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- /**************************************************************************/
- /* shader_gles3.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "shader_gles3.h"
- #include "core/local_vector.h"
- #include "core/os/os.h"
- #include "core/print_string.h"
- #include "core/threaded_callable_queue.h"
- #include "drivers/gles3/shader_cache_gles3.h"
- #include "servers/visual_server.h"
- //#define DEBUG_OPENGL
- #ifdef DEBUG_OPENGL
- #define DEBUG_TEST_ERROR(m_section) \
- { \
- uint32_t err = glGetError(); \
- if (err) { \
- print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
- } \
- }
- #else
- #define DEBUG_TEST_ERROR(m_section)
- #endif
- ShaderGLES3 *ShaderGLES3::active = nullptr;
- SelfList<ShaderGLES3::Version>::List ShaderGLES3::versions_compiling;
- ShaderCacheGLES3 *ShaderGLES3::shader_cache;
- ThreadedCallableQueue<GLuint> *ShaderGLES3::cache_write_queue;
- ThreadedCallableQueue<GLuint> *ShaderGLES3::compile_queue;
- bool ShaderGLES3::parallel_compile_supported;
- bool ShaderGLES3::async_hidden_forbidden;
- uint32_t *ShaderGLES3::compiles_started_this_frame;
- uint32_t *ShaderGLES3::max_frame_compiles_in_progress;
- uint32_t ShaderGLES3::max_simultaneous_compiles;
- uint32_t ShaderGLES3::active_compiles_count;
- #ifdef DEBUG_ENABLED
- bool ShaderGLES3::log_active_async_compiles_count;
- #endif
- uint64_t ShaderGLES3::current_frame;
- //#define DEBUG_SHADER
- #ifdef DEBUG_SHADER
- #define DEBUG_PRINT(m_text) print_line(m_text);
- #else
- #define DEBUG_PRINT(m_text)
- #endif
- #define _EXT_COMPLETION_STATUS 0x91B1
- GLint ShaderGLES3::get_uniform_location(int p_index) const {
- ERR_FAIL_COND_V(!version, -1);
- return version->uniform_location[p_index];
- }
- bool ShaderGLES3::bind() {
- return _bind(false);
- }
- bool ShaderGLES3::_bind(bool p_binding_fallback) {
- // Same base shader and version valid version?
- if (active == this && version) {
- if (new_conditional_version.code_version == conditional_version.code_version) {
- if (new_conditional_version.version == conditional_version.version) {
- return false;
- }
- // From ubershader to ubershader of the same code?
- if ((conditional_version.version & VersionKey::UBERSHADER_FLAG) && (new_conditional_version.version & VersionKey::UBERSHADER_FLAG)) {
- conditional_version.version = new_conditional_version.version;
- return false;
- }
- }
- }
- bool must_be_ready_now = !is_async_compilation_supported() || p_binding_fallback;
- conditional_version = new_conditional_version;
- version = get_current_version(must_be_ready_now);
- ERR_FAIL_COND_V(!version, false);
- bool ready = false;
- ready = _process_program_state(version, must_be_ready_now);
- if (version->compile_status == Version::COMPILE_STATUS_RESTART_NEEDED) {
- get_current_version(must_be_ready_now); // Trigger recompile
- ready = _process_program_state(version, must_be_ready_now);
- }
- #ifdef DEBUG_ENABLED
- if (ready) {
- if (VS::get_singleton()->is_force_shader_fallbacks_enabled() && !must_be_ready_now && get_ubershader_flags_uniform() != -1) {
- ready = false;
- }
- }
- #endif
- if (ready) {
- glUseProgram(version->ids.main);
- if (!version->uniforms_ready) {
- _setup_uniforms(custom_code_map.getptr(conditional_version.code_version));
- version->uniforms_ready = true;
- }
- DEBUG_TEST_ERROR("Use Program");
- active = this;
- return true;
- } else if (!must_be_ready_now && version->async_mode == ASYNC_MODE_VISIBLE && !p_binding_fallback && get_ubershader_flags_uniform() != -1) {
- // We can and have to fall back to the ubershader
- return _bind_ubershader();
- } else {
- // We have a compile error or must fall back by skipping render
- unbind();
- return false;
- }
- }
- bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) {
- if (p_code_id == 0) {
- return true;
- }
- if (!is_async_compilation_supported() || get_ubershader_flags_uniform() == -1) {
- return true;
- }
- CustomCode *cc = custom_code_map.getptr(p_code_id);
- ERR_FAIL_COND_V(!cc, false);
- if (cc->async_mode == ASYNC_MODE_HIDDEN) {
- #ifdef DEBUG_ENABLED
- if (VS::get_singleton()->is_force_shader_fallbacks_enabled()) {
- return false;
- }
- #endif
- VersionKey effective_version;
- effective_version.version = new_conditional_version.version;
- effective_version.code_version = p_code_id;
- Version *v = version_map.getptr(effective_version);
- if (!v || cc->version != v->code_version || v->compile_status != Version::COMPILE_STATUS_OK) {
- return false;
- }
- }
- return true;
- }
- bool ShaderGLES3::_bind_ubershader(bool p_for_warmup) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V(!is_async_compilation_supported(), false);
- ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false);
- #endif
- new_conditional_version.version |= VersionKey::UBERSHADER_FLAG;
- bool bound = _bind(true);
- new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
- if (p_for_warmup) {
- // Avoid GL UB message id 131222 caused by shadow samplers not properly set up yet
- unbind();
- return bound;
- }
- int conditionals_uniform = _get_uniform(get_ubershader_flags_uniform());
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V(conditionals_uniform == -1, false);
- #endif
- #ifdef DEV_ENABLED
- // So far we don't need bit 31 for conditionals. That allows us to use signed integers,
- // which are more compatible across GL driver vendors.
- CRASH_COND(new_conditional_version.version >= 0x80000000);
- #endif
- glUniform1i(conditionals_uniform, new_conditional_version.version);
- return bound;
- }
- void ShaderGLES3::advance_async_shaders_compilation() {
- SelfList<ShaderGLES3::Version> *curr = versions_compiling.first();
- while (curr) {
- SelfList<ShaderGLES3::Version> *next = curr->next();
- ShaderGLES3::Version *v = curr->self();
- // Only if it didn't already have a chance to be processed in this frame
- if (v->last_frame_processed != current_frame) {
- v->shader->_process_program_state(v, false);
- }
- curr = next;
- }
- }
- void ShaderGLES3::_log_active_compiles() {
- #ifdef DEBUG_ENABLED
- if (log_active_async_compiles_count) {
- if (parallel_compile_supported) {
- print_line("Async. shader compiles: " + itos(active_compiles_count));
- } else if (compile_queue) {
- print_line("Queued shader compiles: " + itos(active_compiles_count));
- } else {
- CRASH_NOW();
- }
- }
- #endif
- }
- bool ShaderGLES3::_process_program_state(Version *p_version, bool p_async_forbidden) {
- bool ready = false;
- bool run_next_step = true;
- while (run_next_step) {
- run_next_step = false;
- switch (p_version->compile_status) {
- case Version::COMPILE_STATUS_OK: {
- // Yeaaah!
- ready = true;
- } break;
- case Version::COMPILE_STATUS_ERROR: {
- // Sad, but we have to accept it
- } break;
- case Version::COMPILE_STATUS_PENDING:
- case Version::COMPILE_STATUS_RESTART_NEEDED: {
- // These lead to nowhere unless other piece of code starts the compile process
- } break;
- case Version::COMPILE_STATUS_SOURCE_PROVIDED: {
- uint32_t start_compiles_count = p_async_forbidden ? 2 : 0;
- if (!start_compiles_count) {
- uint32_t used_async_slots = MAX(active_compiles_count, *compiles_started_this_frame);
- uint32_t free_async_slots = used_async_slots < max_simultaneous_compiles ? max_simultaneous_compiles - used_async_slots : 0;
- start_compiles_count = MIN(2, free_async_slots);
- }
- if (start_compiles_count >= 1) {
- glCompileShader(p_version->ids.vert);
- if (start_compiles_count == 1) {
- p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX;
- } else {
- glCompileShader(p_version->ids.frag);
- p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT;
- }
- if (!p_async_forbidden) {
- versions_compiling.add_last(&p_version->compiling_list);
- // Vertex and fragment shaders take independent compile slots
- active_compiles_count += start_compiles_count;
- *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
- _log_active_compiles();
- }
- (*compiles_started_this_frame) += start_compiles_count;
- run_next_step = p_async_forbidden;
- }
- } break;
- case Version::COMPILE_STATUS_COMPILING_VERTEX: {
- bool must_compile_frag_now = p_async_forbidden;
- if (!must_compile_frag_now) {
- if (active_compiles_count < max_simultaneous_compiles && *compiles_started_this_frame < max_simultaneous_compiles) {
- must_compile_frag_now = true;
- }
- }
- if (must_compile_frag_now) {
- glCompileShader(p_version->ids.frag);
- if (p_version->compiling_list.in_list()) {
- active_compiles_count++;
- *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
- _log_active_compiles();
- }
- p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT;
- } else if (parallel_compile_supported) {
- GLint completed = 0;
- glGetShaderiv(p_version->ids.vert, _EXT_COMPLETION_STATUS, &completed);
- if (completed) {
- // Not touching compiles count since the same slot used for vertex is now used for fragment
- glCompileShader(p_version->ids.frag);
- p_version->compile_status = Version::COMPILE_STATUS_COMPILING_FRAGMENT;
- }
- }
- run_next_step = p_async_forbidden;
- } break;
- case Version::COMPILE_STATUS_COMPILING_FRAGMENT:
- case Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT: {
- bool must_complete_now = p_async_forbidden;
- if (!must_complete_now && parallel_compile_supported) {
- GLint vertex_completed = 0;
- if (p_version->compile_status == Version::COMPILE_STATUS_COMPILING_FRAGMENT) {
- vertex_completed = true;
- } else {
- glGetShaderiv(p_version->ids.vert, _EXT_COMPLETION_STATUS, &vertex_completed);
- if (p_version->compiling_list.in_list()) {
- active_compiles_count--;
- #ifdef DEV_ENABLED
- CRASH_COND(active_compiles_count == UINT32_MAX);
- #endif
- *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
- _log_active_compiles();
- }
- p_version->compile_status = Version::COMPILE_STATUS_COMPILING_FRAGMENT;
- }
- if (vertex_completed) {
- GLint frag_completed = 0;
- glGetShaderiv(p_version->ids.frag, _EXT_COMPLETION_STATUS, &frag_completed);
- if (frag_completed) {
- must_complete_now = true;
- }
- }
- }
- if (must_complete_now) {
- bool must_save_to_cache = p_version->version_key.is_subject_to_caching() && p_version->program_binary.source != Version::ProgramBinary::SOURCE_CACHE && shader_cache;
- bool ok = p_version->shader->_complete_compile(p_version->ids, must_save_to_cache);
- if (ok) {
- p_version->compile_status = Version::COMPILE_STATUS_LINKING;
- run_next_step = p_async_forbidden;
- } else {
- p_version->compile_status = Version::COMPILE_STATUS_ERROR;
- if (p_version->compiling_list.in_list()) {
- p_version->compiling_list.remove_from_list();
- active_compiles_count--;
- #ifdef DEV_ENABLED
- CRASH_COND(active_compiles_count == UINT32_MAX);
- #endif
- _log_active_compiles();
- }
- }
- }
- } break;
- case Version::COMPILE_STATUS_PROCESSING_AT_QUEUE: {
- // This is from the async. queue
- switch (p_version->program_binary.result_from_queue.get()) {
- case -1: { // Error
- p_version->compile_status = Version::COMPILE_STATUS_ERROR;
- p_version->compiling_list.remove_from_list();
- active_compiles_count--;
- #ifdef DEV_ENABLED
- CRASH_COND(active_compiles_count == UINT32_MAX);
- #endif
- _log_active_compiles();
- } break;
- case 0: { // In progress
- if (p_async_forbidden) {
- OS::get_singleton()->delay_usec(1000);
- run_next_step = true;
- }
- } break;
- case 1: { // Complete
- p_version->compile_status = Version::COMPILE_STATUS_BINARY_READY;
- run_next_step = true;
- } break;
- }
- } break;
- case Version::COMPILE_STATUS_BINARY_READY_FROM_CACHE: {
- bool eat_binary_now = p_async_forbidden;
- if (!eat_binary_now) {
- if (active_compiles_count < max_simultaneous_compiles && *compiles_started_this_frame < max_simultaneous_compiles) {
- eat_binary_now = true;
- }
- }
- if (eat_binary_now) {
- p_version->compile_status = Version::COMPILE_STATUS_BINARY_READY;
- run_next_step = true;
- if (!p_async_forbidden) {
- versions_compiling.add_last(&p_version->compiling_list);
- active_compiles_count++;
- *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
- _log_active_compiles();
- (*compiles_started_this_frame)++;
- }
- }
- } break;
- case Version::COMPILE_STATUS_BINARY_READY: {
- PoolByteArray::Read r = p_version->program_binary.data.read();
- glProgramBinary(p_version->ids.main, static_cast<GLenum>(p_version->program_binary.format), r.ptr(), p_version->program_binary.data.size());
- p_version->compile_status = Version::COMPILE_STATUS_LINKING;
- run_next_step = true;
- } break;
- case Version::COMPILE_STATUS_LINKING: {
- bool must_complete_now = p_async_forbidden || p_version->program_binary.source == Version::ProgramBinary::SOURCE_QUEUE;
- if (!must_complete_now && parallel_compile_supported) {
- GLint link_completed;
- glGetProgramiv(p_version->ids.main, _EXT_COMPLETION_STATUS, &link_completed);
- must_complete_now = link_completed;
- }
- if (must_complete_now) {
- bool must_save_to_cache = p_version->version_key.is_subject_to_caching() && p_version->program_binary.source != Version::ProgramBinary::SOURCE_CACHE && shader_cache;
- bool ok = false;
- if (must_save_to_cache && p_version->program_binary.source == Version::ProgramBinary::SOURCE_LOCAL) {
- ok = p_version->shader->_complete_link(p_version->ids, &p_version->program_binary.format, &p_version->program_binary.data);
- } else {
- ok = p_version->shader->_complete_link(p_version->ids);
- #ifdef DEBUG_ENABLED
- #if 0
- // Simulate GL rejecting program from cache
- if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_CACHE) {
- ok = false;
- }
- #endif
- #endif
- }
- if (ok) {
- if (must_save_to_cache) {
- String &tmp_hash = p_version->program_binary.cache_hash;
- GLenum &tmp_format = p_version->program_binary.format;
- PoolByteArray &tmp_data = p_version->program_binary.data;
- cache_write_queue->enqueue(p_version->ids.main, [=]() {
- shader_cache->store(tmp_hash, static_cast<uint32_t>(tmp_format), tmp_data);
- });
- }
- p_version->compile_status = Version::COMPILE_STATUS_OK;
- ready = true;
- } else {
- if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_CACHE) {
- #ifdef DEBUG_ENABLED
- WARN_PRINT("Program binary from cache has been rejected by the GL. Removing from cache.");
- #endif
- shader_cache->remove(p_version->program_binary.cache_hash);
- p_version->compile_status = Version::COMPILE_STATUS_RESTART_NEEDED;
- } else {
- if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_QUEUE) {
- ERR_PRINT("Program binary from compile queue has been rejected by the GL. Bug?");
- }
- p_version->compile_status = Version::COMPILE_STATUS_ERROR;
- }
- }
- p_version->program_binary.data = PoolByteArray();
- p_version->program_binary.cache_hash.clear();
- if (p_version->compiling_list.in_list()) {
- p_version->compiling_list.remove_from_list();
- active_compiles_count--;
- #ifdef DEV_ENABLED
- CRASH_COND(active_compiles_count == UINT32_MAX);
- #endif
- _log_active_compiles();
- }
- }
- } break;
- }
- }
- return ready;
- }
- void ShaderGLES3::unbind() {
- version = nullptr;
- glUseProgram(0);
- active = nullptr;
- }
- static void _display_error_with_code(const String &p_error, GLuint p_shader_id) {
- int line = 1;
- GLint source_len;
- glGetShaderiv(p_shader_id, GL_SHADER_SOURCE_LENGTH, &source_len);
- LocalVector<GLchar> source_buffer;
- source_buffer.resize(source_len);
- glGetShaderSource(p_shader_id, source_len, NULL, source_buffer.ptr());
- String total_code(source_buffer.ptr());
- Vector<String> lines = String(total_code).split("\n");
- for (int j = 0; j < lines.size(); j++) {
- print_line(vformat("%4d | %s", line, lines[j]));
- line++;
- }
- ERR_PRINT(p_error);
- }
- static CharString _prepare_ubershader_chunk(const CharString &p_chunk) {
- String s(p_chunk.get_data());
- Vector<String> lines = s.split("\n");
- s.clear();
- for (int i = 0; i < lines.size(); ++i) {
- if (lines[i].ends_with("//ubershader-skip")) {
- continue;
- } else if (lines[i].ends_with("//ubershader-runtime")) {
- // Move from the preprocessor world to the true code realm
- String l = lines[i].trim_suffix("//ubershader-runtime").strip_edges();
- {
- // Ignore other comments
- Vector<String> pieces = l.split("//");
- l = pieces[0].strip_edges();
- }
- if (l == "#else") {
- s += "} else {\n";
- } else if (l == "#endif") {
- s += "}\n";
- } else if (l.begins_with("#ifdef")) {
- Vector<String> pieces = l.split_spaces();
- CRASH_COND(pieces.size() != 2);
- s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0) {\n";
- } else if (l.begins_with("#ifndef")) {
- Vector<String> pieces = l.split_spaces();
- CRASH_COND(pieces.size() != 2);
- s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0) {\n";
- } else {
- CRASH_NOW_MSG("The shader template is using too complex syntax in a line marked with ubershader-runtime.");
- }
- continue;
- }
- s += lines[i] + "\n";
- }
- return s.ascii();
- }
- // Possible source-status pairs after this:
- // Local - Source provided
- // Queue - Processing / Binary ready / Error
- // Cache - Binary ready
- ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden) {
- VersionKey effective_version;
- effective_version.key = conditional_version.key;
- // Store and look up ubershader with all other version bits set to zero
- if ((conditional_version.version & VersionKey::UBERSHADER_FLAG)) {
- effective_version.version = VersionKey::UBERSHADER_FLAG;
- }
- Version *_v = version_map.getptr(effective_version);
- CustomCode *cc = nullptr;
- if (_v) {
- if (_v->compile_status == Version::COMPILE_STATUS_RESTART_NEEDED) {
- _v->program_binary.source = Version::ProgramBinary::SOURCE_NONE;
- } else {
- if (effective_version.code_version != 0) {
- cc = custom_code_map.getptr(effective_version.code_version);
- ERR_FAIL_COND_V(!cc, _v);
- if (cc->version == _v->code_version) {
- return _v;
- }
- } else {
- return _v;
- }
- }
- }
- if (!_v) {
- _v = &version_map[effective_version];
- _v->version_key = effective_version;
- _v->shader = this;
- _v->uniform_location = memnew_arr(GLint, uniform_count);
- }
- Version &v = *_v;
- /* SETUP CONDITIONALS */
- LocalVector<const char *> strings_common;
- #ifdef GLES_OVER_GL
- strings_common.push_back("#version 330\n");
- strings_common.push_back("#define GLES_OVER_GL\n");
- #else
- strings_common.push_back("#version 300 es\n");
- #endif
- #ifdef ANDROID_ENABLED
- strings_common.push_back("#define ANDROID_ENABLED\n");
- #endif
- for (int i = 0; i < custom_defines.size(); i++) {
- strings_common.push_back(custom_defines[i].get_data());
- strings_common.push_back("\n");
- }
- if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
- // Indicate that this shader may be used both as ubershader and conditioned during the session
- strings_common.push_back("#define UBERSHADER_COMPAT\n");
- }
- LocalVector<CharString> flag_macros;
- bool build_ubershader = get_ubershader_flags_uniform() != -1 && (effective_version.version & VersionKey::UBERSHADER_FLAG);
- if (build_ubershader) {
- strings_common.push_back("#define IS_UBERSHADER\n");
- for (int i = 0; i < conditional_count; i++) {
- String s = vformat("#define FLAG_%s (1 << %d)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i);
- CharString cs = s.ascii();
- flag_macros.push_back(cs);
- strings_common.push_back(cs.ptr());
- }
- strings_common.push_back("\n");
- } else {
- for (int i = 0; i < conditional_count; i++) {
- bool enable = ((1 << i) & effective_version.version);
- strings_common.push_back(enable ? conditional_defines[i] : "");
- if (enable) {
- DEBUG_PRINT(conditional_defines[i]);
- }
- }
- }
- //keep them around during the function
- struct {
- CharString code_string;
- CharString code_globals;
- CharString material_string;
- } vert;
- struct {
- CharString code_string;
- CharString code_string2;
- CharString code_globals;
- CharString material_string;
- } frag;
- if (effective_version.code_version != 0) {
- ERR_FAIL_COND_V(!custom_code_map.has(effective_version.code_version), nullptr);
- if (!cc) {
- cc = &custom_code_map[effective_version.code_version];
- }
- if (cc->version != v.code_version) {
- v.code_version = cc->version;
- v.async_mode = cc->async_mode;
- v.uniforms_ready = false;
- }
- }
- /* CREATE PROGRAM */
- v.ids.main = glCreateProgram();
- ERR_FAIL_COND_V(v.ids.main == 0, nullptr);
- // To create the ubershader we need to modify the static strings;
- // they'll go in this array
- LocalVector<CharString> filtered_strings;
- /* VERTEX SHADER */
- if (cc) {
- for (int i = 0; i < cc->custom_defines.size(); i++) {
- strings_common.push_back(cc->custom_defines[i].get_data());
- DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
- }
- }
- LocalVector<const char *> strings_vertex(strings_common);
- //vertex precision is high
- strings_vertex.push_back("precision highp float;\n");
- strings_vertex.push_back("precision highp int;\n");
- #ifndef GLES_OVER_GL
- strings_vertex.push_back("precision highp sampler2D;\n");
- strings_vertex.push_back("precision highp samplerCube;\n");
- strings_vertex.push_back("precision highp sampler2DArray;\n");
- #endif
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(vertex_code0);
- filtered_strings.push_back(s);
- strings_vertex.push_back(s.get_data());
- } else {
- strings_vertex.push_back(vertex_code0.get_data());
- }
- if (cc) {
- vert.material_string = cc->uniforms.ascii();
- strings_vertex.push_back(vert.material_string.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(vertex_code1);
- filtered_strings.push_back(s);
- strings_vertex.push_back(s.get_data());
- } else {
- strings_vertex.push_back(vertex_code1.get_data());
- }
- if (cc) {
- vert.code_globals = cc->vertex_globals.ascii();
- strings_vertex.push_back(vert.code_globals.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(vertex_code2);
- filtered_strings.push_back(s);
- strings_vertex.push_back(s.get_data());
- } else {
- strings_vertex.push_back(vertex_code2.get_data());
- }
- if (cc) {
- vert.code_string = cc->vertex.ascii();
- strings_vertex.push_back(vert.code_string.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(vertex_code3);
- filtered_strings.push_back(s);
- strings_vertex.push_back(s.get_data());
- } else {
- strings_vertex.push_back(vertex_code3.get_data());
- }
- #ifdef DEBUG_SHADER
- DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
- for (int i = 0; i < strings_vertex.size(); i++) {
- //print_line("vert strings "+itos(i)+":"+String(strings_vertex[i]));
- }
- #endif
- /* FRAGMENT SHADER */
- LocalVector<const char *> strings_fragment(strings_common);
- //fragment precision is medium
- strings_fragment.push_back("precision highp float;\n");
- strings_fragment.push_back("precision highp int;\n");
- #ifndef GLES_OVER_GL
- strings_fragment.push_back("precision highp sampler2D;\n");
- strings_fragment.push_back("precision highp samplerCube;\n");
- strings_fragment.push_back("precision highp sampler2DArray;\n");
- #endif
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(fragment_code0);
- filtered_strings.push_back(s);
- strings_fragment.push_back(s.get_data());
- } else {
- strings_fragment.push_back(fragment_code0.get_data());
- }
- if (cc) {
- frag.material_string = cc->uniforms.ascii();
- strings_fragment.push_back(frag.material_string.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(fragment_code1);
- filtered_strings.push_back(s);
- strings_fragment.push_back(s.get_data());
- } else {
- strings_fragment.push_back(fragment_code1.get_data());
- }
- if (cc) {
- frag.code_globals = cc->fragment_globals.ascii();
- strings_fragment.push_back(frag.code_globals.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(fragment_code2);
- filtered_strings.push_back(s);
- strings_fragment.push_back(s.get_data());
- } else {
- strings_fragment.push_back(fragment_code2.get_data());
- }
- if (cc) {
- frag.code_string = cc->light.ascii();
- strings_fragment.push_back(frag.code_string.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(fragment_code3);
- filtered_strings.push_back(s);
- strings_fragment.push_back(s.get_data());
- } else {
- strings_fragment.push_back(fragment_code3.get_data());
- }
- if (cc) {
- frag.code_string2 = cc->fragment.ascii();
- strings_fragment.push_back(frag.code_string2.get_data());
- }
- if (build_ubershader) {
- CharString s = _prepare_ubershader_chunk(fragment_code4);
- filtered_strings.push_back(s);
- strings_fragment.push_back(s.get_data());
- } else {
- strings_fragment.push_back(fragment_code4.get_data());
- }
- #ifdef DEBUG_SHADER
- DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data()));
- DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data()));
- for (int i = 0; i < strings_fragment.size(); i++) {
- //print_line("frag strings "+itos(i)+":"+String(strings_fragment[i]));
- }
- #endif
- if (!r_async_forbidden) {
- r_async_forbidden =
- (v.async_mode == ASYNC_MODE_HIDDEN && async_hidden_forbidden) ||
- (v.async_mode == ASYNC_MODE_VISIBLE && get_ubershader_flags_uniform() == -1);
- }
- bool in_cache = false;
- if (shader_cache && effective_version.is_subject_to_caching()) {
- const char *strings_platform[] = {
- reinterpret_cast<const char *>(glGetString(GL_VENDOR)),
- reinterpret_cast<const char *>(glGetString(GL_RENDERER)),
- reinterpret_cast<const char *>(glGetString(GL_VERSION)),
- nullptr,
- };
- v.program_binary.cache_hash = ShaderCacheGLES3::hash_program(strings_platform, strings_vertex, strings_fragment);
- if (shader_cache->retrieve(v.program_binary.cache_hash, &v.program_binary.format, &v.program_binary.data)) {
- in_cache = true;
- v.program_binary.source = Version::ProgramBinary::SOURCE_CACHE;
- v.compile_status = Version::COMPILE_STATUS_BINARY_READY_FROM_CACHE;
- }
- }
- if (!in_cache) {
- if (compile_queue && !r_async_forbidden) {
- // Asynchronous compilation via queue (secondary context)
- // Remarks:
- // 1. We need to save vertex and fragment strings because they will not live beyond this function.
- // 2. We'll create another program since the other GL context is not shared.
- // We are doing it that way since GL drivers can implement context sharing via locking, which
- // would render (no pun intended) this whole effort to asynchronous useless.
- auto concat_shader_strings = [](const LocalVector<const char *> &p_shader_strings, LocalVector<char> *r_out) {
- r_out->clear();
- for (uint32_t i = 0; i < p_shader_strings.size(); i++) {
- uint32_t initial_size = r_out->size();
- uint32_t piece_len = strlen(reinterpret_cast<const char *>(p_shader_strings[i]));
- r_out->resize(initial_size + piece_len + 1);
- memcpy(r_out->ptr() + initial_size, p_shader_strings[i], piece_len);
- *(r_out->ptr() + initial_size + piece_len) = '\n';
- }
- *(r_out->ptr() + r_out->size() - 1) = '\0';
- };
- LocalVector<char> vertex_code;
- concat_shader_strings(strings_vertex, &vertex_code);
- LocalVector<char> fragment_code;
- concat_shader_strings(strings_fragment, &fragment_code);
- v.program_binary.source = Version::ProgramBinary::SOURCE_QUEUE;
- v.compile_status = Version::COMPILE_STATUS_PROCESSING_AT_QUEUE;
- versions_compiling.add_last(&v.compiling_list);
- active_compiles_count++;
- *max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
- _log_active_compiles();
- (*compiles_started_this_frame)++;
- compile_queue->enqueue(v.ids.main, [this, &v, vertex_code, fragment_code]() {
- Version::Ids async_ids;
- async_ids.main = glCreateProgram();
- async_ids.vert = glCreateShader(GL_VERTEX_SHADER);
- async_ids.frag = glCreateShader(GL_FRAGMENT_SHADER);
- LocalVector<const char *> async_strings_vertex;
- async_strings_vertex.push_back(vertex_code.ptr());
- LocalVector<const char *> async_strings_fragment;
- async_strings_fragment.push_back(fragment_code.ptr());
- _set_source(async_ids, async_strings_vertex, async_strings_fragment);
- glCompileShader(async_ids.vert);
- glCompileShader(async_ids.frag);
- if (_complete_compile(async_ids, true) && _complete_link(async_ids, &v.program_binary.format, &v.program_binary.data)) {
- glDeleteShader(async_ids.frag);
- glDeleteShader(async_ids.vert);
- glDeleteProgram(async_ids.main);
- v.program_binary.result_from_queue.set(1);
- } else {
- v.program_binary.result_from_queue.set(0);
- }
- });
- } else {
- // Synchronous compilation, or async. via native support
- v.ids.vert = glCreateShader(GL_VERTEX_SHADER);
- v.ids.frag = glCreateShader(GL_FRAGMENT_SHADER);
- _set_source(v.ids, strings_vertex, strings_fragment);
- v.program_binary.source = Version::ProgramBinary::SOURCE_LOCAL;
- v.compile_status = Version::COMPILE_STATUS_SOURCE_PROVIDED;
- }
- }
- if (cc) {
- cc->versions.insert(effective_version.version);
- }
- return &v;
- }
- void ShaderGLES3::_set_source(Version::Ids p_ids, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) const {
- glShaderSource(p_ids.vert, p_vertex_strings.size(), p_vertex_strings.ptr(), nullptr);
- glShaderSource(p_ids.frag, p_fragment_strings.size(), p_fragment_strings.ptr(), nullptr);
- }
- bool ShaderGLES3::_complete_compile(Version::Ids p_ids, bool p_retrievable) const {
- GLint status;
- glGetShaderiv(p_ids.vert, GL_COMPILE_STATUS, &status);
- if (status == GL_FALSE) {
- // error compiling
- GLsizei iloglen;
- glGetShaderiv(p_ids.vert, GL_INFO_LOG_LENGTH, &iloglen);
- if (iloglen < 0) {
- glDeleteShader(p_ids.frag);
- glDeleteShader(p_ids.vert);
- glDeleteProgram(p_ids.main);
- ERR_PRINT("Vertex shader compilation failed with empty log");
- } else {
- if (iloglen == 0) {
- iloglen = 4096; //buggy driver (Adreno 220+....)
- }
- char *ilogmem = (char *)memalloc(iloglen + 1);
- ilogmem[iloglen] = 0;
- glGetShaderInfoLog(p_ids.vert, iloglen, &iloglen, ilogmem);
- String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n";
- err_string += ilogmem;
- _display_error_with_code(err_string, p_ids.vert);
- ERR_PRINT(err_string.ascii().get_data());
- memfree(ilogmem);
- glDeleteShader(p_ids.frag);
- glDeleteShader(p_ids.vert);
- glDeleteProgram(p_ids.main);
- }
- return false;
- }
- glGetShaderiv(p_ids.frag, GL_COMPILE_STATUS, &status);
- if (status == GL_FALSE) {
- // error compiling
- GLsizei iloglen;
- glGetShaderiv(p_ids.frag, GL_INFO_LOG_LENGTH, &iloglen);
- if (iloglen < 0) {
- glDeleteShader(p_ids.frag);
- glDeleteShader(p_ids.vert);
- glDeleteProgram(p_ids.main);
- ERR_PRINT("Fragment shader compilation failed with empty log");
- } else {
- if (iloglen == 0) {
- iloglen = 4096; //buggy driver (Adreno 220+....)
- }
- char *ilogmem = (char *)memalloc(iloglen + 1);
- ilogmem[iloglen] = 0;
- glGetShaderInfoLog(p_ids.frag, iloglen, &iloglen, ilogmem);
- String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n";
- err_string += ilogmem;
- _display_error_with_code(err_string, p_ids.frag);
- ERR_PRINT(err_string.ascii().get_data());
- memfree(ilogmem);
- glDeleteShader(p_ids.frag);
- glDeleteShader(p_ids.vert);
- glDeleteProgram(p_ids.main);
- }
- return false;
- }
- glAttachShader(p_ids.main, p_ids.frag);
- glAttachShader(p_ids.main, p_ids.vert);
- // bind attributes before linking
- for (int i = 0; i < attribute_pair_count; i++) {
- glBindAttribLocation(p_ids.main, attribute_pairs[i].index, attribute_pairs[i].name);
- }
- //if feedback exists, set it up
- if (feedback_count) {
- Vector<const char *> feedback;
- for (int i = 0; i < feedback_count; i++) {
- if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) {
- //conditional for this feedback is enabled
- feedback.push_back(feedbacks[i].name);
- }
- }
- if (feedback.size()) {
- glTransformFeedbackVaryings(p_ids.main, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
- }
- }
- if (p_retrievable) {
- glProgramParameteri(p_ids.main, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
- }
- glLinkProgram(p_ids.main);
- return true;
- }
- bool ShaderGLES3::_complete_link(Version::Ids p_ids, GLenum *r_program_format, PoolByteArray *r_program_binary) const {
- GLint status;
- glGetProgramiv(p_ids.main, GL_LINK_STATUS, &status);
- if (status == GL_FALSE) {
- // error linking
- GLsizei iloglen;
- glGetProgramiv(p_ids.main, GL_INFO_LOG_LENGTH, &iloglen);
- if (iloglen < 0) {
- glDeleteShader(p_ids.frag);
- glDeleteShader(p_ids.vert);
- glDeleteProgram(p_ids.main);
- ERR_FAIL_COND_V(iloglen < 0, false);
- }
- if (iloglen == 0) {
- iloglen = 4096; //buggy driver (Adreno 220+....)
- }
- char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
- ilogmem[iloglen] = 0;
- glGetProgramInfoLog(p_ids.main, iloglen, &iloglen, ilogmem);
- String err_string = get_shader_name() + ": Program LINK FAILED:\n";
- err_string += ilogmem;
- ERR_PRINT(err_string.ascii().get_data());
- Memory::free_static(ilogmem);
- glDeleteShader(p_ids.frag);
- glDeleteShader(p_ids.vert);
- glDeleteProgram(p_ids.main);
- return false;
- }
- if (r_program_binary) {
- GLint program_len;
- glGetProgramiv(p_ids.main, GL_PROGRAM_BINARY_LENGTH, &program_len);
- r_program_binary->resize(program_len);
- PoolByteArray::Write w = r_program_binary->write();
- glGetProgramBinary(p_ids.main, program_len, NULL, r_program_format, w.ptr());
- }
- return true;
- }
- void ShaderGLES3::_setup_uniforms(CustomCode *p_cc) const {
- //print_line("uniforms: ");
- for (int j = 0; j < uniform_count; j++) {
- version->uniform_location[j] = glGetUniformLocation(version->ids.main, uniform_names[j]);
- //print_line("uniform "+String(uniform_names[j])+" location "+itos(version->uniform_location[j]));
- }
- // set texture uniforms
- for (int i = 0; i < texunit_pair_count; i++) {
- GLint loc = glGetUniformLocation(version->ids.main, texunit_pairs[i].name);
- if (loc >= 0) {
- if (texunit_pairs[i].index < 0) {
- glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down
- } else {
- glUniform1i(loc, texunit_pairs[i].index);
- }
- }
- }
- // assign uniform block bind points
- for (int i = 0; i < ubo_count; i++) {
- GLint loc = glGetUniformBlockIndex(version->ids.main, ubo_pairs[i].name);
- if (loc >= 0)
- glUniformBlockBinding(version->ids.main, loc, ubo_pairs[i].index);
- }
- if (p_cc) {
- version->texture_uniform_locations.resize(p_cc->texture_uniforms.size());
- for (int i = 0; i < p_cc->texture_uniforms.size(); i++) {
- version->texture_uniform_locations.write[i] = glGetUniformLocation(version->ids.main, String(p_cc->texture_uniforms[i]).ascii().get_data());
- glUniform1i(version->texture_uniform_locations[i], i + base_material_tex_index);
- }
- }
- }
- void ShaderGLES3::_dispose_program(Version *p_version) {
- if (compile_queue) {
- if (p_version->compile_status == Version::COMPILE_STATUS_PROCESSING_AT_QUEUE) {
- compile_queue->cancel(p_version->ids.main);
- }
- }
- glDeleteShader(p_version->ids.vert);
- glDeleteShader(p_version->ids.frag);
- glDeleteProgram(p_version->ids.main);
- if (p_version->compiling_list.in_list()) {
- p_version->compiling_list.remove_from_list();
- active_compiles_count--;
- #ifdef DEV_ENABLED
- CRASH_COND(active_compiles_count == UINT32_MAX);
- #endif
- if (p_version->compile_status == Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT) {
- active_compiles_count--;
- #ifdef DEV_ENABLED
- CRASH_COND(active_compiles_count == UINT32_MAX);
- #endif
- }
- _log_active_compiles();
- }
- p_version->compile_status = Version::COMPILE_STATUS_ERROR;
- }
- GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
- ERR_FAIL_COND_V(!version, -1);
- return glGetUniformLocation(version->ids.main, p_name.ascii().get_data());
- }
- void ShaderGLES3::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) {
- ERR_FAIL_COND(version);
- conditional_version.key = 0;
- new_conditional_version.key = 0;
- uniform_count = p_uniform_count;
- conditional_count = p_conditional_count;
- conditional_defines = p_conditional_defines;
- uniform_names = p_uniform_names;
- vertex_code = p_vertex_code;
- fragment_code = p_fragment_code;
- texunit_pairs = p_texunit_pairs;
- texunit_pair_count = p_texunit_pair_count;
- vertex_code_start = p_vertex_code_start;
- fragment_code_start = p_fragment_code_start;
- attribute_pairs = p_attribute_pairs;
- attribute_pair_count = p_attribute_count;
- ubo_pairs = p_ubo_pairs;
- ubo_count = p_ubo_pair_count;
- feedbacks = p_feedback;
- feedback_count = p_feedback_count;
- //split vertex and shader code (thank you, shader compiler programmers from you know what company).
- {
- String globals_tag = "\nVERTEX_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nVERTEX_SHADER_CODE";
- String code = vertex_code;
- int cpos = code.find(material_tag);
- if (cpos == -1) {
- vertex_code0 = code.ascii();
- } else {
- vertex_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(globals_tag);
- if (cpos == -1) {
- vertex_code1 = code.ascii();
- } else {
- vertex_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code2.find(code_tag);
- if (cpos == -1) {
- vertex_code2 = code2.ascii();
- } else {
- vertex_code2 = code2.substr(0, cpos).ascii();
- vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
- }
- }
- }
- }
- {
- String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nFRAGMENT_SHADER_CODE";
- String light_code_tag = "\nLIGHT_SHADER_CODE";
- String code = fragment_code;
- int cpos = code.find(material_tag);
- if (cpos == -1) {
- fragment_code0 = code.ascii();
- } else {
- fragment_code0 = code.substr(0, cpos).ascii();
- //print_line("CODE0:\n"+String(fragment_code0.get_data()));
- code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(globals_tag);
- if (cpos == -1) {
- fragment_code1 = code.ascii();
- } else {
- fragment_code1 = code.substr(0, cpos).ascii();
- //print_line("CODE1:\n"+String(fragment_code1.get_data()));
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code2.find(light_code_tag);
- if (cpos == -1) {
- fragment_code2 = code2.ascii();
- } else {
- fragment_code2 = code2.substr(0, cpos).ascii();
- //print_line("CODE2:\n"+String(fragment_code2.get_data()));
- String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
- cpos = code3.find(code_tag);
- if (cpos == -1) {
- fragment_code3 = code3.ascii();
- } else {
- fragment_code3 = code3.substr(0, cpos).ascii();
- //print_line("CODE3:\n"+String(fragment_code3.get_data()));
- fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
- //print_line("CODE4:\n"+String(fragment_code4.get_data()));
- }
- }
- }
- }
- }
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
- }
- void ShaderGLES3::init_async_compilation() {
- if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
- // Warm up the ubershader for the case of no custom code
- new_conditional_version.code_version = 0;
- _bind_ubershader(true);
- }
- }
- bool ShaderGLES3::is_async_compilation_supported() {
- return max_simultaneous_compiles > 0 && (compile_queue || parallel_compile_supported);
- }
- void ShaderGLES3::finish() {
- const VersionKey *V = nullptr;
- while ((V = version_map.next(V))) {
- Version &v = version_map[*V];
- _dispose_program(&v);
- memdelete_arr(v.uniform_location);
- }
- ERR_FAIL_COND(versions_compiling.first());
- ERR_FAIL_COND(active_compiles_count != 0);
- }
- void ShaderGLES3::clear_caches() {
- const VersionKey *V = nullptr;
- while ((V = version_map.next(V))) {
- Version &v = version_map[*V];
- _dispose_program(&v);
- memdelete_arr(v.uniform_location);
- }
- ERR_FAIL_COND(versions_compiling.first());
- ERR_FAIL_COND(active_compiles_count != 0);
- version_map.clear();
- custom_code_map.clear();
- version = nullptr;
- last_custom_code = 1;
- }
- uint32_t ShaderGLES3::create_custom_shader() {
- custom_code_map[last_custom_code] = CustomCode();
- custom_code_map[last_custom_code].version = 1;
- return last_custom_code++;
- }
- void ShaderGLES3::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) {
- ERR_FAIL_COND(!custom_code_map.has(p_code_id));
- CustomCode *cc = &custom_code_map[p_code_id];
- cc->vertex = p_vertex;
- cc->vertex_globals = p_vertex_globals;
- cc->fragment = p_fragment;
- cc->fragment_globals = p_fragment_globals;
- cc->light = p_light;
- cc->texture_uniforms = p_texture_uniforms;
- cc->uniforms = p_uniforms;
- cc->custom_defines = p_custom_defines;
- cc->async_mode = p_async_mode;
- cc->version++;
- if (p_async_mode == ASYNC_MODE_VISIBLE && is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
- // Warm up the ubershader for this custom code
- new_conditional_version.code_version = p_code_id;
- _bind_ubershader(true);
- }
- }
- void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
- new_conditional_version.code_version = p_code_id;
- }
- void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
- ERR_FAIL_COND(!custom_code_map.has(p_code_id));
- if (conditional_version.code_version == p_code_id) {
- conditional_version.code_version = 0; //do not keep using a version that is going away
- unbind();
- }
- VersionKey key;
- key.code_version = p_code_id;
- for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
- key.version = E->get();
- ERR_CONTINUE(!version_map.has(key));
- Version &v = version_map[key];
- _dispose_program(&v);
- memdelete_arr(v.uniform_location);
- version_map.erase(key);
- }
- custom_code_map.erase(p_code_id);
- }
- void ShaderGLES3::set_base_material_tex_index(int p_idx) {
- base_material_tex_index = p_idx;
- }
- ShaderGLES3::ShaderGLES3() {
- version = nullptr;
- last_custom_code = 1;
- base_material_tex_index = 0;
- }
- ShaderGLES3::~ShaderGLES3() {
- finish();
- }
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