godot/drivers/gles3/shader_gles3.cpp

840 lines
20 KiB
C++

/*************************************************************************/
/* shader_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "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
ShaderGLES3 *ShaderGLES3::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 ShaderGLES3::bind_uniforms() {
if (!uniforms_dirty) {
return;
};
// upload default uniforms
const Map<uint32_t,Variant>::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<uint32_t,CameraMatrix>::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 ShaderGLES3::get_uniform_location(int p_idx) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_idx];
};
bool ShaderGLES3::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<texunit_pair_count;i++) {
glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
DEBUG_TEST_ERROR("Uniform 1 i");
}
*/
return true;
}
void ShaderGLES3::unbind() {
version=NULL;
glUseProgram(0);
uniforms_dirty = true;
active=NULL;
}
static void _display_error_with_code(const String& p_error,const Vector<const char*>& p_code) {
int line=1;
String total_code;
for(int i=0;i<p_code.size();i++) {
total_code+=String(p_code[i]);
}
Vector<String> lines = String(total_code).split("\n");
for(int j=0;j<lines.size();j++) {
print_line(itos(line)+": "+lines[j]);
line++;
}
ERR_PRINTS(p_error);
}
ShaderGLES3::Version* ShaderGLES3::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<const char*> strings;
#ifdef GLES_OVER_GL
strings.push_back("#version 330\n");
#else
strings.push_back("#version 300 es\n");
#endif
int define_line_ofs=1;
for(int i=0;i<custom_defines.size();i++) {
strings.push_back(custom_defines[i].get_data());
define_line_ofs++;
}
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;
CharString material_string;
//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].get_data());
DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i]));
}
}
int strings_base_size=strings.size();
//vertex precision is high
strings.push_back("precision highp float;\n");
strings.push_back("precision highp int;\n");
#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) {
material_string=cc->uniforms.ascii();
strings.push_back(material_string.get_data());
}
strings.push_back(vertex_code2.get_data());
if (cc) {
code_string=cc->vertex.ascii();
strings.push_back(code_string.get_data());
}
strings.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.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;
_display_error_with_code(err_string,strings);
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);
//fragment precision is medium
strings.push_back("precision highp float;\n");
strings.push_back("precision highp int;\n");
#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) {
material_string=cc->uniforms.ascii();
strings.push_back(material_string.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string=cc->fragment.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code3.get_data());
if (cc) {
code_string2=cc->light.ascii();
strings.push_back(code_string2.get_data());
}
strings.push_back(fragment_code4.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;
_display_error_with_code(err_string,strings);
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 );
}
//if feedback exists, set it up
if (feedback_count) {
Vector<const char*> 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
print_line("tf varying: "+itos(feedback.size())+" "+String(feedbacks[i].name));
feedback.push_back(feedbacks[i].name);
}
}
if (feedback.size()) {
glTransformFeedbackVaryings(v.id,feedback.size(),feedback.ptr(),GL_INTERLEAVED_ATTRIBS );
}
}
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;
_display_error_with_code(err_string,strings);
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) {
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(v.id,ubo_pairs[i].name);
if (loc>=0)
glUniformBlockBinding(v.id,loc,ubo_pairs[i].index);
}
if ( cc ) {
v.texture_uniform_locations.resize(cc->texture_uniforms.size());
for(int i=0;i<cc->texture_uniforms.size();i++) {
v.texture_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->texture_uniforms[i]).ascii().get_data());
glUniform1i(v.texture_uniform_locations[i],i+base_material_tex_index);
}
}
glUseProgram(0);
v.ok=true;
return &v;
}
GLint ShaderGLES3::get_uniform_location(const String& p_name) const {
ERR_FAIL_COND_V(!version,-1);
return glGetUniformLocation(version->id,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, retarded 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(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(material_tag);
if (cpos==-1) {
vertex_code1=code.ascii();
} else {
vertex_code1=code.substr(0,cpos).ascii();
String code2 = code.substr(cpos+material_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(globals_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+globals_tag.length(),code.length());
cpos = code.find(material_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+material_tag.length(),code.length());
cpos = code2.find(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+code_tag.length(),code2.length());
cpos = code3.find(light_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+light_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::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 ShaderGLES3::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 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<StringName> &p_texture_uniforms, const Vector<CharString> &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->texture_uniforms=p_texture_uniforms;
cc->uniforms=p_uniforms;
cc->custom_defines=p_custom_defines;
cc->version++;
}
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) {
/* 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);
}
void ShaderGLES3::set_base_material_tex_index(int p_idx) {
base_material_tex_index=p_idx;
}
ShaderGLES3::ShaderGLES3() {
version=NULL;
last_custom_code=1;
uniforms_dirty = true;
base_material_tex_index=0;
}
ShaderGLES3::~ShaderGLES3() {
finish();
}