692 lines
21 KiB
C++
692 lines
21 KiB
C++
/*************************************************************************/
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/* shader_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_gles3.h"
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#ifdef GLES3_BACKEND_ENABLED
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#include "core/io/compression.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
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Vector<String> lines = String(p_code).split("\n");
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String text;
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for (int i = 0; i < lines.size(); i++) {
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String l = lines[i];
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bool push_chunk = false;
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StageTemplate::Chunk chunk;
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if (l.begins_with("#GLOBALS")) {
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switch (p_stage_type) {
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case STAGE_TYPE_VERTEX:
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chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
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break;
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case STAGE_TYPE_FRAGMENT:
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chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
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break;
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default: {
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}
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}
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push_chunk = true;
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} else if (l.begins_with("#MATERIAL_UNIFORMS")) {
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chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
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push_chunk = true;
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} else if (l.begins_with("#CODE")) {
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chunk.type = StageTemplate::Chunk::TYPE_CODE;
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push_chunk = true;
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chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
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} else {
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text += l + "\n";
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}
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if (push_chunk) {
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if (text != String()) {
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StageTemplate::Chunk text_chunk;
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text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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text_chunk.text = text.utf8();
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stage_templates[p_stage_type].chunks.push_back(text_chunk);
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text = String();
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}
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stage_templates[p_stage_type].chunks.push_back(chunk);
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}
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if (text != String()) {
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StageTemplate::Chunk text_chunk;
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text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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text_chunk.text = text.utf8();
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stage_templates[p_stage_type].chunks.push_back(text_chunk);
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text = String();
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}
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}
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}
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void ShaderGLES3::_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) {
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name = p_name;
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if (p_vertex_code) {
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_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
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}
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if (p_fragment_code) {
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_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
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}
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uniform_names = p_uniform_names;
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uniform_count = p_uniform_count;
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ubo_pairs = p_ubos;
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ubo_count = p_ubo_count;
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texunit_pairs = p_tex_units;
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texunit_pair_count = p_texture_count;
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specializations = p_specializations;
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specialization_count = p_specialization_count;
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specialization_default_mask = 0;
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for (int i = 0; i < specialization_count; i++) {
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if (specializations[i].defalut_value) {
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specialization_default_mask |= (1 << i);
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}
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}
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variant_defines = p_variants;
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variant_count = p_variant_count;
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StringBuilder tohash;
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/*
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tohash.append("[SpirvCacheKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
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tohash.append("[BinaryCacheKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
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*/
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tohash.append("[Vertex]");
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tohash.append(p_vertex_code ? p_vertex_code : "");
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tohash.append("[Fragment]");
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tohash.append(p_fragment_code ? p_fragment_code : "");
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base_sha256 = tohash.as_string().sha256_text();
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}
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RID ShaderGLES3::version_create() {
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//initialize() was never called
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ERR_FAIL_COND_V(variant_count == 0, RID());
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Version version;
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return version_owner.make_rid(version);
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}
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void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization) {
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#ifdef GLES_OVER_GL
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builder.append("#version 330\n");
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builder.append("#define USE_GLES_OVER_GL\n");
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#else
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builder.append("#version 300 es\n");
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#endif
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for (int i = 0; i < specialization_count; i++) {
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if (p_specialization & (1 << uint32_t(i))) {
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builder.append("#define " + String(specializations[i].name) + "\n");
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}
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}
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if (p_version->uniforms.size()) {
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builder.append("#define MATERIAL_UNIFORMS_USED\n");
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}
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for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
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builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
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}
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant]);
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append("\n"); //make sure defines begin at newline
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for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
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const StageTemplate::Chunk &chunk = p_template.chunks[i];
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switch (chunk.type) {
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case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
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builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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} break;
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case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
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builder.append(p_version->vertex_globals.get_data()); // vertex globals
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} break;
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case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
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builder.append(p_version->fragment_globals.get_data()); // fragment globals
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} break;
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case StageTemplate::Chunk::TYPE_CODE: {
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if (p_version->code_sections.has(chunk.code)) {
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builder.append(p_version->code_sections[chunk.code].get_data());
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}
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} break;
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case StageTemplate::Chunk::TYPE_TEXT: {
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builder.append(chunk.text.get_data());
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} break;
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}
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}
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}
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static void _display_error_with_code(const String &p_error, const String &p_code) {
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int line = 1;
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Vector<String> lines = p_code.split("\n");
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for (int j = 0; j < lines.size(); j++) {
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print_line(itos(line) + ": " + lines[j]);
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line++;
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}
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ERR_PRINT(p_error);
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}
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void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) {
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spec.id = glCreateProgram();
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spec.ok = false;
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GLint status;
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//vertex stage
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{
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StringBuilder builder;
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_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX], p_specialization);
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spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
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String builder_string = builder.as_string();
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CharString cs = builder_string.utf8();
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const char *cstr = cs.ptr();
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glShaderSource(spec.vert_id, 1, &cstr, nullptr);
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glCompileShader(spec.vert_id);
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glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(spec.vert_id);
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glDeleteProgram(spec.id);
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spec.id = 0;
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ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
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String err_string = name + ": Vertex shader compilation failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, builder_string);
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Memory::free_static(ilogmem);
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glDeleteShader(spec.vert_id);
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glDeleteProgram(spec.id);
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spec.id = 0;
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}
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ERR_FAIL();
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}
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}
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//fragment stage
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{
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StringBuilder builder;
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_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT], p_specialization);
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spec.vert_id = glCreateShader(GL_FRAGMENT_SHADER);
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String builder_string = builder.as_string();
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CharString cs = builder_string.utf8();
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const char *cstr = cs.ptr();
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glShaderSource(spec.vert_id, 1, &cstr, nullptr);
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glCompileShader(spec.vert_id);
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glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(spec.vert_id);
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glDeleteProgram(spec.id);
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spec.id = 0;
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ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
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String err_string = name + ": Fragment shader compilation failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, builder_string);
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Memory::free_static(ilogmem);
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glDeleteShader(spec.vert_id);
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glDeleteProgram(spec.id);
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spec.id = 0;
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}
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ERR_FAIL();
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}
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}
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glAttachShader(spec.id, spec.frag_id);
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glAttachShader(spec.id, spec.vert_id);
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glLinkProgram(spec.id);
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glGetProgramiv(spec.id, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetProgramiv(spec.id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(spec.frag_id);
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glDeleteShader(spec.vert_id);
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glDeleteProgram(spec.id);
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spec.id = 0;
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ERR_PRINT("No OpenGL program link log. What the frick?");
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ERR_FAIL();
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}
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetProgramInfoLog(spec.id, iloglen, &iloglen, ilogmem);
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String err_string = name + ": Program linking failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, String());
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Memory::free_static(ilogmem);
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glDeleteShader(spec.frag_id);
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glDeleteShader(spec.vert_id);
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glDeleteProgram(spec.id);
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spec.id = 0;
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ERR_FAIL();
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}
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// get uniform locations
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glUseProgram(spec.id);
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spec.uniform_location.resize(uniform_count);
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for (int i = 0; i < uniform_count; i++) {
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spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
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}
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for (int i = 0; i < texunit_pair_count; i++) {
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GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
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if (loc >= 0) {
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if (texunit_pairs[i].index < 0) {
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glUniform1i(loc, max_image_units + texunit_pairs[i].index);
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} else {
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glUniform1i(loc, texunit_pairs[i].index);
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}
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}
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}
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for (int i = 0; i < ubo_count; i++) {
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GLint loc = glGetUniformLocation(spec.id, ubo_pairs[i].name);
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if (loc >= 0) {
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glUniform1i(loc, ubo_pairs[i].index);
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}
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}
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// textures
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for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
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String native_uniform_name = p_version->texture_uniforms[i];
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GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
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glUniform1i(location, i + base_texture_index);
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}
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glUseProgram(0);
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spec.ok = true;
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}
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RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_version) {
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Version *version = version_owner.get_or_null(p_version);
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RS::ShaderNativeSourceCode source_code;
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ERR_FAIL_COND_V(!version, source_code);
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source_code.versions.resize(variant_count);
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for (int i = 0; i < source_code.versions.size(); i++) {
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//vertex stage
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{
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX], specialization_default_mask);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "vertex";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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//fragment stage
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{
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT], specialization_default_mask);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "fragment";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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}
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return source_code;
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}
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String ShaderGLES3::_version_get_sha1(Version *p_version) const {
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StringBuilder hash_build;
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hash_build.append("[uniforms]");
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hash_build.append(p_version->uniforms.get_data());
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hash_build.append("[vertex_globals]");
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hash_build.append(p_version->vertex_globals.get_data());
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hash_build.append("[fragment_globals]");
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hash_build.append(p_version->fragment_globals.get_data());
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Vector<StringName> code_sections;
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for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
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code_sections.push_back(E.key);
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}
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code_sections.sort_custom<StringName::AlphCompare>();
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for (int i = 0; i < code_sections.size(); i++) {
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hash_build.append(String("[code:") + String(code_sections[i]) + "]");
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hash_build.append(p_version->code_sections[code_sections[i]].get_data());
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}
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for (int i = 0; i < p_version->custom_defines.size(); i++) {
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hash_build.append("[custom_defines:" + itos(i) + "]");
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hash_build.append(p_version->custom_defines[i].get_data());
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}
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return hash_build.as_string().sha1_text();
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}
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//static const char *shader_file_header = "GLSC";
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//static const uint32_t cache_file_version = 2;
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bool ShaderGLES3::_load_from_cache(Version *p_version) {
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#if 0
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String sha1 = _version_get_sha1(p_version);
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String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
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FileAccessRef f = FileAccess::open(path, FileAccess::READ);
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if (!f) {
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return false;
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}
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char header[5] = { 0, 0, 0, 0, 0 };
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f->get_buffer((uint8_t *)header, 4);
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ERR_FAIL_COND_V(header != String(shader_file_header), false);
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uint32_t file_version = f->get_32();
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if (file_version != cache_file_version) {
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return false; // wrong version
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}
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uint32_t variant_count = f->get_32();
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ERR_FAIL_COND_V(variant_count != (uint32_t)variant_count, false); //should not happen but check
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for (uint32_t i = 0; i < variant_count; i++) {
|
|
uint32_t variant_size = f->get_32();
|
|
ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false);
|
|
if (!variants_enabled[i]) {
|
|
continue;
|
|
}
|
|
Vector<uint8_t> variant_bytes;
|
|
variant_bytes.resize(variant_size);
|
|
|
|
uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
|
|
|
|
ERR_FAIL_COND_V(br != variant_size, false);
|
|
|
|
p_version->variant_data[i] = variant_bytes;
|
|
}
|
|
|
|
for (uint32_t i = 0; i < variant_count; i++) {
|
|
if (!variants_enabled[i]) {
|
|
MutexLock lock(variant_set_mutex);
|
|
p_version->variants[i] = RID();
|
|
continue;
|
|
}
|
|
RID shader = GLES3::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]);
|
|
if (shader.is_null()) {
|
|
for (uint32_t j = 0; j < i; j++) {
|
|
GLES3::get_singleton()->free(p_version->variants[i]);
|
|
}
|
|
ERR_FAIL_COND_V(shader.is_null(), false);
|
|
}
|
|
{
|
|
MutexLock lock(variant_set_mutex);
|
|
p_version->variants[i] = shader;
|
|
}
|
|
}
|
|
|
|
memdelete_arr(p_version->variant_data); //clear stages
|
|
p_version->variant_data = nullptr;
|
|
p_version->valid = true;
|
|
return true;
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
void ShaderGLES3::_save_to_cache(Version *p_version) {
|
|
#if 0
|
|
String sha1 = _version_get_sha1(p_version);
|
|
String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
|
|
|
|
FileAccessRef f = FileAccess::open(path, FileAccess::WRITE);
|
|
ERR_FAIL_COND(!f);
|
|
f->store_buffer((const uint8_t *)shader_file_header, 4);
|
|
f->store_32(cache_file_version); //file version
|
|
uint32_t variant_count = variant_count;
|
|
f->store_32(variant_count); //variant count
|
|
|
|
for (uint32_t i = 0; i < variant_count; i++) {
|
|
f->store_32(p_version->variant_data[i].size()); //stage count
|
|
f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
|
|
}
|
|
|
|
f->close();
|
|
#endif
|
|
}
|
|
|
|
void ShaderGLES3::_clear_version(Version *p_version) {
|
|
for (int i = 0; i < variant_count; i++) {
|
|
for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
|
|
if (it.valid) {
|
|
glDeleteShader(it.value->vert_id);
|
|
glDeleteShader(it.value->frag_id);
|
|
glDeleteProgram(it.value->id);
|
|
}
|
|
}
|
|
}
|
|
|
|
p_version->variants.clear();
|
|
}
|
|
|
|
void ShaderGLES3::_initialize_version(Version *p_version) {
|
|
ERR_FAIL_COND(p_version->variants.size() > 0);
|
|
p_version->variants.reserve(variant_count);
|
|
for (int i = 0; i < variant_count; i++) {
|
|
Version::Specialization spec;
|
|
_compile_specialization(spec, i, p_version, specialization_default_mask);
|
|
p_version->variants[i].insert(specialization_default_mask, spec);
|
|
}
|
|
}
|
|
|
|
void ShaderGLES3::version_set_code(RID p_version, const Map<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) {
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
ERR_FAIL_COND(!version);
|
|
|
|
_clear_version(version); //clear if existing
|
|
|
|
version->vertex_globals = p_vertex_globals.utf8();
|
|
version->fragment_globals = p_fragment_globals.utf8();
|
|
version->uniforms = p_uniforms.utf8();
|
|
version->code_sections.clear();
|
|
version->texture_uniforms = p_texture_uniforms;
|
|
for (const KeyValue<String, String> &E : p_code) {
|
|
version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
|
|
}
|
|
|
|
version->custom_defines.clear();
|
|
for (int i = 0; i < p_custom_defines.size(); i++) {
|
|
version->custom_defines.push_back(p_custom_defines[i].utf8());
|
|
}
|
|
|
|
if (p_initialize) {
|
|
_initialize_version(version);
|
|
}
|
|
}
|
|
|
|
bool ShaderGLES3::version_is_valid(RID p_version) {
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
return version != nullptr;
|
|
}
|
|
|
|
bool ShaderGLES3::version_free(RID p_version) {
|
|
if (version_owner.owns(p_version)) {
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
_clear_version(version);
|
|
version_owner.free(p_version);
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ShaderGLES3::shader_cache_cleanup_on_start = false;
|
|
|
|
ShaderGLES3::ShaderGLES3() {
|
|
}
|
|
|
|
void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture_index) {
|
|
general_defines = p_general_defines.utf8();
|
|
base_texture_index = p_base_texture_index;
|
|
|
|
_init();
|
|
|
|
if (shader_cache_dir != String()) {
|
|
StringBuilder hash_build;
|
|
|
|
hash_build.append("[base_hash]");
|
|
hash_build.append(base_sha256);
|
|
hash_build.append("[general_defines]");
|
|
hash_build.append(general_defines.get_data());
|
|
for (int i = 0; i < variant_count; i++) {
|
|
hash_build.append("[variant_defines:" + itos(i) + "]");
|
|
hash_build.append(variant_defines[i]);
|
|
}
|
|
|
|
base_sha256 = hash_build.as_string().sha256_text();
|
|
|
|
DirAccessRef d = DirAccess::open(shader_cache_dir);
|
|
ERR_FAIL_COND(!d);
|
|
if (d->change_dir(name) != OK) {
|
|
Error err = d->make_dir(name);
|
|
ERR_FAIL_COND(err != OK);
|
|
d->change_dir(name);
|
|
}
|
|
|
|
//erase other versions?
|
|
if (shader_cache_cleanup_on_start) {
|
|
}
|
|
//
|
|
if (d->change_dir(base_sha256) != OK) {
|
|
Error err = d->make_dir(base_sha256);
|
|
ERR_FAIL_COND(err != OK);
|
|
}
|
|
shader_cache_dir_valid = true;
|
|
|
|
print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
|
|
}
|
|
|
|
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
|
|
}
|
|
|
|
void ShaderGLES3::set_shader_cache_dir(const String &p_dir) {
|
|
shader_cache_dir = p_dir;
|
|
}
|
|
|
|
void ShaderGLES3::set_shader_cache_save_compressed(bool p_enable) {
|
|
shader_cache_save_compressed = p_enable;
|
|
}
|
|
|
|
void ShaderGLES3::set_shader_cache_save_compressed_zstd(bool p_enable) {
|
|
shader_cache_save_compressed_zstd = p_enable;
|
|
}
|
|
|
|
void ShaderGLES3::set_shader_cache_save_debug(bool p_enable) {
|
|
shader_cache_save_debug = p_enable;
|
|
}
|
|
|
|
String ShaderGLES3::shader_cache_dir;
|
|
bool ShaderGLES3::shader_cache_save_compressed = true;
|
|
bool ShaderGLES3::shader_cache_save_compressed_zstd = true;
|
|
bool ShaderGLES3::shader_cache_save_debug = true;
|
|
|
|
ShaderGLES3::~ShaderGLES3() {
|
|
List<RID> remaining;
|
|
version_owner.get_owned_list(&remaining);
|
|
if (remaining.size()) {
|
|
ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
|
|
while (remaining.size()) {
|
|
version_free(remaining.front()->get());
|
|
remaining.pop_front();
|
|
}
|
|
}
|
|
}
|
|
#endif
|