diff options
author | Juan Linietsky <juan@godotengine.org> | 2019-02-27 23:49:34 -0300 |
---|---|---|
committer | Juan Linietsky <juan@godotengine.org> | 2019-02-27 23:49:34 -0300 |
commit | 5efd6933847486aad232784d39da35ae5e746b86 (patch) | |
tree | 4b2c727155d0a3156d9fbd6381f876d1fe88b7fe | |
parent | 9ca6ffa341da9a95a1299f9880da69a8f67a40c3 (diff) |
Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class.
This fixes #26337
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 4 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 535 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 275 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 9 |
4 files changed, 225 insertions, 598 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index bdc77c2967..ebaa66824a 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1265,9 +1265,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m } int tc = p_material->textures.size(); - Pair<StringName, RID> *textures = p_material->textures.ptrw(); + const Pair<StringName, RID> *textures = p_material->textures.ptr(); - ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw(); + const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr(); state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 012d1538b6..6856035470 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -69,51 +69,6 @@ ShaderGLES2 *ShaderGLES2::active = NULL; #endif -void ShaderGLES2::bind_uniforms() { - if (!uniforms_dirty) - return; - - // regular uniforms - - const Map<uint32_t, Variant>::Element *E = uniform_defaults.front(); - - while (E) { - int idx = E->key(); - int location = version->uniform_location[idx]; - - if (location < 0) { - E = E->next(); - continue; - } - - Variant v; - - v = E->value(); - - _set_uniform_variant(location, v); - E = E->next(); - } - - // camera uniforms - - const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front(); - - while (C) { - int idx = C->key(); - int location = version->uniform_location[idx]; - - if (location < 0) { - C = C->next(); - continue; - } - - glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0])); - C = C->next(); - } - - uniforms_dirty = false; -} - GLint ShaderGLES2::get_uniform_location(int p_index) const { ERR_FAIL_COND_V(!version, -1); @@ -139,28 +94,6 @@ bool ShaderGLES2::bind() { glUseProgram(version->id); - // find out uniform names and locations - - int count; - glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count); - version->uniform_names.resize(count); - - for (int i = 0; i < count; i++) { - GLchar uniform_name[1024]; - int len = 0; - GLint size = 0; - GLenum type; - - glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name); - - uniform_name[len] = '\0'; - String name = String((const char *)uniform_name); - - version->uniform_names.write[i] = name; - } - - bind_uniforms(); - DEBUG_TEST_ERROR("use program"); active = this; @@ -513,6 +446,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() { String native_uniform_name = _mkid(cc->texture_uniforms[i]); GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->texture_uniforms[i]] = location; + glUniform1i(location, i); } } @@ -732,342 +666,317 @@ void ShaderGLES2::use_material(void *p_material) { if (E->get().texture_order >= 0) continue; // this is a texture, doesn't go here - Map<StringName, Variant>::Element *V = material->params.find(E->key()); + Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key()); + if (!L || L->get() < 0) + continue; //uniform not valid - Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value; + GLuint location = L->get(); - value.first = E->get().type; - value.second = E->get().default_value; + Map<StringName, Variant>::Element *V = material->params.find(E->key()); if (V) { - value.second = Vector<ShaderLanguage::ConstantNode::Value>(); - value.second.resize(E->get().default_value.size()); switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: { - if (value.second.size() < 1) - value.second.resize(1); - value.second.write[0].boolean = V->get(); + + bool boolean = V->get(); + glUniform1i(location, boolean ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC2: { - if (value.second.size() < 2) - value.second.resize(2); int flags = V->get(); - value.second.write[0].boolean = flags & 1; - value.second.write[1].boolean = flags & 2; + glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC3: { - if (value.second.size() < 3) - value.second.resize(3); + int flags = V->get(); - value.second.write[0].boolean = flags & 1; - value.second.write[1].boolean = flags & 2; - value.second.write[2].boolean = flags & 4; + glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC4: { - if (value.second.size() < 4) - value.second.resize(4); int flags = V->get(); - value.second.write[0].boolean = flags & 1; - value.second.write[1].boolean = flags & 2; - value.second.write[2].boolean = flags & 4; - value.second.write[3].boolean = flags & 8; + glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0); } break; - case ShaderLanguage::TYPE_INT: { - if (value.second.size() < 1) - value.second.resize(1); - int val = V->get(); - value.second.write[0].sint = val; + case ShaderLanguage::TYPE_INT: + case ShaderLanguage::TYPE_UINT: { + int value = V->get(); + glUniform1i(location, value); } break; - case ShaderLanguage::TYPE_IVEC2: { - if (value.second.size() < 2) - value.second.resize(2); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].sint = val[i]; + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_UVEC2: { + + Array r = V->get(); + const int count = 2; + if (r.size() == count) { + int values[count]; + for (int i = 0; i < count; i++) { + values[i] = r[i]; + } + glUniform2i(location, values[0], values[1]); } + } break; - case ShaderLanguage::TYPE_IVEC3: { - if (value.second.size() < 3) - value.second.resize(3); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].sint = val[i]; + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_UVEC3: { + Array r = V->get(); + const int count = 3; + if (r.size() == count) { + int values[count]; + for (int i = 0; i < count; i++) { + values[i] = r[i]; + } + glUniform3i(location, values[0], values[1], values[2]); } } break; - case ShaderLanguage::TYPE_IVEC4: { - if (value.second.size() < 4) - value.second.resize(4); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].sint = val[i]; + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC4: { + Array r = V->get(); + const int count = 4; + if (r.size() == count) { + int values[count]; + for (int i = 0; i < count; i++) { + values[i] = r[i]; + } + glUniform4i(location, values[0], values[1], values[2], values[3]); } } break; - case ShaderLanguage::TYPE_UINT: { - if (value.second.size() < 1) - value.second.resize(1); - uint32_t val = V->get(); - value.second.write[0].uint = val; + case ShaderLanguage::TYPE_FLOAT: { + float value = V->get(); + glUniform1f(location, value); + } break; - case ShaderLanguage::TYPE_UVEC2: { - if (value.second.size() < 2) - value.second.resize(2); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].uint = val[i]; - } + case ShaderLanguage::TYPE_VEC2: { + Vector2 value = V->get(); + glUniform2f(location, value.x, value.y); + } break; + case ShaderLanguage::TYPE_VEC3: { + Vector3 value = V->get(); + glUniform3f(location, value.x, value.y, value.z); } break; - case ShaderLanguage::TYPE_UVEC3: { - if (value.second.size() < 3) - value.second.resize(3); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].uint = val[i]; + case ShaderLanguage::TYPE_VEC4: { + if (V->get().get_type() == Variant::COLOR) { + Color value = V->get(); + glUniform4f(location, value.r, value.g, value.b, value.a); + } else if (V->get().get_type() == Variant::QUAT) { + Quat value = V->get(); + glUniform4f(location, value.x, value.y, value.z, value.w); + } else { + Plane value = V->get(); + glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d); } } break; - case ShaderLanguage::TYPE_UVEC4: { - if (value.second.size() < 4) - value.second.resize(4); - PoolIntArray val = V->get(); - for (int i = 0; i < val.size(); i++) { - value.second.write[i].uint = val[i]; - } + case ShaderLanguage::TYPE_MAT2: { + + Transform2D tr = V->get(); + GLfloat matrix[4] = { + /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + tr.elements[1][0], + tr.elements[1][1], + }; + glUniformMatrix2fv(location, 1, GL_FALSE, matrix); } break; - case ShaderLanguage::TYPE_FLOAT: { - if (value.second.size() < 1) - value.second.resize(1); - value.second.write[0].real = V->get(); + case ShaderLanguage::TYPE_MAT3: { + Basis val = V->get(); + + GLfloat mat[9] = { + val.elements[0][0], + val.elements[1][0], + val.elements[2][0], + val.elements[0][1], + val.elements[1][1], + val.elements[2][1], + val.elements[0][2], + val.elements[1][2], + val.elements[2][2], + }; + + glUniformMatrix3fv(location, 1, GL_FALSE, mat); + + } break; + + case ShaderLanguage::TYPE_MAT4: { + + Transform2D tr = V->get(); + GLfloat matrix[16] = { /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + 0, + 0, + tr.elements[1][0], + tr.elements[1][1], + 0, + 0, + 0, + 0, + 1, + 0, + tr.elements[2][0], + tr.elements[2][1], + 0, + 1 + }; + + glUniformMatrix4fv(location, 1, GL_FALSE, matrix); + + } break; + + default: { + ERR_PRINT("type missing, bug?"); + } break; + } + } else if (E->get().default_value.size()) { + const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value; + switch (E->get().type) { + case ShaderLanguage::TYPE_BOOL: { + glUniform1i(location, values[0].boolean); + } break; + + case ShaderLanguage::TYPE_BVEC2: { + glUniform2i(location, values[0].boolean, values[1].boolean); + } break; + + case ShaderLanguage::TYPE_BVEC3: { + glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean); + } break; + + case ShaderLanguage::TYPE_BVEC4: { + glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean); + } break; + + case ShaderLanguage::TYPE_INT: { + glUniform1i(location, values[0].sint); + } break; + + case ShaderLanguage::TYPE_IVEC2: { + glUniform2i(location, values[0].sint, values[1].sint); + } break; + + case ShaderLanguage::TYPE_IVEC3: { + glUniform3i(location, values[0].sint, values[1].sint, values[2].sint); + } break; + + case ShaderLanguage::TYPE_IVEC4: { + glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint); + } break; + + case ShaderLanguage::TYPE_UINT: { + glUniform1i(location, values[0].uint); + } break; + + case ShaderLanguage::TYPE_UVEC2: { + glUniform2i(location, values[0].uint, values[1].uint); + } break; + case ShaderLanguage::TYPE_UVEC3: { + glUniform3i(location, values[0].uint, values[1].uint, values[2].uint); + } break; + + case ShaderLanguage::TYPE_UVEC4: { + glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint); + } break; + + case ShaderLanguage::TYPE_FLOAT: { + glUniform1f(location, values[0].real); } break; case ShaderLanguage::TYPE_VEC2: { - if (value.second.size() < 2) - value.second.resize(2); - Vector2 val = V->get(); - value.second.write[0].real = val.x; - value.second.write[1].real = val.y; + glUniform2f(location, values[0].real, values[1].real); } break; case ShaderLanguage::TYPE_VEC3: { - if (value.second.size() < 3) - value.second.resize(3); - Vector3 val = V->get(); - value.second.write[0].real = val.x; - value.second.write[1].real = val.y; - value.second.write[2].real = val.z; + glUniform3f(location, values[0].real, values[1].real, values[2].real); } break; case ShaderLanguage::TYPE_VEC4: { - if (value.second.size() < 4) - value.second.resize(4); - if (V->get().get_type() == Variant::PLANE) { - Plane val = V->get(); - value.second.write[0].real = val.normal.x; - value.second.write[1].real = val.normal.y; - value.second.write[2].real = val.normal.z; - value.second.write[3].real = val.d; - } else { - Color val = V->get(); - value.second.write[0].real = val.r; - value.second.write[1].real = val.g; - value.second.write[2].real = val.b; - value.second.write[3].real = val.a; - } - + glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real); } break; case ShaderLanguage::TYPE_MAT2: { - Transform2D val = V->get(); + GLfloat mat[4]; - if (value.second.size() < 4) { - value.second.resize(4); + for (int i = 0; i < 4; i++) { + mat[i] = values[i].real; } - value.second.write[0].real = val.elements[0][0]; - value.second.write[1].real = val.elements[0][1]; - value.second.write[2].real = val.elements[1][0]; - value.second.write[3].real = val.elements[1][1]; - + glUniformMatrix2fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT3: { - Basis val = V->get(); + GLfloat mat[9]; - if (value.second.size() < 9) { - value.second.resize(9); + for (int i = 0; i < 9; i++) { + mat[i] = values[i].real; } - value.second.write[0].real = val.elements[0][0]; - value.second.write[1].real = val.elements[0][1]; - value.second.write[2].real = val.elements[0][2]; - value.second.write[3].real = val.elements[1][0]; - value.second.write[4].real = val.elements[1][1]; - value.second.write[5].real = val.elements[1][2]; - value.second.write[6].real = val.elements[2][0]; - value.second.write[7].real = val.elements[2][1]; - value.second.write[8].real = val.elements[2][2]; + glUniformMatrix3fv(location, 1, GL_FALSE, mat); + } break; case ShaderLanguage::TYPE_MAT4: { - Transform val = V->get(); + GLfloat mat[16]; - if (value.second.size() < 16) { - value.second.resize(16); + for (int i = 0; i < 16; i++) { + mat[i] = values[i].real; } - value.second.write[0].real = val.basis.elements[0][0]; - value.second.write[1].real = val.basis.elements[0][1]; - value.second.write[2].real = val.basis.elements[0][2]; - value.second.write[3].real = 0; - value.second.write[4].real = val.basis.elements[1][0]; - value.second.write[5].real = val.basis.elements[1][1]; - value.second.write[6].real = val.basis.elements[1][2]; - value.second.write[7].real = 0; - value.second.write[8].real = val.basis.elements[2][0]; - value.second.write[9].real = val.basis.elements[2][1]; - value.second.write[10].real = val.basis.elements[2][2]; - value.second.write[11].real = 0; - value.second.write[12].real = val.origin[0]; - value.second.write[13].real = val.origin[1]; - value.second.write[14].real = val.origin[2]; - value.second.write[15].real = 1; + glUniformMatrix4fv(location, 1, GL_FALSE, mat); + } break; - default: { + case ShaderLanguage::TYPE_SAMPLER2D: { } break; - } - } else { - if (value.second.size() == 0) { - // No default value set... weird, let's just use zero for everything - size_t default_arg_size = 1; - bool is_float = false; - switch (E->get().type) { - case ShaderLanguage::TYPE_BOOL: - case ShaderLanguage::TYPE_INT: - case ShaderLanguage::TYPE_UINT: { - default_arg_size = 1; - } break; - - case ShaderLanguage::TYPE_FLOAT: { - default_arg_size = 1; - is_float = true; - } break; - - case ShaderLanguage::TYPE_BVEC2: - case ShaderLanguage::TYPE_IVEC2: - case ShaderLanguage::TYPE_UVEC2: { - default_arg_size = 2; - } break; - - case ShaderLanguage::TYPE_VEC2: { - default_arg_size = 2; - is_float = true; - } break; - - case ShaderLanguage::TYPE_BVEC3: - case ShaderLanguage::TYPE_IVEC3: - case ShaderLanguage::TYPE_UVEC3: { - default_arg_size = 3; - } break; - - case ShaderLanguage::TYPE_VEC3: { - default_arg_size = 3; - is_float = true; - } break; - - case ShaderLanguage::TYPE_BVEC4: - case ShaderLanguage::TYPE_IVEC4: - case ShaderLanguage::TYPE_UVEC4: { - default_arg_size = 4; - } break; - - case ShaderLanguage::TYPE_VEC4: { - default_arg_size = 4; - is_float = true; - } break; - - default: { - // TODO matricies and all that stuff - default_arg_size = 1; - } break; - } - - value.second.resize(default_arg_size); - - for (size_t i = 0; i < default_arg_size; i++) { - if (is_float) { - value.second.write[i].real = 0.0; - } else { - value.second.write[i].uint = 0; - } - } - } - } - GLint location; - if (v->custom_uniform_locations.has(E->key())) { - location = v->custom_uniform_locations[E->key()]; - } else { - int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map? - if (idx < 0) { - location = -1; - } else { - location = v->uniform_location[idx]; - } - } + case ShaderLanguage::TYPE_ISAMPLER2D: { - _set_uniform_value(location, value); - } + } break; - // bind textures - int tc = material->textures.size(); - Pair<StringName, RID> *textures = material->textures.ptrw(); + case ShaderLanguage::TYPE_USAMPLER2D: { - for (int i = 0; i < tc; i++) { + } break; - Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value; - value.first = ShaderLanguage::TYPE_INT; - value.second.resize(1); - value.second.write[0].sint = i; + case ShaderLanguage::TYPE_SAMPLERCUBE: { - // GLint location = get_uniform_location(textures[i].first); + } break; - // if (location < 0) { - // location = material->shader->uniform_locations[textures[i].first]; - // } - GLint location = -1; - if (v->custom_uniform_locations.has(textures[i].first)) { - location = v->custom_uniform_locations[textures[i].first]; - } else { - location = get_uniform_location(textures[i].first); - } + case ShaderLanguage::TYPE_SAMPLER2DARRAY: + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER3D: + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: { + // Not implemented in GLES2 + } break; - _set_uniform_value(location, value); + case ShaderLanguage::TYPE_VOID: { + // Nothing to do? + } break; + default: { + ERR_PRINT("type missing, bug?"); + } break; + } + } } } -void ShaderGLES2::set_base_material_tex_index(int p_idx) { -} - ShaderGLES2::ShaderGLES2() { version = NULL; last_custom_code = 1; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index d493880d0b..ebea40e10e 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -1,4 +1,4 @@ -/*************************************************************************/ +/*************************************************************************/ /* shader_gles2.h */ /*************************************************************************/ /* This file is part of: */ @@ -112,7 +112,6 @@ private: GLuint id; GLuint vert_id; GLuint frag_id; - Vector<StringName> uniform_names; GLint *uniform_location; Vector<GLint> texture_uniform_locations; Map<StringName, GLint> custom_uniform_locations; @@ -177,9 +176,6 @@ private: int max_image_units; - Map<uint32_t, Variant> uniform_defaults; - Map<uint32_t, CameraMatrix> uniform_cameras; - Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values; protected: @@ -212,246 +208,11 @@ public: static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; } bool bind(); void unbind(); - void bind_uniforms(); inline GLuint get_program() const { return version ? version->id : 0; } void clear_caches(); - _FORCE_INLINE_ void _set_uniform_value(GLint p_uniform, const Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > &value) { - if (p_uniform < 0) - return; - - const Vector<ShaderLanguage::ConstantNode::Value> &values = value.second; - - switch (value.first) { - case ShaderLanguage::TYPE_BOOL: { - glUniform1i(p_uniform, values[0].boolean); - } break; - - case ShaderLanguage::TYPE_BVEC2: { - glUniform2i(p_uniform, values[0].boolean, values[1].boolean); - } break; - - case ShaderLanguage::TYPE_BVEC3: { - glUniform3i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean); - } break; - - case ShaderLanguage::TYPE_BVEC4: { - glUniform4i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean); - } break; - - case ShaderLanguage::TYPE_INT: { - glUniform1i(p_uniform, values[0].sint); - } break; - - case ShaderLanguage::TYPE_IVEC2: { - glUniform2i(p_uniform, values[0].sint, values[1].sint); - } break; - - case ShaderLanguage::TYPE_IVEC3: { - glUniform3i(p_uniform, values[0].sint, values[1].sint, values[2].sint); - } break; - - case ShaderLanguage::TYPE_IVEC4: { - glUniform4i(p_uniform, values[0].sint, values[1].sint, values[2].sint, values[3].sint); - } break; - - case ShaderLanguage::TYPE_UINT: { - glUniform1i(p_uniform, values[0].uint); - } break; - - case ShaderLanguage::TYPE_UVEC2: { - glUniform2i(p_uniform, values[0].uint, values[1].uint); - } break; - - case ShaderLanguage::TYPE_UVEC3: { - glUniform3i(p_uniform, values[0].uint, values[1].uint, values[2].uint); - } break; - - case ShaderLanguage::TYPE_UVEC4: { - glUniform4i(p_uniform, values[0].uint, values[1].uint, values[2].uint, values[3].uint); - } break; - - case ShaderLanguage::TYPE_FLOAT: { - glUniform1f(p_uniform, values[0].real); - } break; - - case ShaderLanguage::TYPE_VEC2: { - glUniform2f(p_uniform, values[0].real, values[1].real); - } break; - - case ShaderLanguage::TYPE_VEC3: { - glUniform3f(p_uniform, values[0].real, values[1].real, values[2].real); - } break; - - case ShaderLanguage::TYPE_VEC4: { - glUniform4f(p_uniform, values[0].real, values[1].real, values[2].real, values[3].real); - } break; - - case ShaderLanguage::TYPE_MAT2: { - GLfloat mat[4]; - - for (int i = 0; i < 4; i++) { - mat[i] = values[i].real; - } - - glUniformMatrix2fv(p_uniform, 1, GL_FALSE, mat); - } break; - - case ShaderLanguage::TYPE_MAT3: { - GLfloat mat[9]; - - for (int i = 0; i < 9; i++) { - mat[i] = values[i].real; - } - - glUniformMatrix3fv(p_uniform, 1, GL_FALSE, mat); - - } break; - - case ShaderLanguage::TYPE_MAT4: { - GLfloat mat[16]; - - for (int i = 0; i < 16; i++) { - mat[i] = values[i].real; - } - - glUniformMatrix4fv(p_uniform, 1, GL_FALSE, mat); - - } break; - - case ShaderLanguage::TYPE_SAMPLER2D: { - - } break; - - case ShaderLanguage::TYPE_ISAMPLER2D: { - - } break; - - case ShaderLanguage::TYPE_USAMPLER2D: { - - } break; - - case ShaderLanguage::TYPE_SAMPLERCUBE: { - - } break; - - case ShaderLanguage::TYPE_SAMPLER2DARRAY: - case ShaderLanguage::TYPE_ISAMPLER2DARRAY: - case ShaderLanguage::TYPE_USAMPLER2DARRAY: - case ShaderLanguage::TYPE_SAMPLER3D: - case ShaderLanguage::TYPE_ISAMPLER3D: - case ShaderLanguage::TYPE_USAMPLER3D: { - // Not implemented in GLES2 - } break; - - case ShaderLanguage::TYPE_VOID: { - // Nothing to do? - } break; - } - } - - _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) { - - if (p_uniform < 0) - return; // do none - switch (p_value.get_type()) { - - case Variant::BOOL: - case Variant::INT: { - - int val = p_value; - glUniform1i(p_uniform, val); - } break; - case Variant::REAL: { - - real_t val = p_value; - glUniform1f(p_uniform, val); - } break; - case Variant::COLOR: { - - Color val = p_value; - glUniform4f(p_uniform, val.r, val.g, val.b, val.a); - } break; - case Variant::VECTOR2: { - - Vector2 val = p_value; - glUniform2f(p_uniform, val.x, val.y); - } break; - case Variant::VECTOR3: { - - Vector3 val = p_value; - glUniform3f(p_uniform, val.x, val.y, val.z); - } break; - case Variant::PLANE: { - - Plane val = p_value; - glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d); - } break; - case Variant::QUAT: { - - Quat val = p_value; - glUniform4f(p_uniform, val.x, val.y, val.z, val.w); - } break; - - case Variant::TRANSFORM2D: { - - Transform2D tr = p_value; - GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 - }; - - glUniformMatrix4fv(p_uniform, 1, false, matrix); - - } break; - case Variant::BASIS: - case Variant::TRANSFORM: { - - Transform tr = p_value; - GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.basis.elements[0][0], - tr.basis.elements[1][0], - tr.basis.elements[2][0], - 0, - tr.basis.elements[0][1], - tr.basis.elements[1][1], - tr.basis.elements[2][1], - 0, - tr.basis.elements[0][2], - tr.basis.elements[1][2], - tr.basis.elements[2][2], - 0, - tr.origin.x, - tr.origin.y, - tr.origin.z, - 1 - }; - - glUniformMatrix4fv(p_uniform, 1, false, matrix); - } break; - case Variant::OBJECT: { - - } break; - default: { ERR_FAIL(); } // do nothing - } - } - uint32_t create_custom_shader(); void set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, @@ -468,18 +229,6 @@ public: uint32_t get_version_key() const { return conditional_version.version; } - void set_uniform_default(int p_idx, const Variant &p_value) { - - if (p_value.get_type() == Variant::NIL) { - - uniform_defaults.erase(p_idx); - } else { - - uniform_defaults[p_idx] = p_value; - } - uniforms_dirty = true; - } - // this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't // like forward declared nested classes. void use_material(void *p_material); @@ -487,31 +236,9 @@ public: _FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; } _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; } - void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) { - - uniform_cameras[p_idx] = p_mat; - uniforms_dirty = true; - } - - _FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) { - - ERR_FAIL_COND(!version); - ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size()); - _set_uniform_variant(version->texture_uniform_locations[p_idx], p_value); - } - - _FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) { - - ERR_FAIL_COND_V(!version, -1); - ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1); - return version->texture_uniform_locations[p_idx]; - } - virtual void init() = 0; void finish(); - void set_base_material_tex_index(int p_idx); - void add_custom_define(const String &p_define) { custom_defines.push_back(p_define.utf8()); } diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 2db0223edd..fa7cc00230 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -133,15 +133,6 @@ bool ShaderGLES3::bind() { active = this; uniforms_dirty = true; - /* - * why on earth is this code here? - for (int i=0;i<texunit_pair_count;i++) { - - glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index); - DEBUG_TEST_ERROR("Uniform 1 i"); - } - -*/ return true; } |