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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/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
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