451 lines
13 KiB
C++
451 lines
13 KiB
C++
/*************************************************************************/
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/* shader_gles3.h */
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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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#ifndef SHADER_GLES3_H
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#define SHADER_GLES3_H
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#include "core/hash_map.h"
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#include "core/local_vector.h"
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#include "core/map.h"
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#include "core/math/camera_matrix.h"
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#include "core/safe_refcount.h"
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#include "core/self_list.h"
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#include "core/variant.h"
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#include "platform_config.h"
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#ifndef GLES3_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include GLES3_INCLUDE_H
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#endif
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#include <stdio.h>
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template <class K>
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class ThreadedCallableQueue;
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class ShaderCacheGLES3;
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class ShaderGLES3 {
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protected:
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struct Enum {
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uint64_t mask;
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uint64_t shift;
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const char *defines[16];
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};
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struct EnumValue {
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uint64_t set_mask;
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uint64_t clear_mask;
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};
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struct AttributePair {
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const char *name;
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int index;
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};
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struct UniformPair {
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const char *name;
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Variant::Type type_hint;
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};
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struct TexUnitPair {
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const char *name;
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int index;
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};
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struct UBOPair {
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const char *name;
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int index;
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};
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struct Feedback {
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const char *name;
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int conditional;
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};
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virtual int get_ubershader_flags_uniform() const { return -1; }
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private:
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//@TODO Optimize to a fixed set of shader pools and use a LRU
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int uniform_count;
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int texunit_pair_count;
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int shadow_texunit_count;
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int conditional_count;
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int ubo_count;
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int feedback_count;
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int vertex_code_start;
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int fragment_code_start;
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int attribute_pair_count;
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public:
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enum AsyncMode {
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ASYNC_MODE_VISIBLE,
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ASYNC_MODE_HIDDEN,
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};
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private:
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struct CustomCode {
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String vertex;
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String vertex_globals;
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String fragment;
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String fragment_globals;
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String light;
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String uniforms;
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AsyncMode async_mode;
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uint32_t version;
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Vector<StringName> texture_uniforms;
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Vector<CharString> custom_defines;
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Set<uint32_t> versions;
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};
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public:
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static ShaderCacheGLES3 *shader_cache;
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static ThreadedCallableQueue<GLuint> *cache_write_queue;
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static ThreadedCallableQueue<GLuint> *compile_queue; // Non-null if using queued asynchronous compilation (via secondary context)
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static bool parallel_compile_supported; // True if using natively supported asyncrhonous compilation
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static bool async_hidden_forbidden;
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static uint32_t *compiles_started_this_frame;
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static uint32_t *max_frame_compiles_in_progress;
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static uint32_t max_simultaneous_compiles;
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static uint32_t active_compiles_count;
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#ifdef DEBUG_ENABLED
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static bool log_active_async_compiles_count;
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#endif
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static uint64_t current_frame;
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static void advance_async_shaders_compilation();
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private:
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union VersionKey {
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static const uint32_t UBERSHADER_FLAG = ((uint32_t)1) << 31;
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struct {
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uint32_t version;
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uint32_t code_version;
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};
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uint64_t key;
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bool operator==(const VersionKey &p_key) const { return key == p_key.key; }
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bool operator<(const VersionKey &p_key) const { return key < p_key.key; }
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VersionKey() {}
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VersionKey(uint64_t p_key) :
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key(p_key) {}
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_FORCE_INLINE_ bool is_subject_to_caching() const { return (version & UBERSHADER_FLAG); }
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};
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struct Version {
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VersionKey version_key;
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// Set by the render thread upfront; the compile thread (for queued async.) reads them
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struct Ids {
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GLuint main;
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GLuint vert;
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GLuint frag;
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} ids;
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ShaderGLES3 *shader;
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uint32_t code_version;
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AsyncMode async_mode;
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GLint *uniform_location;
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Vector<GLint> texture_uniform_locations;
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bool uniforms_ready;
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uint64_t last_frame_processed;
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enum CompileStatus {
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COMPILE_STATUS_PENDING,
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COMPILE_STATUS_SOURCE_PROVIDED,
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COMPILE_STATUS_COMPILING_VERTEX,
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COMPILE_STATUS_COMPILING_FRAGMENT,
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COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT,
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COMPILE_STATUS_PROCESSING_AT_QUEUE,
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COMPILE_STATUS_BINARY_READY,
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COMPILE_STATUS_BINARY_READY_FROM_CACHE,
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COMPILE_STATUS_LINKING,
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COMPILE_STATUS_ERROR,
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COMPILE_STATUS_RESTART_NEEDED,
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COMPILE_STATUS_OK,
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};
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CompileStatus compile_status;
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SelfList<Version> compiling_list;
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struct ProgramBinary {
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String cache_hash;
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enum Source {
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SOURCE_NONE,
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SOURCE_LOCAL, // Binary data will only be available if cache enabled
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SOURCE_QUEUE,
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SOURCE_CACHE,
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} source;
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// Shared with the compile thread (for queued async.); otherwise render thread only
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GLenum format;
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PoolByteArray data;
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SafeNumeric<int> result_from_queue;
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} program_binary;
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Version() :
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version_key(0),
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ids(),
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shader(nullptr),
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code_version(0),
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async_mode(ASYNC_MODE_VISIBLE),
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uniform_location(nullptr),
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uniforms_ready(false),
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last_frame_processed(UINT64_MAX),
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compile_status(COMPILE_STATUS_PENDING),
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compiling_list(this),
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program_binary() {}
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};
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static SelfList<Version>::List versions_compiling;
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Version *version;
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struct VersionKeyHash {
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static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); };
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};
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//this should use a way more cachefriendly version..
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HashMap<VersionKey, Version, VersionKeyHash> version_map;
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HashMap<uint32_t, CustomCode> custom_code_map;
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uint32_t last_custom_code;
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VersionKey conditional_version;
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VersionKey new_conditional_version;
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virtual String get_shader_name() const = 0;
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const char **conditional_defines;
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const char **uniform_names;
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const AttributePair *attribute_pairs;
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const TexUnitPair *texunit_pairs;
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const int *shadow_texunits;
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const UBOPair *ubo_pairs;
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const Feedback *feedbacks;
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const char *vertex_code;
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const char *fragment_code;
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CharString fragment_code0;
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CharString fragment_code1;
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CharString fragment_code2;
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CharString fragment_code3;
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CharString fragment_code4;
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CharString vertex_code0;
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CharString vertex_code1;
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CharString vertex_code2;
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CharString vertex_code3;
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Vector<CharString> custom_defines;
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int base_material_tex_index;
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Version *get_current_version(bool &r_async_forbidden);
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// These will run on the shader compile thread if using que compile queue approach to async.
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void _set_source(Version::Ids p_ids, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) const;
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bool _complete_compile(Version::Ids p_ids, bool p_retrievable) const;
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bool _complete_link(Version::Ids p_ids, GLenum *r_program_format = nullptr, PoolByteArray *r_program_binary = nullptr) const;
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// ---
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static void _log_active_compiles();
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static bool _process_program_state(Version *p_version, bool p_async_forbidden);
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void _setup_uniforms(CustomCode *p_cc) const;
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void _dispose_program(Version *p_version);
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static ShaderGLES3 *active;
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int max_image_units;
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GLuint depth_tex = 0;
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_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
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if (p_uniform < 0) {
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return; // do none
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}
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switch (p_value.get_type()) {
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case Variant::BOOL:
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case Variant::INT: {
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int val = p_value;
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glUniform1i(p_uniform, val);
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} break;
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case Variant::REAL: {
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real_t val = p_value;
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glUniform1f(p_uniform, val);
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} break;
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case Variant::COLOR: {
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Color val = p_value;
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glUniform4f(p_uniform, val.r, val.g, val.b, val.a);
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} break;
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case Variant::VECTOR2: {
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Vector2 val = p_value;
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glUniform2f(p_uniform, val.x, val.y);
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} break;
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case Variant::VECTOR3: {
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Vector3 val = p_value;
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glUniform3f(p_uniform, val.x, val.y, val.z);
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} break;
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case Variant::PLANE: {
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Plane val = p_value;
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glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d);
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} break;
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case Variant::QUAT: {
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Quat val = p_value;
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glUniform4f(p_uniform, val.x, val.y, val.z, val.w);
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} break;
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case Variant::TRANSFORM2D: {
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Transform2D tr = p_value;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.elements[0][0],
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tr.elements[0][1],
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0,
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0,
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tr.elements[1][0],
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tr.elements[1][1],
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0,
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0,
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0,
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0,
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1,
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0,
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tr.elements[2][0],
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tr.elements[2][1],
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0,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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} break;
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case Variant::BASIS:
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case Variant::TRANSFORM: {
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Transform tr = p_value;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.elements[0][0],
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tr.basis.elements[1][0],
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tr.basis.elements[2][0],
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0,
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tr.basis.elements[0][1],
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tr.basis.elements[1][1],
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tr.basis.elements[2][1],
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0,
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tr.basis.elements[0][2],
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tr.basis.elements[1][2],
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tr.basis.elements[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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} break;
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default: {
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ERR_FAIL();
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} // do nothing
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}
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}
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bool _bind(bool p_binding_fallback);
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bool _bind_ubershader();
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protected:
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_FORCE_INLINE_ int _get_uniform(int p_which) const;
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_FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
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void 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 int *p_shadow_texunits, int p_shadow_texunit_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);
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ShaderGLES3();
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public:
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enum {
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CUSTOM_SHADER_DISABLED = 0
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};
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GLint get_uniform_location(const String &p_name) const;
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GLint get_uniform_location(int p_index) const;
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static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; };
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bool bind();
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void unbind();
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void clear_caches();
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uint32_t create_custom_shader();
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void 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, AsyncMode p_async_mode);
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void set_custom_shader(uint32_t p_code_id);
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void free_custom_shader(uint32_t p_code_id);
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bool is_custom_code_ready_for_render(uint32_t p_code_id);
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uint32_t get_version() const { return new_conditional_version.version; }
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bool is_version_ubershader() const { return (new_conditional_version.version & VersionKey::UBERSHADER_FLAG); }
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_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }
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virtual void init() = 0;
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void init_async_compilation(GLuint p_depth_tex);
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bool is_async_compilation_supported();
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void finish();
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void set_base_material_tex_index(int p_idx);
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void add_custom_define(const String &p_define) {
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custom_defines.push_back(p_define.utf8());
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}
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void get_custom_defines(Vector<String> *p_defines) {
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for (int i = 0; i < custom_defines.size(); i++) {
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p_defines->push_back(custom_defines[i].get_data());
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}
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}
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void remove_custom_define(const String &p_define) {
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custom_defines.erase(p_define.utf8());
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}
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virtual ~ShaderGLES3();
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};
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// called a lot, made inline
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int ShaderGLES3::_get_uniform(int p_which) const {
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ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_which];
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}
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void ShaderGLES3::_set_conditional(int p_which, bool p_value) {
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ERR_FAIL_INDEX(p_which, conditional_count);
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if (p_value) {
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new_conditional_version.version |= (1 << p_which);
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} else {
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new_conditional_version.version &= ~(1 << p_which);
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}
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}
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#endif // SHADER_GLES3_H
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