mirror of
https://github.com/godotengine/godot.git
synced 2025-03-07 23:32:58 +08:00
Merge pull request #94193 from BastiaanOlij/buildin_includes
Add ability to include built-in include files
This commit is contained in:
commit
637239e979
33
doc/classes/ShaderIncludeDB.xml
Normal file
33
doc/classes/ShaderIncludeDB.xml
Normal file
@ -0,0 +1,33 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="ShaderIncludeDB" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
||||
<brief_description>
|
||||
Internal database of built in shader include files.
|
||||
</brief_description>
|
||||
<description>
|
||||
This object contains shader fragments from Godot's internal shaders. These can be used when access to internal uniform buffers and/or internal functions is required for instance when composing compositor effects or compute shaders. Only fragments for the current rendering device are loaded.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="get_built_in_include_file" qualifiers="static">
|
||||
<return type="String" />
|
||||
<param index="0" name="filename" type="String" />
|
||||
<description>
|
||||
Returns the code for the built-in shader fragment. You can also access this in your shader code through [code]#include "filename"[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="has_built_in_include_file" qualifiers="static">
|
||||
<return type="bool" />
|
||||
<param index="0" name="filename" type="String" />
|
||||
<description>
|
||||
Returns [code]true[/code] if an include file with this name exists.
|
||||
</description>
|
||||
</method>
|
||||
<method name="list_built_in_include_files" qualifiers="static">
|
||||
<return type="PackedStringArray" />
|
||||
<description>
|
||||
Returns a list of built-in include files that are currently registered.
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
</class>
|
@ -70,6 +70,7 @@
|
||||
#include "rendering/renderer_rd/uniform_set_cache_rd.h"
|
||||
#include "rendering/rendering_device.h"
|
||||
#include "rendering/rendering_device_binds.h"
|
||||
#include "rendering/shader_include_db.h"
|
||||
#include "rendering/storage/render_data.h"
|
||||
#include "rendering/storage/render_scene_buffers.h"
|
||||
#include "rendering/storage/render_scene_data.h"
|
||||
@ -210,6 +211,7 @@ void register_server_types() {
|
||||
}
|
||||
|
||||
GDREGISTER_ABSTRACT_CLASS(RenderingDevice);
|
||||
GDREGISTER_CLASS(ShaderIncludeDB);
|
||||
GDREGISTER_CLASS(RDTextureFormat);
|
||||
GDREGISTER_CLASS(RDTextureView);
|
||||
GDREGISTER_CLASS(RDAttachmentFormat);
|
||||
|
@ -35,9 +35,13 @@
|
||||
#include "core/os/os.h"
|
||||
#include "renderer_compositor_rd.h"
|
||||
#include "servers/rendering/renderer_rd/environment/fog.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
|
||||
#include "servers/rendering/rendering_server_default.h"
|
||||
#include "servers/rendering/shader_include_db.h"
|
||||
#include "servers/rendering/storage/camera_attributes_storage.h"
|
||||
|
||||
void get_vogel_disk(float *r_kernel, int p_sample_count) {
|
||||
@ -1452,6 +1456,13 @@ void RendererSceneRenderRD::init() {
|
||||
/* Forward ID */
|
||||
forward_id_storage = create_forward_id_storage();
|
||||
|
||||
/* Register the include files we make available by default to our users */
|
||||
{
|
||||
ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
|
||||
ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
|
||||
ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
|
||||
}
|
||||
|
||||
/* SKY SHADER */
|
||||
|
||||
sky.init();
|
||||
|
@ -37,6 +37,7 @@
|
||||
#include "core/version.h"
|
||||
#include "renderer_compositor_rd.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
#include "servers/rendering/shader_include_db.h"
|
||||
#include "thirdparty/misc/smolv.h"
|
||||
|
||||
#define ENABLE_SHADER_CACHE 1
|
||||
@ -46,7 +47,8 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
|
||||
|
||||
String text;
|
||||
|
||||
for (int i = 0; i < lines.size(); i++) {
|
||||
int line_count = lines.size();
|
||||
for (int i = 0; i < line_count; i++) {
|
||||
const String &l = lines[i];
|
||||
bool push_chunk = false;
|
||||
|
||||
@ -78,6 +80,35 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
|
||||
chunk.type = StageTemplate::Chunk::TYPE_CODE;
|
||||
push_chunk = true;
|
||||
chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
|
||||
} else if (l.begins_with("#include ")) {
|
||||
String include_file = l.replace("#include ", "").strip_edges();
|
||||
if (include_file[0] == '"') {
|
||||
int end_pos = include_file.find_char('"', 1);
|
||||
if (end_pos >= 0) {
|
||||
include_file = include_file.substr(1, end_pos - 1);
|
||||
|
||||
String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
|
||||
if (!include_code.is_empty()) {
|
||||
// Add these lines into our parse list so we parse them as well.
|
||||
Vector<String> include_lines = include_code.split("\n");
|
||||
|
||||
for (int j = include_lines.size() - 1; j >= 0; j--) {
|
||||
lines.insert(i + 1, include_lines[j]);
|
||||
}
|
||||
|
||||
line_count = lines.size();
|
||||
} else {
|
||||
// Add it in as is.
|
||||
text += l + "\n";
|
||||
}
|
||||
} else {
|
||||
// Add it in as is.
|
||||
text += l + "\n";
|
||||
}
|
||||
} else {
|
||||
// Add it in as is.
|
||||
text += l + "\n";
|
||||
}
|
||||
} else {
|
||||
text += l + "\n";
|
||||
}
|
||||
|
@ -4,16 +4,20 @@ from misc.utility.scons_hints import *
|
||||
Import("env")
|
||||
|
||||
if "RD_GLSL" in env["BUILDERS"]:
|
||||
# find all include files
|
||||
# find just the include files
|
||||
gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
|
||||
|
||||
# find all shader code(all glsl files excluding our include files)
|
||||
# find all shader code (all glsl files excluding our include files)
|
||||
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
|
||||
|
||||
# make sure we recompile shaders if include files change
|
||||
env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
|
||||
|
||||
# compile shaders
|
||||
# compile include files
|
||||
for glsl_file in gl_include_files:
|
||||
env.GLSL_HEADER(glsl_file)
|
||||
|
||||
# compile RD shader
|
||||
for glsl_file in glsl_files:
|
||||
env.RD_GLSL(glsl_file)
|
||||
|
||||
|
@ -32,6 +32,7 @@
|
||||
#include "rendering_device.compat.inc"
|
||||
|
||||
#include "rendering_device_binds.h"
|
||||
#include "shader_include_db.h"
|
||||
|
||||
#include "core/config/project_settings.h"
|
||||
#include "core/io/dir_access.h"
|
||||
@ -189,6 +190,10 @@ void RenderingDevice::_free_dependencies(RID p_id) {
|
||||
}
|
||||
}
|
||||
|
||||
/*******************************/
|
||||
/**** SHADER INFRASTRUCTURE ****/
|
||||
/*******************************/
|
||||
|
||||
void RenderingDevice::shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function) {
|
||||
compile_to_spirv_function = p_function;
|
||||
}
|
||||
@ -211,7 +216,7 @@ Vector<uint8_t> RenderingDevice::shader_compile_spirv_from_source(ShaderStage p_
|
||||
|
||||
ERR_FAIL_NULL_V(compile_to_spirv_function, Vector<uint8_t>());
|
||||
|
||||
return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, this);
|
||||
return compile_to_spirv_function(p_stage, ShaderIncludeDB::parse_include_files(p_source_code), p_language, r_error, this);
|
||||
}
|
||||
|
||||
String RenderingDevice::shader_get_spirv_cache_key() const {
|
||||
|
@ -30,6 +30,8 @@
|
||||
|
||||
#include "rendering_device_binds.h"
|
||||
|
||||
#include "shader_include_db.h"
|
||||
|
||||
Error RDShaderFile::parse_versions_from_text(const String &p_text, const String p_defines, OpenIncludeFunction p_include_func, void *p_include_func_userdata) {
|
||||
ERR_FAIL_NULL_V_MSG(
|
||||
RenderingDevice::get_singleton(),
|
||||
@ -144,11 +146,17 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
|
||||
break;
|
||||
}
|
||||
include = include.substr(1, include.length() - 2).strip_edges();
|
||||
String include_text = p_include_func(include, p_include_func_userdata);
|
||||
if (!include_text.is_empty()) {
|
||||
stage_code[stage] += "\n" + include_text + "\n";
|
||||
|
||||
String include_code = ShaderIncludeDB::get_built_in_include_file(include);
|
||||
if (!include_code.is_empty()) {
|
||||
stage_code[stage] += "\n" + include_code + "\n";
|
||||
} else {
|
||||
base_error = "#include failed for file '" + include + "'";
|
||||
String include_text = p_include_func(include, p_include_func_userdata);
|
||||
if (!include_text.is_empty()) {
|
||||
stage_code[stage] += "\n" + include_text + "\n";
|
||||
} else {
|
||||
base_error = "#include failed for file '" + include + "'.";
|
||||
}
|
||||
}
|
||||
} else {
|
||||
base_error = "#include used, but no include function provided.";
|
||||
|
115
servers/rendering/shader_include_db.cpp
Normal file
115
servers/rendering/shader_include_db.cpp
Normal file
@ -0,0 +1,115 @@
|
||||
/**************************************************************************/
|
||||
/* shader_include_db.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_include_db.h"
|
||||
|
||||
HashMap<String, String> ShaderIncludeDB::built_in_includes;
|
||||
|
||||
void ShaderIncludeDB::_bind_methods() {
|
||||
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("list_built_in_include_files"), &ShaderIncludeDB::list_built_in_include_files);
|
||||
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("has_built_in_include_file", "filename"), &ShaderIncludeDB::has_built_in_include_file);
|
||||
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("get_built_in_include_file", "filename"), &ShaderIncludeDB::get_built_in_include_file);
|
||||
}
|
||||
|
||||
void ShaderIncludeDB::register_built_in_include_file(const String &p_filename, const String &p_shader_code) {
|
||||
built_in_includes[p_filename] = p_shader_code;
|
||||
}
|
||||
|
||||
PackedStringArray ShaderIncludeDB::list_built_in_include_files() {
|
||||
PackedStringArray ret;
|
||||
|
||||
for (const KeyValue<String, String> &e : built_in_includes) {
|
||||
ret.push_back(e.key);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool ShaderIncludeDB::has_built_in_include_file(const String &p_filename) {
|
||||
return built_in_includes.has(p_filename);
|
||||
}
|
||||
|
||||
String ShaderIncludeDB::get_built_in_include_file(const String &p_filename) {
|
||||
const String *ptr = built_in_includes.getptr(p_filename);
|
||||
|
||||
return ptr ? *ptr : String();
|
||||
}
|
||||
|
||||
String ShaderIncludeDB::parse_include_files(const String &p_code) {
|
||||
// Prevent needless processing if we don't have any includes.
|
||||
if (p_code.find("#include ") == -1) {
|
||||
return p_code;
|
||||
}
|
||||
|
||||
const String include = "#include ";
|
||||
String parsed_code;
|
||||
|
||||
Vector<String> lines = p_code.split("\n");
|
||||
int line_count = lines.size();
|
||||
for (int i = 0; i < line_count; i++) {
|
||||
const String &l = lines[i];
|
||||
|
||||
if (l.begins_with(include)) {
|
||||
String include_file = l.replace(include, "").strip_edges();
|
||||
if (include_file[0] == '"') {
|
||||
int end_pos = include_file.find_char('"', 1);
|
||||
if (end_pos >= 0) {
|
||||
include_file = include_file.substr(1, end_pos - 1);
|
||||
|
||||
String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
|
||||
if (!include_code.is_empty()) {
|
||||
// Add these lines into our parse list so we parse them as well.
|
||||
Vector<String> include_lines = include_code.split("\n");
|
||||
|
||||
for (int j = include_lines.size() - 1; j >= 0; j--) {
|
||||
lines.insert(i + 1, include_lines[j]);
|
||||
}
|
||||
|
||||
line_count = lines.size();
|
||||
} else {
|
||||
// Just add it back in, this will cause a compile error to alert the user.
|
||||
parsed_code += l + "\n";
|
||||
}
|
||||
} else {
|
||||
// Include as is.
|
||||
parsed_code += l + "\n";
|
||||
}
|
||||
} else {
|
||||
// Include as is.
|
||||
parsed_code += l + "\n";
|
||||
}
|
||||
} else {
|
||||
// Include as is.
|
||||
parsed_code += l + "\n";
|
||||
}
|
||||
}
|
||||
|
||||
return parsed_code;
|
||||
}
|
53
servers/rendering/shader_include_db.h
Normal file
53
servers/rendering/shader_include_db.h
Normal file
@ -0,0 +1,53 @@
|
||||
/**************************************************************************/
|
||||
/* shader_include_db.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_INCLUDE_DB_H
|
||||
#define SHADER_INCLUDE_DB_H
|
||||
|
||||
#include "core/object/class_db.h"
|
||||
|
||||
class ShaderIncludeDB : public Object {
|
||||
GDCLASS(ShaderIncludeDB, Object)
|
||||
|
||||
private:
|
||||
static HashMap<String, String> built_in_includes;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
static void register_built_in_include_file(const String &p_filename, const String &p_shader_code);
|
||||
static PackedStringArray list_built_in_include_files();
|
||||
static bool has_built_in_include_file(const String &p_filename);
|
||||
static String get_built_in_include_file(const String &p_filename);
|
||||
static String parse_include_files(const String &p_code);
|
||||
};
|
||||
|
||||
#endif // SHADER_INCLUDE_DB_H
|
Loading…
Reference in New Issue
Block a user