267 lines
9.4 KiB
C++
267 lines
9.4 KiB
C++
/**************************************************************************/
|
|
/* shader_gles3.h */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#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
|
|
|
|
#include "platform_gl.h"
|
|
|
|
#include <stdio.h>
|
|
|
|
class ShaderGLES3 {
|
|
public:
|
|
struct TextureUniformData {
|
|
StringName name;
|
|
int array_size;
|
|
};
|
|
|
|
protected:
|
|
struct TexUnitPair {
|
|
const char *name;
|
|
int index;
|
|
};
|
|
|
|
struct UBOPair {
|
|
const char *name;
|
|
int index;
|
|
};
|
|
|
|
struct Specialization {
|
|
const char *name;
|
|
bool default_value = false;
|
|
};
|
|
|
|
struct Feedback {
|
|
const char *name;
|
|
uint64_t specialization;
|
|
};
|
|
|
|
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 {
|
|
LocalVector<TextureUniformData> 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;
|
|
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 _get_uniform_locations(Version::Specialization &spec, Version *p_version);
|
|
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 Feedback *feedbacks;
|
|
int feedback_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_feedback_count, const Feedback *p_feedback, 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_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
|
|
ERR_FAIL_INDEX_V(p_variant, variant_count, false);
|
|
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
ERR_FAIL_NULL_V(version, false);
|
|
|
|
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);
|
|
if (shader_cache_dir_valid) {
|
|
_save_to_cache(version);
|
|
}
|
|
}
|
|
} 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 false;
|
|
}
|
|
|
|
glUseProgram(spec->id);
|
|
current_shader = spec;
|
|
return true;
|
|
}
|
|
|
|
_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_NULL_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_NULL_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 LocalVector<ShaderGLES3::TextureUniformData> &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
|