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- /**************************************************************************/
- /* 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/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(bool p_for_warmrup = false);
- 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; }
- _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 // SHADER_GLES3_H
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