/*************************************************************************/ /* shader_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_gles3.h" #include "core/local_vector.h" #include "core/os/os.h" #include "core/print_string.h" #include "core/threaded_callable_queue.h" #include "drivers/gles3/shader_cache_gles3.h" #include "servers/visual_server.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 ShaderGLES3 *ShaderGLES3::active = nullptr; SelfList::List ShaderGLES3::versions_compiling; ShaderCacheGLES3 *ShaderGLES3::shader_cache; ThreadedCallableQueue *ShaderGLES3::cache_write_queue; ThreadedCallableQueue *ShaderGLES3::compile_queue; bool ShaderGLES3::parallel_compile_supported; bool ShaderGLES3::async_hidden_forbidden; uint32_t *ShaderGLES3::compiles_started_this_frame; uint32_t *ShaderGLES3::max_frame_compiles_in_progress; uint32_t ShaderGLES3::max_simultaneous_compiles; uint32_t ShaderGLES3::active_compiles_count; #ifdef DEBUG_ENABLED bool ShaderGLES3::log_active_async_compiles_count; #endif uint64_t ShaderGLES3::current_frame; //#define DEBUG_SHADER #ifdef DEBUG_SHADER #define DEBUG_PRINT(m_text) print_line(m_text); #else #define DEBUG_PRINT(m_text) #endif #define _EXT_COMPLETION_STATUS 0x91B1 GLint ShaderGLES3::get_uniform_location(int p_index) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_index]; } bool ShaderGLES3::bind() { return _bind(false); } bool ShaderGLES3::_bind(bool p_binding_fallback) { // Same base shader and version valid version? if (active == this && version) { if (new_conditional_version.code_version == conditional_version.code_version) { if (new_conditional_version.version == conditional_version.version) { return false; } // From ubershader to ubershader of the same code? if ((conditional_version.version & VersionKey::UBERSHADER_FLAG) && (new_conditional_version.version & VersionKey::UBERSHADER_FLAG)) { conditional_version.version = new_conditional_version.version; return false; } } } bool must_be_ready_now = !is_async_compilation_supported() || p_binding_fallback; conditional_version = new_conditional_version; version = get_current_version(must_be_ready_now); ERR_FAIL_COND_V(!version, false); bool ready = false; ready = _process_program_state(version, must_be_ready_now); if (version->compile_status == Version::COMPILE_STATUS_RESTART_NEEDED) { get_current_version(must_be_ready_now); // Trigger recompile ready = _process_program_state(version, must_be_ready_now); } #ifdef DEBUG_ENABLED if (ready) { if (VS::get_singleton()->is_force_shader_fallbacks_enabled() && !must_be_ready_now && get_ubershader_flags_uniform() != -1) { ready = false; } } #endif if (ready) { glUseProgram(version->ids.main); if (!version->uniforms_ready) { _setup_uniforms(custom_code_map.getptr(conditional_version.code_version)); version->uniforms_ready = true; } DEBUG_TEST_ERROR("Use Program"); active = this; return true; } else if (!must_be_ready_now && version->async_mode == ASYNC_MODE_VISIBLE && !p_binding_fallback && get_ubershader_flags_uniform() != -1) { // We can and have to fall back to the ubershader return _bind_ubershader(); } else { // We have a compile error or must fall back by skipping render unbind(); return false; } } bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) { if (p_code_id == 0) { return true; } if (!is_async_compilation_supported() || get_ubershader_flags_uniform() == -1) { return true; } CustomCode *cc = custom_code_map.getptr(p_code_id); ERR_FAIL_COND_V(!cc, false); if (cc->async_mode == ASYNC_MODE_HIDDEN) { #ifdef DEBUG_ENABLED if (VS::get_singleton()->is_force_shader_fallbacks_enabled()) { return false; } #endif VersionKey effective_version; effective_version.version = new_conditional_version.version; effective_version.code_version = p_code_id; Version *v = version_map.getptr(effective_version); if (!v || cc->version != v->code_version || v->compile_status != Version::COMPILE_STATUS_OK) { return false; } } return true; } bool ShaderGLES3::_bind_ubershader() { #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(!is_async_compilation_supported(), false); ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false); #endif new_conditional_version.version |= VersionKey::UBERSHADER_FLAG; bool bound = _bind(true); int conditionals_uniform = _get_uniform(get_ubershader_flags_uniform()); #ifdef DEBUG_ENABLED ERR_FAIL_COND_V(conditionals_uniform == -1, false); #endif new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG; #ifdef DEV_ENABLED // So far we don't need bit 31 for conditionals. That allows us to use signed integers, // which are more compatible across GL driver vendors. CRASH_COND(new_conditional_version.version >= 0x80000000); #endif glUniform1i(conditionals_uniform, new_conditional_version.version); return bound; } void ShaderGLES3::advance_async_shaders_compilation() { SelfList *curr = versions_compiling.first(); while (curr) { SelfList *next = curr->next(); ShaderGLES3::Version *v = curr->self(); // Only if it didn't already have a chance to be processed in this frame if (v->last_frame_processed != current_frame) { v->shader->_process_program_state(v, false); } curr = next; } } void ShaderGLES3::_log_active_compiles() { #ifdef DEBUG_ENABLED if (log_active_async_compiles_count) { if (parallel_compile_supported) { print_line("Async. shader compiles: " + itos(active_compiles_count)); } else if (compile_queue) { print_line("Queued shader compiles: " + itos(active_compiles_count)); } else { CRASH_NOW(); } } #endif } bool ShaderGLES3::_process_program_state(Version *p_version, bool p_async_forbidden) { bool ready = false; bool run_next_step = true; while (run_next_step) { run_next_step = false; switch (p_version->compile_status) { case Version::COMPILE_STATUS_OK: { // Yeaaah! ready = true; } break; case Version::COMPILE_STATUS_ERROR: { // Sad, but we have to accept it } break; case Version::COMPILE_STATUS_PENDING: case Version::COMPILE_STATUS_RESTART_NEEDED: { // These lead to nowhere unless other piece of code starts the compile process } break; case Version::COMPILE_STATUS_SOURCE_PROVIDED: { uint32_t start_compiles_count = p_async_forbidden ? 2 : 0; if (!start_compiles_count) { uint32_t used_async_slots = MAX(active_compiles_count, *compiles_started_this_frame); uint32_t free_async_slots = used_async_slots < max_simultaneous_compiles ? max_simultaneous_compiles - used_async_slots : 0; start_compiles_count = MIN(2, free_async_slots); } if (start_compiles_count >= 1) { glCompileShader(p_version->ids.vert); if (start_compiles_count == 1) { p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX; } else { glCompileShader(p_version->ids.frag); p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT; } if (!p_async_forbidden) { versions_compiling.add_last(&p_version->compiling_list); // Vertex and fragment shaders take independent compile slots active_compiles_count += start_compiles_count; *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count); _log_active_compiles(); } (*compiles_started_this_frame) += start_compiles_count; run_next_step = p_async_forbidden; } } break; case Version::COMPILE_STATUS_COMPILING_VERTEX: { bool must_compile_frag_now = p_async_forbidden; if (!must_compile_frag_now) { if (active_compiles_count < max_simultaneous_compiles && *compiles_started_this_frame < max_simultaneous_compiles) { must_compile_frag_now = true; } } if (must_compile_frag_now) { glCompileShader(p_version->ids.frag); if (p_version->compiling_list.in_list()) { active_compiles_count++; *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count); _log_active_compiles(); } p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT; } else if (parallel_compile_supported) { GLint completed = 0; glGetShaderiv(p_version->ids.vert, _EXT_COMPLETION_STATUS, &completed); if (completed) { // Not touching compiles count since the same slot used for vertex is now used for fragment glCompileShader(p_version->ids.frag); p_version->compile_status = Version::COMPILE_STATUS_COMPILING_FRAGMENT; } } run_next_step = p_async_forbidden; } break; case Version::COMPILE_STATUS_COMPILING_FRAGMENT: case Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT: { bool must_complete_now = p_async_forbidden; if (!must_complete_now && parallel_compile_supported) { GLint vertex_completed = 0; if (p_version->compile_status == Version::COMPILE_STATUS_COMPILING_FRAGMENT) { vertex_completed = true; } else { glGetShaderiv(p_version->ids.vert, _EXT_COMPLETION_STATUS, &vertex_completed); if (p_version->compiling_list.in_list()) { active_compiles_count--; #ifdef DEV_ENABLED CRASH_COND(active_compiles_count == UINT32_MAX); #endif *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count); _log_active_compiles(); } p_version->compile_status = Version::COMPILE_STATUS_COMPILING_FRAGMENT; } if (vertex_completed) { GLint frag_completed = 0; glGetShaderiv(p_version->ids.frag, _EXT_COMPLETION_STATUS, &frag_completed); if (frag_completed) { must_complete_now = true; } } } if (must_complete_now) { bool must_save_to_cache = p_version->version_key.is_subject_to_caching() && p_version->program_binary.source != Version::ProgramBinary::SOURCE_CACHE && shader_cache; bool ok = p_version->shader->_complete_compile(p_version->ids, must_save_to_cache); if (ok) { p_version->compile_status = Version::COMPILE_STATUS_LINKING; run_next_step = p_async_forbidden; } else { p_version->compile_status = Version::COMPILE_STATUS_ERROR; if (p_version->compiling_list.in_list()) { p_version->compiling_list.remove_from_list(); active_compiles_count--; #ifdef DEV_ENABLED CRASH_COND(active_compiles_count == UINT32_MAX); #endif _log_active_compiles(); } } } } break; case Version::COMPILE_STATUS_PROCESSING_AT_QUEUE: { // This is from the async. queue switch (p_version->program_binary.result_from_queue.get()) { case -1: { // Error p_version->compile_status = Version::COMPILE_STATUS_ERROR; p_version->compiling_list.remove_from_list(); active_compiles_count--; #ifdef DEV_ENABLED CRASH_COND(active_compiles_count == UINT32_MAX); #endif _log_active_compiles(); } break; case 0: { // In progress if (p_async_forbidden) { OS::get_singleton()->delay_usec(1000); run_next_step = true; } } break; case 1: { // Complete p_version->compile_status = Version::COMPILE_STATUS_BINARY_READY; run_next_step = true; } break; } } break; case Version::COMPILE_STATUS_BINARY_READY_FROM_CACHE: { bool eat_binary_now = p_async_forbidden; if (!eat_binary_now) { if (active_compiles_count < max_simultaneous_compiles && *compiles_started_this_frame < max_simultaneous_compiles) { eat_binary_now = true; } } if (eat_binary_now) { p_version->compile_status = Version::COMPILE_STATUS_BINARY_READY; run_next_step = true; if (!p_async_forbidden) { versions_compiling.add_last(&p_version->compiling_list); active_compiles_count++; *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count); _log_active_compiles(); (*compiles_started_this_frame)++; } } } break; case Version::COMPILE_STATUS_BINARY_READY: { PoolByteArray::Read r = p_version->program_binary.data.read(); glProgramBinary(p_version->ids.main, static_cast(p_version->program_binary.format), r.ptr(), p_version->program_binary.data.size()); p_version->compile_status = Version::COMPILE_STATUS_LINKING; run_next_step = true; } break; case Version::COMPILE_STATUS_LINKING: { bool must_complete_now = p_async_forbidden || p_version->program_binary.source == Version::ProgramBinary::SOURCE_QUEUE; if (!must_complete_now && parallel_compile_supported) { GLint link_completed; glGetProgramiv(p_version->ids.main, _EXT_COMPLETION_STATUS, &link_completed); must_complete_now = link_completed; } if (must_complete_now) { bool must_save_to_cache = p_version->version_key.is_subject_to_caching() && p_version->program_binary.source != Version::ProgramBinary::SOURCE_CACHE && shader_cache; bool ok = false; if (must_save_to_cache && p_version->program_binary.source == Version::ProgramBinary::SOURCE_LOCAL) { ok = p_version->shader->_complete_link(p_version->ids, &p_version->program_binary.format, &p_version->program_binary.data); } else { ok = p_version->shader->_complete_link(p_version->ids); #ifdef DEBUG_ENABLED #if 0 // Simulate GL rejecting program from cache if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_CACHE) { ok = false; } #endif #endif } if (ok) { if (must_save_to_cache) { String &tmp_hash = p_version->program_binary.cache_hash; GLenum &tmp_format = p_version->program_binary.format; PoolByteArray &tmp_data = p_version->program_binary.data; cache_write_queue->enqueue(p_version->ids.main, [=]() { shader_cache->store(tmp_hash, static_cast(tmp_format), tmp_data); }); } p_version->compile_status = Version::COMPILE_STATUS_OK; ready = true; } else { if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_CACHE) { #ifdef DEBUG_ENABLED WARN_PRINT("Program binary from cache has been rejected by the GL. Removing from cache."); #endif shader_cache->remove(p_version->program_binary.cache_hash); p_version->compile_status = Version::COMPILE_STATUS_RESTART_NEEDED; } else { if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_QUEUE) { ERR_PRINT("Program binary from compile queue has been rejected by the GL. Bug?"); } p_version->compile_status = Version::COMPILE_STATUS_ERROR; } } p_version->program_binary.data = PoolByteArray(); p_version->program_binary.cache_hash.clear(); if (p_version->compiling_list.in_list()) { p_version->compiling_list.remove_from_list(); active_compiles_count--; #ifdef DEV_ENABLED CRASH_COND(active_compiles_count == UINT32_MAX); #endif _log_active_compiles(); } } } break; } } return ready; } void ShaderGLES3::unbind() { version = nullptr; glUseProgram(0); active = nullptr; } static void _display_error_with_code(const String &p_error, GLuint p_shader_id) { int line = 1; GLint source_len; glGetShaderiv(p_shader_id, GL_SHADER_SOURCE_LENGTH, &source_len); LocalVector source_buffer; source_buffer.resize(source_len); glGetShaderSource(p_shader_id, source_len, NULL, source_buffer.ptr()); String total_code(source_buffer.ptr()); Vector lines = String(total_code).split("\n"); for (int j = 0; j < lines.size(); j++) { print_line(vformat("%4d | %s", line, lines[j])); line++; } ERR_PRINT(p_error); } static CharString _prepare_ubershader_chunk(const CharString &p_chunk) { String s(p_chunk.get_data()); Vector lines = s.split("\n"); s.clear(); for (int i = 0; i < lines.size(); ++i) { if (lines[i].ends_with("//ubershader-skip")) { continue; } else if (lines[i].ends_with("//ubershader-runtime")) { // Move from the preprocessor world to the true code realm String l = lines[i].trim_suffix("//ubershader-runtime").strip_edges(); { // Ignore other comments Vector pieces = l.split("//"); l = pieces[0].strip_edges(); } if (l == "#else") { s += "} else {\n"; } else if (l == "#endif") { s += "}\n"; } else if (l.begins_with("#ifdef")) { Vector pieces = l.split_spaces(); CRASH_COND(pieces.size() != 2); s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0) {\n"; } else if (l.begins_with("#ifndef")) { Vector pieces = l.split_spaces(); CRASH_COND(pieces.size() != 2); s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0) {\n"; } else { CRASH_NOW_MSG("The shader template is using too complex syntax in a line marked with ubershader-runtime."); } continue; } s += lines[i] + "\n"; } return s.ascii(); } // Possible source-status pairs after this: // Local - Source provided // Queue - Processing / Binary ready / Error // Cache - Binary ready ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden) { VersionKey effective_version; effective_version.key = conditional_version.key; // Store and look up ubershader with all other version bits set to zero if ((conditional_version.version & VersionKey::UBERSHADER_FLAG)) { effective_version.version = VersionKey::UBERSHADER_FLAG; } Version *_v = version_map.getptr(effective_version); CustomCode *cc = nullptr; if (_v) { if (_v->compile_status == Version::COMPILE_STATUS_RESTART_NEEDED) { _v->program_binary.source = Version::ProgramBinary::SOURCE_NONE; } else { if (effective_version.code_version != 0) { cc = custom_code_map.getptr(effective_version.code_version); ERR_FAIL_COND_V(!cc, _v); if (cc->version == _v->code_version) { return _v; } } else { return _v; } } } if (!_v) { _v = &version_map[effective_version]; _v->version_key = effective_version; _v->shader = this; _v->uniform_location = memnew_arr(GLint, uniform_count); } Version &v = *_v; /* SETUP CONDITIONALS */ LocalVector strings_common; #ifdef GLES_OVER_GL strings_common.push_back("#version 330\n"); strings_common.push_back("#define GLES_OVER_GL\n"); #else strings_common.push_back("#version 300 es\n"); #endif #ifdef ANDROID_ENABLED strings_common.push_back("#define ANDROID_ENABLED\n"); #endif for (int i = 0; i < custom_defines.size(); i++) { strings_common.push_back(custom_defines[i].get_data()); strings_common.push_back("\n"); } LocalVector flag_macros; bool build_ubershader = get_ubershader_flags_uniform() != -1 && (effective_version.version & VersionKey::UBERSHADER_FLAG); if (build_ubershader) { strings_common.push_back("#define IS_UBERSHADER\n"); for (int i = 0; i < conditional_count; i++) { String s = vformat("#define FLAG_%s (1 << %d)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i); CharString cs = s.ascii(); flag_macros.push_back(cs); strings_common.push_back(cs.ptr()); } strings_common.push_back("\n"); } else { for (int i = 0; i < conditional_count; i++) { bool enable = ((1 << i) & effective_version.version); strings_common.push_back(enable ? conditional_defines[i] : ""); if (enable) { DEBUG_PRINT(conditional_defines[i]); } } } //keep them around during the function struct { CharString code_string; CharString code_globals; CharString material_string; } vert; struct { CharString code_string; CharString code_string2; CharString code_globals; CharString material_string; } frag; if (effective_version.code_version != 0) { ERR_FAIL_COND_V(!custom_code_map.has(effective_version.code_version), nullptr); if (!cc) { cc = &custom_code_map[effective_version.code_version]; } if (cc->version != v.code_version) { v.code_version = cc->version; v.async_mode = cc->async_mode; v.uniforms_ready = false; } } /* CREATE PROGRAM */ v.ids.main = glCreateProgram(); ERR_FAIL_COND_V(v.ids.main == 0, nullptr); // To create the ubershader we need to modify the static strings; // they'll go in this array LocalVector filtered_strings; /* VERTEX SHADER */ if (cc) { for (int i = 0; i < cc->custom_defines.size(); i++) { strings_common.push_back(cc->custom_defines[i].get_data()); DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i])); } } LocalVector strings_vertex(strings_common); //vertex precision is high strings_vertex.push_back("precision highp float;\n"); strings_vertex.push_back("precision highp int;\n"); #ifndef GLES_OVER_GL strings_vertex.push_back("precision highp sampler2D;\n"); strings_vertex.push_back("precision highp samplerCube;\n"); strings_vertex.push_back("precision highp sampler2DArray;\n"); #endif if (build_ubershader) { CharString s = _prepare_ubershader_chunk(vertex_code0); filtered_strings.push_back(s); strings_vertex.push_back(s.get_data()); } else { strings_vertex.push_back(vertex_code0.get_data()); } if (cc) { vert.material_string = cc->uniforms.ascii(); strings_vertex.push_back(vert.material_string.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(vertex_code1); filtered_strings.push_back(s); strings_vertex.push_back(s.get_data()); } else { strings_vertex.push_back(vertex_code1.get_data()); } if (cc) { vert.code_globals = cc->vertex_globals.ascii(); strings_vertex.push_back(vert.code_globals.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(vertex_code2); filtered_strings.push_back(s); strings_vertex.push_back(s.get_data()); } else { strings_vertex.push_back(vertex_code2.get_data()); } if (cc) { vert.code_string = cc->vertex.ascii(); strings_vertex.push_back(vert.code_string.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(vertex_code3); filtered_strings.push_back(s); strings_vertex.push_back(s.get_data()); } else { strings_vertex.push_back(vertex_code3.get_data()); } #ifdef DEBUG_SHADER DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); for (int i = 0; i < strings_vertex.size(); i++) { //print_line("vert strings "+itos(i)+":"+String(strings_vertex[i])); } #endif /* FRAGMENT SHADER */ LocalVector strings_fragment(strings_common); //fragment precision is medium strings_fragment.push_back("precision highp float;\n"); strings_fragment.push_back("precision highp int;\n"); #ifndef GLES_OVER_GL strings_fragment.push_back("precision highp sampler2D;\n"); strings_fragment.push_back("precision highp samplerCube;\n"); strings_fragment.push_back("precision highp sampler2DArray;\n"); #endif if (build_ubershader) { CharString s = _prepare_ubershader_chunk(fragment_code0); filtered_strings.push_back(s); strings_fragment.push_back(s.get_data()); } else { strings_fragment.push_back(fragment_code0.get_data()); } if (cc) { frag.material_string = cc->uniforms.ascii(); strings_fragment.push_back(frag.material_string.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(fragment_code1); filtered_strings.push_back(s); strings_fragment.push_back(s.get_data()); } else { strings_fragment.push_back(fragment_code1.get_data()); } if (cc) { frag.code_globals = cc->fragment_globals.ascii(); strings_fragment.push_back(frag.code_globals.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(fragment_code2); filtered_strings.push_back(s); strings_fragment.push_back(s.get_data()); } else { strings_fragment.push_back(fragment_code2.get_data()); } if (cc) { frag.code_string = cc->light.ascii(); strings_fragment.push_back(frag.code_string.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(fragment_code3); filtered_strings.push_back(s); strings_fragment.push_back(s.get_data()); } else { strings_fragment.push_back(fragment_code3.get_data()); } if (cc) { frag.code_string2 = cc->fragment.ascii(); strings_fragment.push_back(frag.code_string2.get_data()); } if (build_ubershader) { CharString s = _prepare_ubershader_chunk(fragment_code4); filtered_strings.push_back(s); strings_fragment.push_back(s.get_data()); } else { strings_fragment.push_back(fragment_code4.get_data()); } #ifdef DEBUG_SHADER DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data())); DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data())); for (int i = 0; i < strings_fragment.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings_fragment[i])); } #endif if (!r_async_forbidden) { r_async_forbidden = (v.async_mode == ASYNC_MODE_HIDDEN && async_hidden_forbidden) || (v.async_mode == ASYNC_MODE_VISIBLE && get_ubershader_flags_uniform() == -1); } bool in_cache = false; if (shader_cache && effective_version.is_subject_to_caching()) { const char *strings_platform[] = { reinterpret_cast(glGetString(GL_VENDOR)), reinterpret_cast(glGetString(GL_RENDERER)), reinterpret_cast(glGetString(GL_VERSION)), nullptr, }; v.program_binary.cache_hash = ShaderCacheGLES3::hash_program(strings_platform, strings_vertex, strings_fragment); if (shader_cache->retrieve(v.program_binary.cache_hash, &v.program_binary.format, &v.program_binary.data)) { in_cache = true; v.program_binary.source = Version::ProgramBinary::SOURCE_CACHE; v.compile_status = Version::COMPILE_STATUS_BINARY_READY_FROM_CACHE; } } if (!in_cache) { if (compile_queue && !r_async_forbidden) { // Asynchronous compilation via queue (secondary context) // Remarks: // 1. We need to save vertex and fragment strings because they will not live beyond this function. // 2. We'll create another program since the other GL context is not shared. // We are doing it that way since GL drivers can implement context sharing via locking, which // would render (no pun intended) this whole effort to asynchronous useless. auto concat_shader_strings = [](const LocalVector &p_shader_strings, LocalVector *r_out) { r_out->clear(); for (uint32_t i = 0; i < p_shader_strings.size(); i++) { uint32_t initial_size = r_out->size(); uint32_t piece_len = strlen(reinterpret_cast(p_shader_strings[i])); r_out->resize(initial_size + piece_len + 1); memcpy(r_out->ptr() + initial_size, p_shader_strings[i], piece_len); *(r_out->ptr() + initial_size + piece_len) = '\n'; } *(r_out->ptr() + r_out->size() - 1) = '\0'; }; LocalVector vertex_code; concat_shader_strings(strings_vertex, &vertex_code); LocalVector fragment_code; concat_shader_strings(strings_fragment, &fragment_code); v.program_binary.source = Version::ProgramBinary::SOURCE_QUEUE; v.compile_status = Version::COMPILE_STATUS_PROCESSING_AT_QUEUE; versions_compiling.add_last(&v.compiling_list); active_compiles_count++; *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count); _log_active_compiles(); (*compiles_started_this_frame)++; compile_queue->enqueue(v.ids.main, [this, &v, vertex_code, fragment_code]() { Version::Ids async_ids; async_ids.main = glCreateProgram(); async_ids.vert = glCreateShader(GL_VERTEX_SHADER); async_ids.frag = glCreateShader(GL_FRAGMENT_SHADER); LocalVector async_strings_vertex; async_strings_vertex.push_back(vertex_code.ptr()); LocalVector async_strings_fragment; async_strings_fragment.push_back(fragment_code.ptr()); _set_source(async_ids, async_strings_vertex, async_strings_fragment); glCompileShader(async_ids.vert); glCompileShader(async_ids.frag); if (_complete_compile(async_ids, true) && _complete_link(async_ids, &v.program_binary.format, &v.program_binary.data)) { glDeleteShader(async_ids.frag); glDeleteShader(async_ids.vert); glDeleteProgram(async_ids.main); v.program_binary.result_from_queue.set(1); } else { v.program_binary.result_from_queue.set(0); } }); } else { // Synchronous compilation, or async. via native support v.ids.vert = glCreateShader(GL_VERTEX_SHADER); v.ids.frag = glCreateShader(GL_FRAGMENT_SHADER); _set_source(v.ids, strings_vertex, strings_fragment); v.program_binary.source = Version::ProgramBinary::SOURCE_LOCAL; v.compile_status = Version::COMPILE_STATUS_SOURCE_PROVIDED; } } if (cc) { cc->versions.insert(effective_version.version); } return &v; } void ShaderGLES3::_set_source(Version::Ids p_ids, const LocalVector &p_vertex_strings, const LocalVector &p_fragment_strings) const { glShaderSource(p_ids.vert, p_vertex_strings.size(), p_vertex_strings.ptr(), nullptr); glShaderSource(p_ids.frag, p_fragment_strings.size(), p_fragment_strings.ptr(), nullptr); } bool ShaderGLES3::_complete_compile(Version::Ids p_ids, bool p_retrievable) const { GLint status; glGetShaderiv(p_ids.vert, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { // error compiling GLsizei iloglen; glGetShaderiv(p_ids.vert, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(p_ids.frag); glDeleteShader(p_ids.vert); glDeleteProgram(p_ids.main); ERR_PRINT("Vertex shader compilation failed with empty log"); } else { if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)memalloc(iloglen + 1); ilogmem[iloglen] = 0; glGetShaderInfoLog(p_ids.vert, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, p_ids.vert); ERR_PRINT(err_string.ascii().get_data()); memfree(ilogmem); glDeleteShader(p_ids.frag); glDeleteShader(p_ids.vert); glDeleteProgram(p_ids.main); } return false; } glGetShaderiv(p_ids.frag, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { // error compiling GLsizei iloglen; glGetShaderiv(p_ids.frag, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(p_ids.frag); glDeleteShader(p_ids.vert); glDeleteProgram(p_ids.main); ERR_PRINT("Fragment shader compilation failed with empty log"); } else { if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)memalloc(iloglen + 1); ilogmem[iloglen] = 0; glGetShaderInfoLog(p_ids.frag, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, p_ids.frag); ERR_PRINT(err_string.ascii().get_data()); memfree(ilogmem); glDeleteShader(p_ids.frag); glDeleteShader(p_ids.vert); glDeleteProgram(p_ids.main); } return false; } glAttachShader(p_ids.main, p_ids.frag); glAttachShader(p_ids.main, p_ids.vert); // bind attributes before linking for (int i = 0; i < attribute_pair_count; i++) { glBindAttribLocation(p_ids.main, attribute_pairs[i].index, attribute_pairs[i].name); } //if feedback exists, set it up if (feedback_count) { Vector feedback; for (int i = 0; i < feedback_count; i++) { if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) { //conditional for this feedback is enabled feedback.push_back(feedbacks[i].name); } } if (feedback.size()) { glTransformFeedbackVaryings(p_ids.main, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS); } } if (p_retrievable) { glProgramParameteri(p_ids.main, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); } glLinkProgram(p_ids.main); return true; } bool ShaderGLES3::_complete_link(Version::Ids p_ids, GLenum *r_program_format, PoolByteArray *r_program_binary) const { GLint status; glGetProgramiv(p_ids.main, GL_LINK_STATUS, &status); if (status == GL_FALSE) { // error linking GLsizei iloglen; glGetProgramiv(p_ids.main, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(p_ids.frag); glDeleteShader(p_ids.vert); glDeleteProgram(p_ids.main); ERR_FAIL_COND_V(iloglen < 0, false); } if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = 0; glGetProgramInfoLog(p_ids.main, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Program LINK FAILED:\n"; err_string += ilogmem; ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(p_ids.frag); glDeleteShader(p_ids.vert); glDeleteProgram(p_ids.main); return false; } if (r_program_binary) { GLint program_len; glGetProgramiv(p_ids.main, GL_PROGRAM_BINARY_LENGTH, &program_len); r_program_binary->resize(program_len); PoolByteArray::Write w = r_program_binary->write(); glGetProgramBinary(p_ids.main, program_len, NULL, r_program_format, w.ptr()); } return true; } void ShaderGLES3::_setup_uniforms(CustomCode *p_cc) const { //print_line("uniforms: "); for (int j = 0; j < uniform_count; j++) { version->uniform_location[j] = glGetUniformLocation(version->ids.main, uniform_names[j]); //print_line("uniform "+String(uniform_names[j])+" location "+itos(version->uniform_location[j])); } // set texture uniforms for (int i = 0; i < texunit_pair_count; i++) { GLint loc = glGetUniformLocation(version->ids.main, texunit_pairs[i].name); if (loc >= 0) { if (texunit_pairs[i].index < 0) { glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down } else { glUniform1i(loc, texunit_pairs[i].index); } } } // assign uniform block bind points for (int i = 0; i < ubo_count; i++) { GLint loc = glGetUniformBlockIndex(version->ids.main, ubo_pairs[i].name); if (loc >= 0) glUniformBlockBinding(version->ids.main, loc, ubo_pairs[i].index); } if (p_cc) { version->texture_uniform_locations.resize(p_cc->texture_uniforms.size()); for (int i = 0; i < p_cc->texture_uniforms.size(); i++) { version->texture_uniform_locations.write[i] = glGetUniformLocation(version->ids.main, String(p_cc->texture_uniforms[i]).ascii().get_data()); glUniform1i(version->texture_uniform_locations[i], i + base_material_tex_index); } } } void ShaderGLES3::_dispose_program(Version *p_version) { if (compile_queue) { if (p_version->compile_status == Version::COMPILE_STATUS_PROCESSING_AT_QUEUE) { compile_queue->cancel(p_version->ids.main); } } glDeleteShader(p_version->ids.vert); glDeleteShader(p_version->ids.frag); glDeleteProgram(p_version->ids.main); if (p_version->compiling_list.in_list()) { p_version->compiling_list.remove_from_list(); active_compiles_count--; #ifdef DEV_ENABLED CRASH_COND(active_compiles_count == UINT32_MAX); #endif if (p_version->compile_status == Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT) { active_compiles_count--; #ifdef DEV_ENABLED CRASH_COND(active_compiles_count == UINT32_MAX); #endif } _log_active_compiles(); } p_version->compile_status = Version::COMPILE_STATUS_ERROR; } GLint ShaderGLES3::get_uniform_location(const String &p_name) const { ERR_FAIL_COND_V(!version, -1); return glGetUniformLocation(version->ids.main, p_name.ascii().get_data()); } void ShaderGLES3::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 UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_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; ubo_pairs = p_ubo_pairs; ubo_count = p_ubo_pair_count; feedbacks = p_feedback; feedback_count = p_feedback_count; //split vertex and shader code (thank you, shader compiler programmers from you know what company). { String globals_tag = "\nVERTEX_SHADER_GLOBALS"; String material_tag = "\nMATERIAL_UNIFORMS"; String code_tag = "\nVERTEX_SHADER_CODE"; String code = vertex_code; int cpos = code.find(material_tag); if (cpos == -1) { vertex_code0 = code.ascii(); } else { vertex_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + material_tag.length(), code.length()); cpos = code.find(globals_tag); if (cpos == -1) { vertex_code1 = code.ascii(); } else { vertex_code1 = code.substr(0, cpos).ascii(); String code2 = code.substr(cpos + globals_tag.length(), code.length()); cpos = code2.find(code_tag); if (cpos == -1) { vertex_code2 = code2.ascii(); } else { vertex_code2 = code2.substr(0, cpos).ascii(); vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii(); } } } } { String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; String material_tag = "\nMATERIAL_UNIFORMS"; String code_tag = "\nFRAGMENT_SHADER_CODE"; String light_code_tag = "\nLIGHT_SHADER_CODE"; String code = fragment_code; int cpos = code.find(material_tag); if (cpos == -1) { fragment_code0 = code.ascii(); } else { fragment_code0 = code.substr(0, cpos).ascii(); //print_line("CODE0:\n"+String(fragment_code0.get_data())); code = code.substr(cpos + material_tag.length(), code.length()); cpos = code.find(globals_tag); if (cpos == -1) { fragment_code1 = code.ascii(); } else { fragment_code1 = code.substr(0, cpos).ascii(); //print_line("CODE1:\n"+String(fragment_code1.get_data())); String code2 = code.substr(cpos + globals_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(); //print_line("CODE2:\n"+String(fragment_code2.get_data())); String code3 = code2.substr(cpos + light_code_tag.length(), code2.length()); cpos = code3.find(code_tag); if (cpos == -1) { fragment_code3 = code3.ascii(); } else { fragment_code3 = code3.substr(0, cpos).ascii(); //print_line("CODE3:\n"+String(fragment_code3.get_data())); fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii(); //print_line("CODE4:\n"+String(fragment_code4.get_data())); } } } } } glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units); } void ShaderGLES3::init_async_compilation() { if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) { // Warm up the ubershader for the case of no custom code new_conditional_version.code_version = 0; _bind_ubershader(); } } bool ShaderGLES3::is_async_compilation_supported() { return max_simultaneous_compiles > 0 && (compile_queue || parallel_compile_supported); } void ShaderGLES3::finish() { const VersionKey *V = nullptr; while ((V = version_map.next(V))) { Version &v = version_map[*V]; _dispose_program(&v); memdelete_arr(v.uniform_location); } ERR_FAIL_COND(versions_compiling.first()); ERR_FAIL_COND(active_compiles_count != 0); } void ShaderGLES3::clear_caches() { const VersionKey *V = nullptr; while ((V = version_map.next(V))) { Version &v = version_map[*V]; _dispose_program(&v); memdelete_arr(v.uniform_location); } ERR_FAIL_COND(versions_compiling.first()); ERR_FAIL_COND(active_compiles_count != 0); version_map.clear(); custom_code_map.clear(); version = nullptr; last_custom_code = 1; } uint32_t ShaderGLES3::create_custom_shader() { custom_code_map[last_custom_code] = CustomCode(); custom_code_map[last_custom_code].version = 1; return last_custom_code++; } void ShaderGLES3::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 String &p_uniforms, const Vector &p_texture_uniforms, const Vector &p_custom_defines, AsyncMode p_async_mode) { 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->texture_uniforms = p_texture_uniforms; cc->uniforms = p_uniforms; cc->custom_defines = p_custom_defines; cc->async_mode = p_async_mode; cc->version++; if (p_async_mode == ASYNC_MODE_VISIBLE && is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) { // Warm up the ubershader for this custom code new_conditional_version.code_version = p_code_id; _bind_ubershader(); } } void ShaderGLES3::set_custom_shader(uint32_t p_code_id) { new_conditional_version.code_version = p_code_id; } void ShaderGLES3::free_custom_shader(uint32_t 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; //do not keep using a version that is going away unbind(); } VersionKey key; key.code_version = p_code_id; for (Set::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) { key.version = E->get(); ERR_CONTINUE(!version_map.has(key)); Version &v = version_map[key]; _dispose_program(&v); memdelete_arr(v.uniform_location); version_map.erase(key); } custom_code_map.erase(p_code_id); } void ShaderGLES3::set_base_material_tex_index(int p_idx) { base_material_tex_index = p_idx; } ShaderGLES3::ShaderGLES3() { version = nullptr; last_custom_code = 1; base_material_tex_index = 0; } ShaderGLES3::~ShaderGLES3() { finish(); }