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690 lines
17 KiB
C++
690 lines
17 KiB
C++
/*************************************************************************/
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/* shader_gles2.cpp */
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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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "shader_gles2.h"
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#include "memory.h"
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#include "print_string.h"
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#include "string_builder.h"
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//#define DEBUG_OPENGL
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// #include "shaders/copy.glsl.gen.h"
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#ifdef DEBUG_OPENGL
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#define DEBUG_TEST_ERROR(m_section) \
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{ \
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uint32_t err = glGetError(); \
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if (err) { \
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print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
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} \
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}
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#else
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#define DEBUG_TEST_ERROR(m_section)
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#endif
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ShaderGLES2 *ShaderGLES2::active = NULL;
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//#define DEBUG_SHADER
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#ifdef DEBUG_SHADER
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#define DEBUG_PRINT(m_text) print_line(m_text);
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#else
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#define DEBUG_PRINT(m_text)
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#endif
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void ShaderGLES2::bind_uniforms() {
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if (!uniforms_dirty)
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return;
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// regular uniforms
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const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
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while (E) {
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int idx = E->key();
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int location = version->uniform_location[idx];
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if (location < 0) {
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E = E->next();
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continue;
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}
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const Variant &v = E->value();
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_set_uniform_variant(location, v);
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E = E->next();
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}
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// camera uniforms
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const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
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while (C) {
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int idx = E->key();
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int location = version->uniform_location[idx];
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if (location < 0) {
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C = C->next();
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continue;
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}
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glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0]));
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C = C->next();
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}
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uniforms_dirty = false;
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}
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GLint ShaderGLES2::get_uniform_location(int p_index) const {
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_index];
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}
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bool ShaderGLES2::bind() {
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if (active != this || !version || new_conditional_version.key != conditional_version.key) {
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conditional_version = new_conditional_version;
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version = get_current_version();
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} else {
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return false;
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}
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ERR_FAIL_COND_V(!version, false);
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glUseProgram(version->id);
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DEBUG_TEST_ERROR("use program");
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active = this;
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uniforms_dirty = true;
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return true;
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}
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void ShaderGLES2::unbind() {
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version = NULL;
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glUseProgram(0);
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uniforms_dirty = true;
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active = NULL;
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}
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static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
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int last_find_pos = -1;
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// NVIDIA
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String error = p_error;
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while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
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int end_pos = last_find_pos + 1;
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while (true) {
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if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
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end_pos++;
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continue;
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} else if (p_error[end_pos] == ')') {
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break;
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} else {
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end_pos = -1;
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break;
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}
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}
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if (end_pos == -1)
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continue;
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String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
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String begin = error.substr(0, last_find_pos + 1);
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String end = error.substr(end_pos, error.length());
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int num = numstr.to_int() + p_code_start - p_offset;
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error = begin + itos(num) + end;
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}
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// ATI
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last_find_pos = -1;
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while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
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last_find_pos += 6;
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int end_pos = last_find_pos + 1;
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while (true) {
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if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
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end_pos++;
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continue;
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} else if (p_error[end_pos] == ':') {
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break;
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} else {
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end_pos = -1;
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break;
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}
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}
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continue;
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if (end_pos == -1)
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continue;
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String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
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print_line("numstr: " + numstr);
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String begin = error.substr(0, last_find_pos + 1);
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String end = error.substr(end_pos, error.length());
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int num = numstr.to_int() + p_code_start - p_offset;
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error = begin + itos(num) + end;
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}
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return error;
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}
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ShaderGLES2::Version *ShaderGLES2::get_current_version() {
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Version *_v = version_map.getptr(conditional_version);
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if (_v) {
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if (conditional_version.code_version != 0) {
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CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
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ERR_FAIL_COND_V(!cc, _v);
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if (cc->version == _v->code_version)
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return _v;
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} else {
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return _v;
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}
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}
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if (!_v)
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version_map[conditional_version];
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Version &v = version_map[conditional_version];
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if (!_v) {
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v.uniform_location = memnew_arr(GLint, uniform_count);
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} else {
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if (v.ok) {
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glDeleteShader(v.vert_id);
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glDeleteShader(v.frag_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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}
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v.ok = false;
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Vector<const char *> strings;
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#ifdef GLES_OVER_GL
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strings.push_back("#version 120\n");
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strings.push_back("#define USE_GLES_OVER_GL\n");
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#else
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strings.push_back("#version 100\n");
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#endif
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int define_line_ofs = 1;
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for (int j = 0; j < conditional_count; j++) {
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bool enable = (conditional_version.version & (1 << j)) > 0;
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if (enable) {
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strings.push_back(conditional_defines[j]);
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define_line_ofs++;
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DEBUG_PRINT(conditional_defines[j]);
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}
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}
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// keep them around during the functino
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CharString code_string;
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CharString code_string2;
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CharString code_globals;
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CustomCode *cc = NULL;
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if (conditional_version.code_version > 0) {
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cc = custom_code_map.getptr(conditional_version.code_version);
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ERR_FAIL_COND_V(!cc, NULL);
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v.code_version = cc->version;
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define_line_ofs += 2;
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}
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// program
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v.id = glCreateProgram();
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ERR_FAIL_COND_V(v.id == 0, NULL);
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if (cc) {
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for (int i = 0; i < cc->custom_defines.size(); i++) {
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strings.push_back(cc->custom_defines[i]);
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DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
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}
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}
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// vertex shader
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int string_base_size = strings.size();
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strings.push_back(vertex_code0.get_data());
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if (cc) {
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code_globals = cc->vertex_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(vertex_code1.get_data());
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if (cc) {
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code_string = cc->vertex.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(vertex_code2.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
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#endif
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v.vert_id = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
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glCompileShader(v.vert_id);
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GLint status;
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glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
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err_string += ilogmem;
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err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
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ERR_PRINTS(err_string);
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Memory::free_static(ilogmem);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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ERR_FAIL_V(NULL);
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}
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strings.resize(string_base_size);
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// fragment shader
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strings.push_back(fragment_code0.get_data());
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if (cc) {
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code_globals = cc->fragment_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(fragment_code1.get_data());
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if (cc) {
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code_string = cc->fragment.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(fragment_code2.get_data());
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if (cc) {
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code_string2 = cc->light.ascii();
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strings.push_back(code_string2.get_data());
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}
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strings.push_back(fragment_code3.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
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#endif
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v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
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glCompileShader(v.frag_id);
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glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
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err_string += ilogmem;
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err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
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ERR_PRINTS(err_string);
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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ERR_FAIL_V(NULL);
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}
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glAttachShader(v.id, v.frag_id);
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glAttachShader(v.id, v.vert_id);
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// bind the attribute locations. This has to be done before linking so that the
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// linker doesn't assign some random indices
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for (int i = 0; i < attribute_pair_count; i++) {
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glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
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}
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glLinkProgram(v.id);
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glGetProgramiv(v.id, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("No OpenGL program link log. What the frick?");
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ERR_FAIL_V(NULL);
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}
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Program linking failed:\n";
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err_string += ilogmem;
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err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
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ERR_PRINTS(err_string);
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_FAIL_V(NULL);
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}
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// get uniform locations
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glUseProgram(v.id);
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for (int i = 0; i < uniform_count; i++) {
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v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
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}
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for (int i = 0; i < texunit_pair_count; i++) {
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GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
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if (loc >= 0)
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glUniform1i(loc, texunit_pairs[i].index);
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}
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if (cc) {
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v.custom_uniform_locations.resize(cc->custom_uniforms.size());
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for (int i = 0; i < cc->custom_uniforms.size(); i++) {
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v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data());
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}
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}
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glUseProgram(0);
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v.ok = true;
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return &v;
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}
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GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
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ERR_FAIL_COND_V(!version, -1);
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return glGetUniformLocation(version->id, p_name.ascii().get_data());
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}
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void ShaderGLES2::setup(
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const char **p_conditional_defines,
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int p_conditional_count,
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const char **p_uniform_names,
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int p_uniform_count,
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const AttributePair *p_attribute_pairs,
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int p_attribute_count,
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const TexUnitPair *p_texunit_pairs,
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int p_texunit_pair_count,
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const char *p_vertex_code,
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const char *p_fragment_code,
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int p_vertex_code_start,
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int p_fragment_code_start) {
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ERR_FAIL_COND(version);
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conditional_version.key = 0;
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new_conditional_version.key = 0;
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uniform_count = p_uniform_count;
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conditional_count = p_conditional_count;
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conditional_defines = p_conditional_defines;
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uniform_names = p_uniform_names;
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vertex_code = p_vertex_code;
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fragment_code = p_fragment_code;
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texunit_pairs = p_texunit_pairs;
|
|
texunit_pair_count = p_texunit_pair_count;
|
|
vertex_code_start = p_vertex_code_start;
|
|
fragment_code_start = p_fragment_code_start;
|
|
attribute_pairs = p_attribute_pairs;
|
|
attribute_pair_count = p_attribute_count;
|
|
|
|
{
|
|
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
|
|
String code_tag = "\nVERTEX_SHADER_CODE";
|
|
String code = vertex_code;
|
|
int cpos = code.find(globals_tag);
|
|
if (cpos == -1) {
|
|
vertex_code0 = code.ascii();
|
|
} else {
|
|
vertex_code0 = code.substr(0, cpos).ascii();
|
|
code = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
|
cpos = code.find(code_tag);
|
|
|
|
if (cpos == -1) {
|
|
vertex_code1 = code.ascii();
|
|
} else {
|
|
vertex_code1 = code.substr(0, cpos).ascii();
|
|
vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
|
|
String code_tag = "\nFRAGMENT_SHADER_CODE";
|
|
String light_code_tag = "\nLIGHT_SHADER_CODE";
|
|
String code = fragment_code;
|
|
int cpos = code.find(globals_tag);
|
|
if (cpos == -1) {
|
|
fragment_code0 = code.ascii();
|
|
} else {
|
|
fragment_code0 = code.substr(0, cpos).ascii();
|
|
code = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
|
cpos = code.find(code_tag);
|
|
|
|
if (cpos == -1) {
|
|
fragment_code1 = code.ascii();
|
|
} else {
|
|
|
|
fragment_code1 = code.substr(0, cpos).ascii();
|
|
String code2 = code.substr(cpos + code_tag.length(), code.length());
|
|
|
|
cpos = code2.find(light_code_tag);
|
|
if (cpos == -1) {
|
|
fragment_code2 = code2.ascii();
|
|
} else {
|
|
fragment_code2 = code2.substr(0, cpos).ascii();
|
|
fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ShaderGLES2::finish() {
|
|
const VersionKey *V = NULL;
|
|
|
|
while ((V = version_map.next(V))) {
|
|
Version &v = version_map[*V];
|
|
glDeleteShader(v.vert_id);
|
|
glDeleteShader(v.frag_id);
|
|
glDeleteProgram(v.id);
|
|
memdelete_arr(v.uniform_location);
|
|
}
|
|
}
|
|
|
|
void ShaderGLES2::clear_caches() {
|
|
const VersionKey *V = NULL;
|
|
|
|
while ((V = version_map.next(V))) {
|
|
Version &v = version_map[*V];
|
|
glDeleteShader(v.vert_id);
|
|
glDeleteShader(v.frag_id);
|
|
glDeleteProgram(v.id);
|
|
memdelete_arr(v.uniform_location);
|
|
}
|
|
|
|
version_map.clear();
|
|
|
|
custom_code_map.clear();
|
|
version = NULL;
|
|
last_custom_code = 1;
|
|
uniforms_dirty = true;
|
|
}
|
|
|
|
uint32_t ShaderGLES2::create_custom_shader() {
|
|
custom_code_map[last_custom_code] = CustomCode();
|
|
custom_code_map[last_custom_code].version = 1;
|
|
return last_custom_code++;
|
|
}
|
|
|
|
void ShaderGLES2::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) {
|
|
CustomCode *cc = custom_code_map.getptr(p_code_id);
|
|
ERR_FAIL_COND(!cc);
|
|
|
|
cc->vertex = p_vertex;
|
|
cc->vertex_globals = p_vertex_globals;
|
|
cc->fragment = p_fragment;
|
|
cc->fragment_globals = p_fragment_globals;
|
|
cc->light = p_light;
|
|
cc->custom_uniforms = p_uniforms;
|
|
cc->custom_defines = p_custom_defines;
|
|
cc->version++;
|
|
}
|
|
|
|
void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
|
|
new_conditional_version.code_version = p_code_id;
|
|
}
|
|
|
|
void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
|
|
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
|
|
if (conditional_version.code_version == p_code_id)
|
|
conditional_version.code_version = 0;
|
|
|
|
custom_code_map.erase(p_code_id);
|
|
}
|
|
|
|
void ShaderGLES2::set_base_material_tex_index(int p_idx) {
|
|
}
|
|
|
|
ShaderGLES2::ShaderGLES2() {
|
|
version = NULL;
|
|
last_custom_code = 1;
|
|
uniforms_dirty = true;
|
|
}
|
|
|
|
ShaderGLES2::~ShaderGLES2() {
|
|
finish();
|
|
}
|