godot/drivers/gles3/shader_gles3.h

448 lines
13 KiB
C++

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