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path: root/drivers/gles2/shader_gles2.cpp
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-rw-r--r--drivers/gles2/shader_gles2.cpp689
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diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp
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+++ b/drivers/gles2/shader_gles2.cpp
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+/*************************************************************************/
+/* shader_gles2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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_gles2.h"
+
+#include "memory.h"
+#include "print_string.h"
+#include "string_builder.h"
+
+//#define DEBUG_OPENGL
+
+// #include "shaders/copy.glsl.gen.h"
+
+#ifdef DEBUG_OPENGL
+
+#define DEBUG_TEST_ERROR(m_section) \
+ { \
+ uint32_t err = glGetError(); \
+ if (err) { \
+ print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
+ } \
+ }
+#else
+
+#define DEBUG_TEST_ERROR(m_section)
+
+#endif
+
+ShaderGLES2 *ShaderGLES2::active = NULL;
+
+//#define DEBUG_SHADER
+
+#ifdef DEBUG_SHADER
+
+#define DEBUG_PRINT(m_text) print_line(m_text);
+
+#else
+
+#define DEBUG_PRINT(m_text)
+
+#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;
+ }
+
+ const Variant &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 = E->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);
+
+ return version->uniform_location[p_index];
+}
+
+bool ShaderGLES2::bind() {
+
+ if (active != this || !version || new_conditional_version.key != conditional_version.key) {
+ conditional_version = new_conditional_version;
+ version = get_current_version();
+ } else {
+ return false;
+ }
+
+ ERR_FAIL_COND_V(!version, false);
+
+ glUseProgram(version->id);
+
+ DEBUG_TEST_ERROR("use program");
+
+ active = this;
+ uniforms_dirty = true;
+
+ return true;
+}
+
+void ShaderGLES2::unbind() {
+ version = NULL;
+ glUseProgram(0);
+ uniforms_dirty = true;
+ active = NULL;
+}
+
+static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
+
+ int last_find_pos = -1;
+ // NVIDIA
+ String error = p_error;
+ while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
+
+ int end_pos = last_find_pos + 1;
+
+ while (true) {
+
+ if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
+
+ end_pos++;
+ continue;
+ } else if (p_error[end_pos] == ')') {
+ break;
+ } else {
+
+ end_pos = -1;
+ break;
+ }
+ }
+
+ if (end_pos == -1)
+ continue;
+
+ String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
+ String begin = error.substr(0, last_find_pos + 1);
+ String end = error.substr(end_pos, error.length());
+ int num = numstr.to_int() + p_code_start - p_offset;
+ error = begin + itos(num) + end;
+ }
+
+ // ATI
+ last_find_pos = -1;
+ while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
+
+ last_find_pos += 6;
+ int end_pos = last_find_pos + 1;
+
+ while (true) {
+
+ if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
+
+ end_pos++;
+ continue;
+ } else if (p_error[end_pos] == ':') {
+ break;
+ } else {
+
+ end_pos = -1;
+ break;
+ }
+ }
+ continue;
+ if (end_pos == -1)
+ continue;
+
+ String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
+ print_line("numstr: " + numstr);
+ String begin = error.substr(0, last_find_pos + 1);
+ String end = error.substr(end_pos, error.length());
+ int num = numstr.to_int() + p_code_start - p_offset;
+ error = begin + itos(num) + end;
+ }
+ return error;
+}
+
+ShaderGLES2::Version *ShaderGLES2::get_current_version() {
+
+ Version *_v = version_map.getptr(conditional_version);
+
+ if (_v) {
+ if (conditional_version.code_version != 0) {
+ CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
+ ERR_FAIL_COND_V(!cc, _v);
+ if (cc->version == _v->code_version)
+ return _v;
+ } else {
+ return _v;
+ }
+ }
+
+ if (!_v)
+ version_map[conditional_version];
+
+ Version &v = version_map[conditional_version];
+
+ if (!_v) {
+ v.uniform_location = memnew_arr(GLint, uniform_count);
+ } else {
+ if (v.ok) {
+ glDeleteShader(v.vert_id);
+ glDeleteShader(v.frag_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+ }
+ }
+
+ v.ok = false;
+
+ Vector<const char *> strings;
+
+#ifdef GLES_OVER_GL
+ strings.push_back("#version 120\n");
+ strings.push_back("#define USE_GLES_OVER_GL\n");
+#else
+ strings.push_back("#version 100\n");
+#endif
+
+ int define_line_ofs = 1;
+
+ for (int j = 0; j < conditional_count; j++) {
+ bool enable = (conditional_version.version & (1 << j)) > 0;
+
+ if (enable) {
+ strings.push_back(conditional_defines[j]);
+ define_line_ofs++;
+ DEBUG_PRINT(conditional_defines[j]);
+ }
+ }
+
+ // keep them around during the functino
+ CharString code_string;
+ CharString code_string2;
+ CharString code_globals;
+
+ CustomCode *cc = NULL;
+
+ if (conditional_version.code_version > 0) {
+ cc = custom_code_map.getptr(conditional_version.code_version);
+
+ ERR_FAIL_COND_V(!cc, NULL);
+ v.code_version = cc->version;
+ define_line_ofs += 2;
+ }
+
+ // program
+
+ v.id = glCreateProgram();
+ ERR_FAIL_COND_V(v.id == 0, NULL);
+
+ if (cc) {
+ for (int i = 0; i < cc->custom_defines.size(); i++) {
+ strings.push_back(cc->custom_defines[i]);
+ DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
+ }
+ }
+
+ // vertex shader
+
+ int string_base_size = strings.size();
+
+ strings.push_back(vertex_code0.get_data());
+
+ if (cc) {
+ code_globals = cc->vertex_globals.ascii();
+ strings.push_back(code_globals.get_data());
+ }
+
+ strings.push_back(vertex_code1.get_data());
+
+ if (cc) {
+ code_string = cc->vertex.ascii();
+ strings.push_back(code_string.get_data());
+ }
+
+ strings.push_back(vertex_code2.get_data());
+
+#ifdef DEBUG_SHADER
+
+ DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
+
+#endif
+
+ v.vert_id = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
+ glCompileShader(v.vert_id);
+
+ GLint status;
+
+ glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE) {
+ GLsizei iloglen;
+ glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
+
+ if (iloglen < 0) {
+ glDeleteShader(v.vert_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+
+ ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
+ } else {
+ if (iloglen == 0) {
+ iloglen = 4096; // buggy driver (Adreno 220+)
+ }
+
+ char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
+ ilogmem[iloglen] = '\0';
+ glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
+
+ String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
+
+ err_string += ilogmem;
+ err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
+
+ ERR_PRINTS(err_string);
+
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+ }
+
+ ERR_FAIL_V(NULL);
+ }
+
+ strings.resize(string_base_size);
+
+ // fragment shader
+
+ strings.push_back(fragment_code0.get_data());
+
+ if (cc) {
+ code_globals = cc->fragment_globals.ascii();
+ strings.push_back(code_globals.get_data());
+ }
+
+ strings.push_back(fragment_code1.get_data());
+
+ if (cc) {
+ code_string = cc->fragment.ascii();
+ strings.push_back(code_string.get_data());
+ }
+
+ strings.push_back(fragment_code2.get_data());
+
+ if (cc) {
+ code_string2 = cc->light.ascii();
+ strings.push_back(code_string2.get_data());
+ }
+
+ strings.push_back(fragment_code3.get_data());
+
+#ifdef DEBUG_SHADER
+ DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
+#endif
+
+ v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
+ glCompileShader(v.frag_id);
+
+ glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE) {
+ GLsizei iloglen;
+ glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
+
+ if (iloglen < 0) {
+ glDeleteShader(v.frag_id);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+
+ ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
+ } else {
+ if (iloglen == 0) {
+ iloglen = 4096; // buggy driver (Adreno 220+)
+ }
+
+ char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
+ ilogmem[iloglen] = '\0';
+ glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
+
+ String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
+
+ err_string += ilogmem;
+ err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
+
+ ERR_PRINTS(err_string);
+
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.frag_id);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+ }
+
+ ERR_FAIL_V(NULL);
+ }
+
+ glAttachShader(v.id, v.frag_id);
+ glAttachShader(v.id, v.vert_id);
+
+ // bind the attribute locations. This has to be done before linking so that the
+ // linker doesn't assign some random indices
+
+ for (int i = 0; i < attribute_pair_count; i++) {
+ glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
+ }
+
+ glLinkProgram(v.id);
+
+ glGetProgramiv(v.id, GL_LINK_STATUS, &status);
+ if (status == GL_FALSE) {
+ GLsizei iloglen;
+ glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
+
+ if (iloglen < 0) {
+ glDeleteShader(v.frag_id);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+
+ ERR_PRINT("No OpenGL program link log. What the frick?");
+ ERR_FAIL_V(NULL);
+ }
+
+ if (iloglen == 0) {
+ iloglen = 4096; // buggy driver (Adreno 220+)
+ }
+
+ char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
+ ilogmem[iloglen] = '\0';
+ glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
+
+ String err_string = get_shader_name() + ": Program linking failed:\n";
+
+ err_string += ilogmem;
+ err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
+
+ ERR_PRINTS(err_string);
+
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.frag_id);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
+
+ ERR_FAIL_V(NULL);
+ }
+
+ // get uniform locations
+
+ glUseProgram(v.id);
+
+ for (int i = 0; i < uniform_count; i++) {
+ v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
+ }
+
+ for (int i = 0; i < texunit_pair_count; i++) {
+ GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
+ if (loc >= 0)
+ glUniform1i(loc, texunit_pairs[i].index);
+ }
+
+ if (cc) {
+ v.custom_uniform_locations.resize(cc->custom_uniforms.size());
+ for (int i = 0; i < cc->custom_uniforms.size(); i++) {
+ v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data());
+ }
+ }
+
+ glUseProgram(0);
+ v.ok = true;
+
+ return &v;
+}
+
+GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
+
+ ERR_FAIL_COND_V(!version, -1);
+ return glGetUniformLocation(version->id, p_name.ascii().get_data());
+}
+
+void ShaderGLES2::setup(
+ const char **p_conditional_defines,
+ int p_conditional_count,
+ const char **p_uniform_names,
+ int p_uniform_count,
+ const AttributePair *p_attribute_pairs,
+ int p_attribute_count,
+ const TexUnitPair *p_texunit_pairs,
+ int p_texunit_pair_count,
+ const char *p_vertex_code,
+ const char *p_fragment_code,
+ int p_vertex_code_start,
+ int p_fragment_code_start) {
+
+ ERR_FAIL_COND(version);
+
+ conditional_version.key = 0;
+ new_conditional_version.key = 0;
+ uniform_count = p_uniform_count;
+ conditional_count = p_conditional_count;
+ conditional_defines = p_conditional_defines;
+ uniform_names = p_uniform_names;
+ vertex_code = p_vertex_code;
+ fragment_code = p_fragment_code;
+ 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();
+}