diff options
Diffstat (limited to 'drivers/gles3/shader_compiler_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 51 |
1 files changed, 46 insertions, 5 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index dce52ecd93..c54fc011e9 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -52,6 +52,7 @@ static int _get_datatype_size(SL::DataType p_type) { } + static String _prestr(SL::DataPrecision p_pres) { @@ -248,7 +249,11 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.texture_hints.resize(max_texture_uniforms); Vector<int> uniform_sizes; + Vector<int> uniform_alignments; + Vector<StringName> uniform_defines; uniform_sizes.resize(max_uniforms); + uniform_alignments.resize(max_uniforms); + uniform_defines.resize(max_uniforms); for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { @@ -272,19 +277,31 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); } - r_gen_code.uniforms+=ucode; + uniform_defines[E->get().order]=ucode; uniform_sizes[E->get().order]=_get_datatype_size(E->get().type); + uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type)); } p_actions.uniforms->insert(E->key(),E->get()); } + for(int i=0;i<max_uniforms;i++) { + r_gen_code.uniforms+=uniform_defines[i]; + } // add up for(int i=0;i<uniform_sizes.size();i++) { - if (i>0) + if (i>0) { + + int align = uniform_sizes[i-1] % uniform_alignments[i]; + if (align!=0) { + uniform_sizes[i-1]+=uniform_alignments[i]-align; + } + uniform_sizes[i]=uniform_sizes[i]+uniform_sizes[i-1]; + + } } //offset r_gen_code.uniform_offsets.resize(uniform_sizes.size()); @@ -294,8 +311,21 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener r_gen_code.uniform_offsets[i]=uniform_sizes[i-1]; else r_gen_code.uniform_offsets[i]=0; + + } +/* + for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { + + if (SL::is_sampler_type(E->get().type)) { + continue; + } + + print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order])); + } + +*/ if (uniform_sizes.size()) { r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ]; } else { @@ -549,13 +579,11 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code, r_gen_code.uses_vertex_time=false; - used_name_defines.clear(); used_rmode_defines.clear(); _dump_node_code(parser.get_shader(),1,r_gen_code,*p_actions,actions[p_mode]); - return OK; } @@ -636,8 +664,14 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["ALPHA"]="alpha"; actions[VS::SHADER_SPATIAL].renames["SPECULAR"]="specular"; actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"]="roughness"; + actions[VS::SHADER_SPATIAL].renames["RIM"]="rim"; + actions[VS::SHADER_SPATIAL].renames["RIM_TINT"]="rim_tint"; + actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"]="clearcoat"; + actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"]="clearcoat_gloss"; + actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"]="anisotropy"; + actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"]="anisotropy_flow"; + actions[VS::SHADER_SPATIAL].renames["AO"]="ao"; actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission"; - actions[VS::SHADER_SPATIAL].renames["SPECIAL"]="special"; actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard"; // actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord"; @@ -645,6 +679,13 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"]="#define ENABLE_TANGENT_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"]="@TANGENT"; + actions[VS::SHADER_SPATIAL].usage_defines["RIM"]="#define LIGHT_USE_RIM\n"; + actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"]="@RIM"; + actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"]="#define LIGHT_USE_CLEARCOAT\n"; + actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"]="@CLEARCOAT"; + actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"]="#define LIGHT_USE_ANISOTROPY\n"; + actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"]="@ANISOTROPY"; + actions[VS::SHADER_SPATIAL].usage_defines["AO"]="#define ENABLE_AO\n"; actions[VS::SHADER_SPATIAL].usage_defines["UV"]="#define ENABLE_UV_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["UV2"]="#define ENABLE_UV2_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"]="#define ENABLE_NORMALMAP\n"; |