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- /**************************************************************************/
- /* shader_gles2.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_GLES2_H
- #define SHADER_GLES2_H
- // This must come first to avoid windows.h mess
- #include "platform_config.h"
- #ifndef GLES2_INCLUDE_H
- #include <GLES2/gl2.h>
- #else
- #include GLES2_INCLUDE_H
- #endif
- #include "core/hash_map.h"
- #include "core/map.h"
- #include "core/math/camera_matrix.h"
- #include "core/pair.h"
- #include "core/variant.h"
- #include "servers/visual/shader_language.h"
- #include <stdio.h>
- class RasterizerStorageGLES2;
- class ShaderGLES2 {
- 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;
- };
- bool uniforms_dirty;
- 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 vertex_code_start;
- int fragment_code_start;
- int attribute_pair_count;
- struct CustomCode {
- String vertex;
- String vertex_globals;
- String fragment;
- String fragment_globals;
- String light;
- uint32_t version;
- Vector<StringName> texture_uniforms;
- Vector<StringName> custom_uniforms;
- Vector<CharString> custom_defines;
- Set<uint64_t> versions;
- };
- struct Version {
- GLuint id;
- GLuint vert_id;
- GLuint frag_id;
- GLint *uniform_location;
- Vector<GLint> texture_uniform_locations;
- Map<StringName, GLint> custom_uniform_locations;
- uint32_t code_version;
- bool ok;
- Version() {
- id = 0;
- vert_id = 0;
- frag_id = 0;
- uniform_location = nullptr;
- code_version = 0;
- ok = false;
- }
- };
- Version *version;
- union VersionKey {
- struct {
- uint64_t version;
- uint32_t code_version;
- };
- unsigned char key[12];
- bool operator==(const VersionKey &p_key) const { return version == p_key.version && code_version == p_key.code_version; }
- bool operator<(const VersionKey &p_key) const { return version < p_key.version || (version == p_key.version && code_version < p_key.code_version); }
- };
- struct VersionKeyHash {
- static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return hash_djb2_buffer(p_key.key, sizeof(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 char *vertex_code;
- const char *fragment_code;
- CharString fragment_code0;
- CharString fragment_code1;
- CharString fragment_code2;
- CharString fragment_code3;
- CharString vertex_code0;
- CharString vertex_code1;
- CharString vertex_code2;
- Vector<CharString> custom_defines;
- Version *get_current_version();
- static ShaderGLES2 *active;
- int max_image_units;
- Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value>>> uniform_values;
- 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 char *p_vertex_code,
- const char *p_fragment_code,
- int p_vertex_code_start,
- int p_fragment_code_start);
- ShaderGLES2();
- 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_ ShaderGLES2 *get_active() { return active; }
- bool bind();
- void unbind();
- inline GLuint get_program() const { return version ? version->id : 0; }
- 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 Vector<StringName> &p_uniforms,
- const Vector<StringName> &p_texture_uniforms,
- const Vector<CharString> &p_custom_defines);
- void set_custom_shader(uint32_t p_code_id);
- void free_custom_shader(uint32_t p_code_id);
- uint64_t get_version_key() const { return conditional_version.version; }
- // this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't
- // like forward declared nested classes.
- void use_material(void *p_material);
- _FORCE_INLINE_ uint64_t get_version() const { return new_conditional_version.version; }
- _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
- virtual void init() = 0;
- void finish();
- 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 ~ShaderGLES2();
- };
- // called a lot, made inline
- int ShaderGLES2::_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 ShaderGLES2::_set_conditional(int p_which, bool p_value) {
- ERR_FAIL_INDEX(p_which, conditional_count);
- ERR_FAIL_INDEX(p_which, (int)sizeof(new_conditional_version.version) * 8);
- if (p_value) {
- new_conditional_version.version |= (uint64_t(1) << p_which);
- } else {
- new_conditional_version.version &= ~(uint64_t(1) << p_which);
- }
- }
- #endif // SHADER_GLES2_H
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