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271 lines
9.5 KiB
C++
271 lines
9.5 KiB
C++
/**************************************************************************/
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/* shader_gles3.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SHADER_GLES3_H
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#define SHADER_GLES3_H
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#include "core/math/projection.h"
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#include "core/os/mutex.h"
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#include "core/string/string_builder.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/rb_map.h"
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#include "core/templates/rid_owner.h"
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#include "core/variant/variant.h"
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#include "servers/rendering_server.h"
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#ifdef GLES3_ENABLED
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// This must come first to avoid windows.h mess
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#include "platform_config.h"
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#ifndef OPENGL_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include OPENGL_INCLUDE_H
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#endif
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#include <stdio.h>
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class ShaderGLES3 {
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public:
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struct TextureUniformData {
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StringName name;
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int array_size;
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};
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protected:
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struct TexUnitPair {
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const char *name;
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int index;
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};
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struct UBOPair {
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const char *name;
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int index;
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};
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struct Specialization {
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const char *name;
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bool default_value = false;
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};
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struct Feedback {
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const char *name;
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uint64_t specialization;
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};
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private:
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//versions
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CharString general_defines;
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// 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
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// Variants use #ifdefs to toggle behavior on and off to change behavior of the shader
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// All variants are compiled each time a new version is created
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// 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
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// 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)
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struct Version {
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LocalVector<TextureUniformData> texture_uniforms;
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CharString uniforms;
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CharString vertex_globals;
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CharString fragment_globals;
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HashMap<StringName, CharString> code_sections;
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Vector<CharString> custom_defines;
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struct Specialization {
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GLuint id;
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GLuint vert_id;
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GLuint frag_id;
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LocalVector<GLint> uniform_location;
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LocalVector<GLint> texture_uniform_locations;
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bool build_queued = false;
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bool ok = false;
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Specialization() {
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id = 0;
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vert_id = 0;
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frag_id = 0;
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}
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};
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LocalVector<OAHashMap<uint64_t, Specialization>> variants;
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};
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Mutex variant_set_mutex;
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void _get_uniform_locations(Version::Specialization &spec, Version *p_version);
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void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization);
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void _clear_version(Version *p_version);
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void _initialize_version(Version *p_version);
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RID_Owner<Version, true> version_owner;
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struct StageTemplate {
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struct Chunk {
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enum Type {
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TYPE_MATERIAL_UNIFORMS,
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TYPE_VERTEX_GLOBALS,
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TYPE_FRAGMENT_GLOBALS,
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TYPE_CODE,
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TYPE_TEXT
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};
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Type type;
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StringName code;
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CharString text;
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};
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LocalVector<Chunk> chunks;
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};
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String name;
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String base_sha256;
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static String shader_cache_dir;
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static bool shader_cache_cleanup_on_start;
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static bool shader_cache_save_compressed;
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static bool shader_cache_save_compressed_zstd;
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static bool shader_cache_save_debug;
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bool shader_cache_dir_valid = false;
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int64_t max_image_units = 0;
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enum StageType {
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STAGE_TYPE_VERTEX,
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STAGE_TYPE_FRAGMENT,
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STAGE_TYPE_MAX,
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};
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StageTemplate stage_templates[STAGE_TYPE_MAX];
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void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization);
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void _add_stage(const char *p_code, StageType p_stage_type);
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String _version_get_sha1(Version *p_version) const;
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bool _load_from_cache(Version *p_version);
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void _save_to_cache(Version *p_version);
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const char **uniform_names = nullptr;
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int uniform_count = 0;
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const UBOPair *ubo_pairs = nullptr;
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int ubo_count = 0;
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const Feedback *feedbacks;
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int feedback_count = 0;
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const TexUnitPair *texunit_pairs = nullptr;
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int texunit_pair_count = 0;
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int specialization_count = 0;
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const Specialization *specializations = nullptr;
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uint64_t specialization_default_mask = 0;
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const char **variant_defines = nullptr;
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int variant_count = 0;
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int base_texture_index = 0;
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Version::Specialization *current_shader = nullptr;
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protected:
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ShaderGLES3();
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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);
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_FORCE_INLINE_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
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ERR_FAIL_INDEX_V(p_variant, variant_count, false);
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Version *version = version_owner.get_or_null(p_version);
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ERR_FAIL_COND_V(!version, false);
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if (version->variants.size() == 0) {
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_initialize_version(version); //may lack initialization
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}
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Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization);
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if (!spec) {
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if (false) {
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// Queue load this specialization and use defaults in the meantime (TODO)
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spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
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} else {
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// Compile on the spot
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Version::Specialization s;
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_compile_specialization(s, p_variant, version, p_specialization);
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version->variants[p_variant].insert(p_specialization, s);
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spec = version->variants[p_variant].lookup_ptr(p_specialization);
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_save_to_cache(version);
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}
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} else if (spec->build_queued) {
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// Still queued, wait
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spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
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}
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if (!spec || !spec->ok) {
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WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
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return false;
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}
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glUseProgram(spec->id);
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current_shader = spec;
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return true;
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}
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_FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) {
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ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
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Version *version = version_owner.get_or_null(p_version);
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ERR_FAIL_COND_V(!version, -1);
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ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1);
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Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization);
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ERR_FAIL_COND_V(!spec, -1);
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ERR_FAIL_INDEX_V(p_which, int(spec->uniform_location.size()), -1);
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return spec->uniform_location[p_which];
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}
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virtual void _init() = 0;
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public:
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RID version_create();
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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);
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bool version_is_valid(RID p_version);
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bool version_free(RID p_version);
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static void set_shader_cache_dir(const String &p_dir);
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static void set_shader_cache_save_compressed(bool p_enable);
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static void set_shader_cache_save_compressed_zstd(bool p_enable);
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static void set_shader_cache_save_debug(bool p_enable);
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RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
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void initialize(const String &p_general_defines = "", int p_base_texture_index = 0);
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virtual ~ShaderGLES3();
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};
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#endif // GLES3_ENABLED
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#endif // SHADER_GLES3_H
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