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path: root/drivers/gles3/shader_gles3.cpp
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-rw-r--r--drivers/gles3/shader_gles3.cpp839
1 files changed, 839 insertions, 0 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
new file mode 100644
index 0000000000..778d3b23ec
--- /dev/null
+++ b/drivers/gles3/shader_gles3.cpp
@@ -0,0 +1,839 @@
+/*************************************************************************/
+/* shader_gles2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_gles3.h"
+
+
+#include "print_string.h"
+
+//#define DEBUG_OPENGL
+
+#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
+
+ShaderGLES3 *ShaderGLES3::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 ShaderGLES3::bind_uniforms() {
+
+ if (!uniforms_dirty) {
+ return;
+ };
+
+ // upload default 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);
+ //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type()));
+ E=E->next();
+ };
+
+ const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front();
+ while (C) {
+
+ int location = version->uniform_location[C->key()];
+ if (location<0) {
+ C=C->next();
+ continue;
+ }
+
+ glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0]));
+ C = C->next();
+ };
+
+ uniforms_dirty = false;
+};
+
+GLint ShaderGLES3::get_uniform_location(int p_idx) const {
+
+ ERR_FAIL_COND_V(!version, -1);
+
+ return version->uniform_location[p_idx];
+};
+
+bool ShaderGLES3::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;
+/*
+ * 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;
+}
+
+void ShaderGLES3::unbind() {
+
+ version=NULL;
+ glUseProgram(0);
+ uniforms_dirty = true;
+ active=NULL;
+}
+
+
+static void _display_error_with_code(const String& p_error,const Vector<const char*>& p_code) {
+
+
+ int line=1;
+ String total_code;
+
+ for(int i=0;i<p_code.size();i++) {
+ total_code+=String(p_code[i]);
+ }
+
+ Vector<String> lines = String(total_code).split("\n");
+
+ for(int j=0;j<lines.size();j++) {
+
+ print_line(itos(line)+": "+lines[j]);
+ line++;
+ }
+
+ ERR_PRINTS(p_error);
+
+}
+
+ShaderGLES3::Version* ShaderGLES3::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();
+
+
+ Version &v = version_map[conditional_version];
+
+ if (!_v) {
+
+ v.uniform_location = memnew_arr( GLint, uniform_count );
+
+ } else {
+ if (v.ok) {
+ //bye bye shaders
+ glDeleteShader( v.vert_id );
+ glDeleteShader( v.frag_id );
+ glDeleteProgram( v.id );
+ v.id=0;
+ }
+
+ }
+
+
+
+ v.ok=false;
+ /* SETUP CONDITIONALS */
+
+ Vector<const char*> strings;
+#ifdef GLES_OVER_GL
+ strings.push_back("#version 330\n");
+#else
+ strings.push_back("#version 300 es\n");
+#endif
+
+
+
+ int define_line_ofs=1;
+
+ for(int i=0;i<custom_defines.size();i++) {
+
+ strings.push_back(custom_defines[i].get_data());
+ define_line_ofs++;
+ }
+
+ for(int j=0;j<conditional_count;j++) {
+
+ bool enable=((1<<j)&conditional_version.version);
+ strings.push_back(enable?conditional_defines[j]:"");
+ if (enable)
+ define_line_ofs++;
+
+ if (enable) {
+ DEBUG_PRINT(conditional_defines[j]);
+ }
+
+ }
+
+
+
+ //keep them around during the function
+ CharString code_string;
+ CharString code_string2;
+ CharString code_globals;
+ CharString material_string;
+
+
+ //print_line("code version? "+itos(conditional_version.code_version));
+
+ CustomCode *cc=NULL;
+
+ if ( conditional_version.code_version>0 ) {
+ //do custom code related stuff
+
+ ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL );
+ cc=&custom_code_map[conditional_version.code_version];
+ v.code_version=cc->version;
+ define_line_ofs+=2;
+
+ }
+
+
+ /* CREATE PROGRAM */
+
+ v.id = glCreateProgram();
+
+ ERR_FAIL_COND_V(v.id==0, NULL);
+
+ /* VERTEX SHADER */
+
+
+ if (cc) {
+ for(int i=0;i<cc->custom_defines.size();i++) {
+
+ strings.push_back(cc->custom_defines[i].get_data());
+ DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i]));
+ }
+ }
+
+ int strings_base_size=strings.size();
+
+ //vertex precision is high
+ strings.push_back("precision highp float;\n");
+ strings.push_back("precision highp int;\n");
+
+#if 0
+ if (cc) {
+
+ String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n";
+ String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n";
+
+ code_string=_code_string.ascii();
+ code_globals=_code_globals.ascii();
+ DEBUG_PRINT( code_globals.get_data() );
+ DEBUG_PRINT( code_string.get_data() );
+ strings.push_back(code_globals);
+ strings.push_back(code_string);
+ }
+#endif
+
+
+ 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) {
+ material_string=cc->uniforms.ascii();
+ strings.push_back(material_string.get_data());
+ }
+
+ strings.push_back(vertex_code2.get_data());
+
+ if (cc) {
+ code_string=cc->vertex.ascii();
+ strings.push_back(code_string.get_data());
+ }
+
+ strings.push_back(vertex_code3.get_data());
+#ifdef DEBUG_SHADER
+
+ DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data()));
+ for(int i=0;i<strings.size();i++) {
+
+ //print_line("vert strings "+itos(i)+":"+String(strings[i]));
+ }
+#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) {
+ // error compiling
+ 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 LOG, WTF");
+ } 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 Program Compilation Failed:\n";
+
+ err_string+=ilogmem;
+ _display_error_with_code(err_string,strings);
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram( v.id );
+ v.id=0;
+
+ }
+
+ ERR_FAIL_V(NULL);
+ }
+
+
+ /* FRAGMENT SHADER */
+
+ strings.resize(strings_base_size);
+ //fragment precision is medium
+ strings.push_back("precision highp float;\n");
+ strings.push_back("precision highp int;\n");
+
+#if 0
+ if (cc) {
+
+ String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n";
+ String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n";
+
+ code_string=_code_string.ascii();
+ code_globals=_code_globals.ascii();
+ DEBUG_PRINT( code_globals.get_data() );
+ DEBUG_PRINT( code_string.get_data() );
+ strings.push_back(code_globals);
+ strings.push_back(code_string);
+ }
+#endif
+
+
+ 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) {
+ material_string=cc->uniforms.ascii();
+ strings.push_back(material_string.get_data());
+ }
+
+ strings.push_back(fragment_code2.get_data());
+
+ if (cc) {
+ code_string=cc->fragment.ascii();
+ strings.push_back(code_string.get_data());
+ }
+
+ strings.push_back(fragment_code3.get_data());
+
+ if (cc) {
+ code_string2=cc->light.ascii();
+ strings.push_back(code_string2.get_data());
+ }
+
+ strings.push_back(fragment_code4.get_data());
+
+#ifdef DEBUG_SHADER
+ DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data()));
+ for(int i=0;i<strings.size();i++) {
+
+ //print_line("frag strings "+itos(i)+":"+String(strings[i]));
+ }
+#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) {
+ // error compiling
+ 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 LOG, WTF");
+ } 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 Program Compilation Failed:\n";
+
+ err_string+=ilogmem;
+ _display_error_with_code(err_string,strings);
+ ERR_PRINT(err_string.ascii().get_data());
+ 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 attributes before linking
+ for (int i=0;i<attribute_pair_count;i++) {
+
+ glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name );
+ }
+
+ //if feedback exists, set it up
+
+ if (feedback_count) {
+ Vector<const char*> feedback;
+ for(int i=0;i<feedback_count;i++) {
+
+ if (feedbacks[i].conditional==-1 || (1<<feedbacks[i].conditional)&conditional_version.version) {
+ //conditional for this feedback is enabled
+ print_line("tf varying: "+itos(feedback.size())+" "+String(feedbacks[i].name));
+ feedback.push_back(feedbacks[i].name);
+ }
+ }
+
+ if (feedback.size()) {
+ glTransformFeedbackVaryings(v.id,feedback.size(),feedback.ptr(),GL_INTERLEAVED_ATTRIBS );
+ }
+
+ }
+
+ glLinkProgram(v.id);
+
+ glGetProgramiv(v.id, GL_LINK_STATUS, &status);
+
+ if (status==GL_FALSE) {
+ // error linking
+ 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_FAIL_COND_V(iloglen<=0, 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 LINK FAILED:\n";
+
+ err_string+=ilogmem;
+ _display_error_with_code(err_string,strings);
+ ERR_PRINT(err_string.ascii().get_data());
+ Memory::free_static(ilogmem);
+ glDeleteShader(v.frag_id);
+ glDeleteShader(v.vert_id);
+ glDeleteProgram( v.id );
+ v.id=0;
+
+ ERR_FAIL_V(NULL);
+ }
+
+ /* UNIFORMS */
+
+ glUseProgram(v.id);
+
+
+ //print_line("uniforms: ");
+ for(int j=0;j<uniform_count;j++) {
+
+
+ v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]);
+ // print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
+ }
+
+ // set texture uniforms
+ for (int i=0;i<texunit_pair_count;i++) {
+
+ GLint loc = glGetUniformLocation(v.id,texunit_pairs[i].name);
+ if (loc>=0) {
+ if (texunit_pairs[i].index<0) {
+ glUniform1i(loc,max_image_units+texunit_pairs[i].index); //negative, goes down
+ } else {
+
+ glUniform1i(loc,texunit_pairs[i].index);
+ }
+ }
+ }
+
+ // assign uniform block bind points
+ for (int i=0;i<ubo_count;i++) {
+
+ GLint loc = glGetUniformBlockIndex(v.id,ubo_pairs[i].name);
+ if (loc>=0)
+ glUniformBlockBinding(v.id,loc,ubo_pairs[i].index);
+ }
+
+ if ( cc ) {
+
+ v.texture_uniform_locations.resize(cc->texture_uniforms.size());
+ for(int i=0;i<cc->texture_uniforms.size();i++) {
+
+ v.texture_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->texture_uniforms[i]).ascii().get_data());
+ glUniform1i(v.texture_uniform_locations[i],i+base_material_tex_index);
+ }
+ }
+
+ glUseProgram(0);
+
+
+ v.ok=true;
+
+ return &v;
+}
+
+GLint ShaderGLES3::get_uniform_location(const String& p_name) const {
+
+ ERR_FAIL_COND_V(!version,-1);
+ return glGetUniformLocation(version->id,p_name.ascii().get_data());
+}
+
+
+void ShaderGLES3::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 UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback* p_feedback, int p_feedback_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;
+ ubo_pairs=p_ubo_pairs;
+ ubo_count=p_ubo_pair_count;
+ feedbacks=p_feedback;
+ feedback_count=p_feedback_count;
+
+ //split vertex and shader code (thank you, retarded shader compiler programmers from you know what company).
+ {
+ String globals_tag="\nVERTEX_SHADER_GLOBALS";
+ String material_tag="\nMATERIAL_UNIFORMS";
+ 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(material_tag);
+
+ if (cpos==-1) {
+ vertex_code1=code.ascii();
+ } else {
+
+ vertex_code1=code.substr(0,cpos).ascii();
+ String code2 = code.substr(cpos+material_tag.length(),code.length());
+
+ cpos = code2.find(code_tag);
+ if (cpos==-1) {
+ vertex_code2=code2.ascii();
+ } else {
+
+ vertex_code2=code2.substr(0,cpos).ascii();
+ vertex_code3 = code2.substr(cpos+code_tag.length(),code2.length()).ascii();
+ }
+
+ }
+ }
+ }
+
+ {
+ String globals_tag="\nFRAGMENT_SHADER_GLOBALS";
+ String material_tag="\nMATERIAL_UNIFORMS";
+ 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();
+ //print_line("CODE0:\n"+String(fragment_code0.get_data()));
+ code = code.substr(cpos+globals_tag.length(),code.length());
+ cpos = code.find(material_tag);
+
+ if (cpos==-1) {
+ fragment_code1=code.ascii();
+ } else {
+
+ fragment_code1=code.substr(0,cpos).ascii();
+ //print_line("CODE1:\n"+String(fragment_code1.get_data()));
+
+ String code2 = code.substr(cpos+material_tag.length(),code.length());
+ cpos = code2.find(code_tag);
+
+ if (cpos==-1) {
+ fragment_code2=code2.ascii();
+ } else {
+
+ fragment_code2=code2.substr(0,cpos).ascii();
+ //print_line("CODE2:\n"+String(fragment_code2.get_data()));
+
+ String code3 = code2.substr(cpos+code_tag.length(),code2.length());
+
+ cpos = code3.find(light_code_tag);
+ if (cpos==-1) {
+ fragment_code3=code3.ascii();
+ } else {
+
+ fragment_code3=code3.substr(0,cpos).ascii();
+ // print_line("CODE3:\n"+String(fragment_code3.get_data()));
+ fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii();
+ //print_line("CODE4:\n"+String(fragment_code4.get_data()));
+ }
+ }
+ }
+ }
+ }
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units);
+
+}
+
+void ShaderGLES3::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 ShaderGLES3::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 ShaderGLES3::create_custom_shader() {
+
+ custom_code_map[last_custom_code]=CustomCode();
+ custom_code_map[last_custom_code].version=1;
+ return last_custom_code++;
+}
+
+void ShaderGLES3::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 String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines) {
+
+ ERR_FAIL_COND(!custom_code_map.has(p_code_id));
+ CustomCode *cc=&custom_code_map[p_code_id];
+
+
+ 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->texture_uniforms=p_texture_uniforms;
+ cc->uniforms=p_uniforms;
+ cc->custom_defines=p_custom_defines;
+ cc->version++;
+}
+
+void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
+
+ new_conditional_version.code_version=p_code_id;
+}
+
+void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
+
+ /* if (! custom_code_map.has( p_code_id )) {
+ print_line("no code id "+itos(p_code_id));
+ } else {
+ print_line("freed code id "+itos(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; //bye
+
+ custom_code_map.erase(p_code_id);
+
+}
+
+void ShaderGLES3::set_base_material_tex_index(int p_idx) {
+
+ base_material_tex_index=p_idx;
+}
+
+ShaderGLES3::ShaderGLES3() {
+ version=NULL;
+ last_custom_code=1;
+ uniforms_dirty = true;
+ base_material_tex_index=0;
+
+}
+
+
+ShaderGLES3::~ShaderGLES3() {
+
+ finish();
+}
+
+
+