godot/drivers/gles3/shader_gles3.h
Rémi Verschelde f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00

256 lines
9.1 KiB
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/*************************************************************************/
/* shader_gles3.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SHADER_GLES3_H
#define SHADER_GLES3_H
#include "core/math/projection.h"
#include "core/os/mutex.h"
#include "core/string/string_builder.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
#include "core/templates/rb_map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
#ifdef GLES3_ENABLED
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
#include <stdio.h>
class ShaderGLES3 {
protected:
struct TexUnitPair {
const char *name;
int index;
};
struct UBOPair {
const char *name;
int index;
};
struct Specialization {
const char *name;
bool default_value = false;
};
private:
//versions
CharString general_defines;
// 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
// Variants use #ifdefs to toggle behavior on and off to change behavior of the shader
// All variants are compiled each time a new version is created
// 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)
struct Version {
Vector<StringName> texture_uniforms;
CharString uniforms;
CharString vertex_globals;
CharString fragment_globals;
HashMap<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
struct Specialization {
GLuint id;
GLuint vert_id;
GLuint frag_id;
LocalVector<GLint> uniform_location;
LocalVector<GLint> texture_uniform_locations;
HashMap<StringName, GLint> custom_uniform_locations;
bool build_queued = false;
bool ok = false;
Specialization() {
id = 0;
vert_id = 0;
frag_id = 0;
}
};
LocalVector<OAHashMap<uint64_t, Specialization>> variants;
};
Mutex variant_set_mutex;
void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization);
void _clear_version(Version *p_version);
void _initialize_version(Version *p_version);
RID_Owner<Version, true> version_owner;
struct StageTemplate {
struct Chunk {
enum Type {
TYPE_MATERIAL_UNIFORMS,
TYPE_VERTEX_GLOBALS,
TYPE_FRAGMENT_GLOBALS,
TYPE_CODE,
TYPE_TEXT
};
Type type;
StringName code;
CharString text;
};
LocalVector<Chunk> chunks;
};
String name;
String base_sha256;
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;
GLint max_image_units = 0;
enum StageType {
STAGE_TYPE_VERTEX,
STAGE_TYPE_FRAGMENT,
STAGE_TYPE_MAX,
};
StageTemplate stage_templates[STAGE_TYPE_MAX];
void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization);
void _add_stage(const char *p_code, StageType p_stage_type);
String _version_get_sha1(Version *p_version) const;
bool _load_from_cache(Version *p_version);
void _save_to_cache(Version *p_version);
const char **uniform_names = nullptr;
int uniform_count = 0;
const UBOPair *ubo_pairs = nullptr;
int ubo_count = 0;
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;
int base_texture_index = 0;
Version::Specialization *current_shader = nullptr;
protected:
ShaderGLES3();
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_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
_FORCE_INLINE_ void _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
ERR_FAIL_INDEX(p_variant, variant_count);
Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND(!version);
if (version->variants.size() == 0) {
_initialize_version(version); //may lack initialization
}
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);
}
if (!spec || !spec->ok) {
WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
return;
}
glUseProgram(spec->id);
current_shader = spec;
}
_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);
ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1);
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];
}
virtual void _init() = 0;
public:
RID version_create();
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);
bool version_is_valid(RID p_version);
bool version_free(RID p_version);
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);
RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
void initialize(const String &p_general_defines = "", int p_base_texture_index = 0);
virtual ~ShaderGLES3();
};
#endif // GLES3_ENABLED
#endif // SHADER_GLES3_H