue; if (end_pos == -1) continue; String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1); print_line("numstr: " + numstr); String begin = error.substr(0, last_find_pos + 1); String end = error.substr(end_pos, error.length()); int num = numstr.to_int() + p_code_start - p_offset; error = begin + itos(num) + end; } return error; } ShaderGLES2::Version *ShaderGLES2::get_current_version() { Version *_v = version_map.getptr(conditional_version); if (_v) { if (conditional_version.code_version != 0) { CustomCode *cc = custom_code_map.getptr(conditional_version.code_version); ERR_FAIL_COND_V(!cc, _v); if (cc->version == _v->code_version) return _v; } else { return _v; } } if (!_v) version_map[conditional_version] = Version(); Version &v = version_map[conditional_version]; if (!_v) { v.uniform_location = memnew_arr(GLint, uniform_count); } else { if (v.ok) { //bye bye shaders glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); v.id = 0; } } v.ok = false; /* SETUP CONDITIONALS */ Vector strings; #ifdef GLEW_ENABLED strings.push_back("#version 120\n"); //ATI requieres this before anything #endif int define_line_ofs = 1; for (int j = 0; j < conditional_count; j++) { bool enable = ((1 << j) & conditional_version.version); strings.push_back(enable ? conditional_defines[j] : ""); if (enable) define_line_ofs++; if (enable) { DEBUG_PRINT(conditional_defines[j]); } } //keep them around during the function CharString code_string; CharString code_string2; CharString code_globals; //print_line("code version? "+itos(conditional_version.code_version)); CustomCode *cc = NULL; if (conditional_version.code_version > 0) { //do custom code related stuff ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL); cc = &custom_code_map[conditional_version.code_version]; v.code_version = cc->version; define_line_ofs += 2; } /* CREATE PROGRAM */ v.id = glCreateProgram(); ERR_FAIL_COND_V(v.id == 0, NULL); /* VERTEX SHADER */ if (cc) { for (int i = 0; i < cc->custom_defines.size(); i++) { strings.push_back(cc->custom_defines[i]); DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i])); } } int strings_base_size = strings.size(); #if 0 if (cc) { String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n"; String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n"; code_string=_code_string.ascii(); code_globals=_code_globals.ascii(); DEBUG_PRINT( code_globals.get_data() ); DEBUG_PRINT( code_string.get_data() ); strings.push_back(code_globals); strings.push_back(code_string); } #endif strings.push_back(vertex_code0.get_data()); if (cc) { code_globals = cc->vertex_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(vertex_code1.get_data()); if (cc) { code_string = cc->vertex.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(vertex_code2.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); for (int i = 0; i < strings.size(); i++) { //print_line("vert strings "+itos(i)+":"+String(strings[i])); } #endif v.vert_id = glCreateShader(GL_VERTEX_SHADER); glShaderSource(v.vert_id, strings.size(), &strings[0], NULL); glCompileShader(v.vert_id); GLint status; glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { // error compiling GLsizei iloglen; glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_PRINT("NO LOG, WTF"); } else { if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = 0; glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n"; err_string += ilogmem; err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; } ERR_FAIL_V(NULL); } /* FRAGMENT SHADER */ strings.resize(strings_base_size); #if 0 if (cc) { String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n"; String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n"; code_string=_code_string.ascii(); code_globals=_code_globals.ascii(); DEBUG_PRINT( code_globals.get_data() ); DEBUG_PRINT( code_string.get_data() ); strings.push_back(code_globals); strings.push_back(code_string); } #endif strings.push_back(fragment_code0.get_data()); if (cc) { code_globals = cc->fragment_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(fragment_code1.get_data()); if (cc) { code_string = cc->fragment.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { code_string2 = cc->light.ascii(); strings.push_back(code_string2.get_data()); } strings.push_back(fragment_code3.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); for (int i = 0; i < strings.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings[i])); } #endif v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(v.frag_id, strings.size(), &strings[0], NULL); glCompileShader(v.frag_id); glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { // error compiling GLsizei iloglen; glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_PRINT("NO LOG, WTF"); } else { if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = 0; glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n"; err_string += ilogmem; err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; } ERR_FAIL_V(NULL); } glAttachShader(v.id, v.frag_id); glAttachShader(v.id, v.vert_id); // bind attributes before linking for (int i = 0; i < attribute_pair_count; i++) { glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); } glLinkProgram(v.id); glGetProgramiv(v.id, GL_LINK_STATUS, &status); if (status == GL_FALSE) { // error linking GLsizei iloglen; glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_FAIL_COND_V(iloglen <= 0, NULL); } if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = 0; glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Program LINK FAILED:\n"; err_string += ilogmem; err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_FAIL_V(NULL); } /* UNIFORMS */ glUseProgram(v.id); //print_line("uniforms: "); for (int j = 0; j < uniform_count; j++) { v.uniform_location[j] = glGetUniformLocation(v.id, uniform_names[j]); // print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j])); } // set texture uniforms for (int i = 0; i < texunit_pair_count; i++) { GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); if (loc >= 0) glUniform1i(loc, texunit_pairs[i].index); } if (cc) { v.custom_uniform_locations.resize(cc->custom_uniforms.size()); for (int i = 0; i < cc->custom_uniforms.size(); i++) { v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data()); } } glUseProgram(0); v.ok = true; return &v; } GLint ShaderGLES2::get_uniform_location(const String &p_name) const { ERR_FAIL_COND_V(!version, -1); return glGetUniformLocation(version->id, p_name.ascii().get_data()); } void ShaderGLES2::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) { ERR_FAIL_COND(version); conditional_version.key = 0; new_conditional_version.key = 0; uniform_count = p_uniform_count; conditional_count = p_conditional_count; conditional_defines = p_conditional_defines; uniform_names = p_uniform_names; vertex_code = p_vertex_code; fragment_code = p_fragment_code; texunit_pairs = p_texunit_pairs; texunit_pair_count = p_texunit_pair_count; vertex_code_start = p_vertex_code_start; fragment_code_start = p_fragment_code_start; attribute_pairs = p_attribute_pairs; attribute_pair_count = p_attribute_count; //split vertex and shader code (thank you, retarded shader compiler programmers from you know what company). { String globals_tag = "\nVERTEX_SHADER_GLOBALS"; String code_tag = "\nVERTEX_SHADER_CODE"; String code = vertex_code; int cpos = code.find(globals_tag); if (cpos == -1) { vertex_code0 = code.ascii(); } else { vertex_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(code_tag); if (cpos == -1) { vertex_code1 = code.ascii(); } else { vertex_code1 = code.substr(0, cpos).ascii(); vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii(); } } } { String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; String code_tag = "\nFRAGMENT_SHADER_CODE"; String light_code_tag = "\nLIGHT_SHADER_CODE"; String code = fragment_code; int cpos = code.find(globals_tag); if (cpos == -1) { fragment_code0 = code.ascii(); } else { fragment_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(code_tag); if (cpos == -1) { fragment_code1 = code.ascii(); } else { fragment_code1 = code.substr(0, cpos).ascii(); String code2 = code.substr(cpos + code_tag.length(), code.length()); cpos = code2.find(light_code_tag); if (cpos == -1) { fragment_code2 = code2.ascii(); } else { fragment_code2 = code2.substr(0, cpos).ascii(); fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii(); } } } } } void ShaderGLES2::finish() { const VersionKey *V = NULL; while ((V = version_map.next(V))) { Version &v = version_map[*V]; glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); memdelete_arr(v.uniform_location); } } void ShaderGLES2::clear_caches() { const VersionKey *V = NULL; while ((V = version_map.next(V))) { Version &v = version_map[*V]; glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); memdelete_arr(v.uniform_location); } version_map.clear(); custom_code_map.clear(); version = NULL; last_custom_code = 1; uniforms_dirty = true; } uint32_t ShaderGLES2::create_custom_shader() { custom_code_map[last_custom_code] = CustomCode(); custom_code_map[last_custom_code].version = 1; return last_custom_code++; } void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const Vector &p_uniforms, const Vector &p_custom_defines) { ERR_FAIL_COND(!custom_code_map.has(p_code_id)); CustomCode *cc = &custom_code_map[p_code_id]; cc->vertex = p_vertex; cc->vertex_globals = p_vertex_globals; cc->fragment = p_fragment; cc->fragment_globals = p_fragment_globals; cc->light = p_light; cc->custom_uniforms = p_uniforms; cc->custom_defines = p_custom_defines; cc->version++; } void ShaderGLES2::set_custom_shader(uint32_t p_code_id) { new_conditional_version.code_version = p_code_id; } void ShaderGLES2::free_custom_shader(uint32_t p_code_id) { /* if (! custom_code_map.has( p_code_id )) { print_line("no code id "+itos(p_code_id)); } else { print_line("freed code id "+itos(p_code_id)); }*/ ERR_FAIL_COND(!custom_code_map.has(p_code_id)); if (conditional_version.code_version == p_code_id) conditional_version.code_version = 0; //bye custom_code_map.erase(p_code_id); } ShaderGLES2::ShaderGLES2() { version = NULL; last_custom_code = 1; uniforms_dirty = true; } ShaderGLES2::~ShaderGLES2() { finish(); } #endif