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path: root/drivers/gles3/shader_gles3.cpp
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Diffstat (limited to 'drivers/gles3/shader_gles3.cpp')
-rw-r--r--drivers/gles3/shader_gles3.cpp628
1 files changed, 289 insertions, 339 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index a148d68a91..3894f24295 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -28,29 +28,26 @@
/*************************************************************************/
#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);\
- }\
-}
+#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;
-
-
+ShaderGLES3 *ShaderGLES3::active = NULL;
//#define DEBUG_SHADER
@@ -64,7 +61,6 @@ ShaderGLES3 *ShaderGLES3::active=NULL;
#endif
-
void ShaderGLES3::bind_uniforms() {
if (!uniforms_dirty) {
@@ -72,34 +68,33 @@ void ShaderGLES3::bind_uniforms() {
};
// upload default uniforms
- const Map<uint32_t,Variant>::Element *E =uniform_defaults.front();
+ const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
- while(E) {
- int idx=E->key();
- int location=version->uniform_location[idx];
+ while (E) {
+ int idx = E->key();
+ int location = version->uniform_location[idx];
- if (location<0) {
- E=E->next();
+ if (location < 0) {
+ E = E->next();
continue;
-
}
- const Variant &v=E->value();
+ 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();
+ E = E->next();
};
- const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front();
+ 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();
+ if (location < 0) {
+ C = C->next();
continue;
}
- glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0]));
+ glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0]));
C = C->next();
};
@@ -114,24 +109,24 @@ GLint ShaderGLES3::get_uniform_location(int p_idx) const {
};
bool ShaderGLES3::bind() {
-
- if (active!=this || !version || new_conditional_version.key!=conditional_version.key) {
- conditional_version=new_conditional_version;
+
+ 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 );
+ ERR_FAIL_COND_V(!version, false);
+
+ glUseProgram(version->id);
DEBUG_TEST_ERROR("Use Program");
- active=this;
+ active = this;
uniforms_dirty = true;
-/*
+ /*
* why on earth is this code here?
for (int i=0;i<texunit_pair_count;i++) {
@@ -145,152 +140,133 @@ bool ShaderGLES3::bind() {
void ShaderGLES3::unbind() {
- version=NULL;
+ version = NULL;
glUseProgram(0);
uniforms_dirty = true;
- active=NULL;
+ active = NULL;
}
+static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
-static void _display_error_with_code(const String& p_error,const Vector<const char*>& p_code) {
-
-
- int line=1;
+ int line = 1;
String total_code;
- for(int i=0;i<p_code.size();i++) {
- total_code+=String(p_code[i]);
+ 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++) {
+ for (int j = 0; j < lines.size(); j++) {
- print_line(itos(line)+": "+lines[j]);
+ print_line(itos(line) + ": " + lines[j]);
line++;
}
ERR_PRINTS(p_error);
-
}
-ShaderGLES3::Version* ShaderGLES3::get_current_version() {
+ShaderGLES3::Version *ShaderGLES3::get_current_version() {
- Version *_v=version_map.getptr(conditional_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)
+ 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_map[conditional_version] = Version();
Version &v = version_map[conditional_version];
if (!_v) {
- v.uniform_location = memnew_arr( GLint, uniform_count );
+ 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;
+ glDeleteShader(v.vert_id);
+ glDeleteShader(v.frag_id);
+ glDeleteProgram(v.id);
+ v.id = 0;
}
-
}
-
-
- v.ok=false;
+ v.ok = false;
/* SETUP CONDITIONALS */
-
- Vector<const char*> strings;
+
+ 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;
-
- int define_line_ofs=1;
-
- for(int i=0;i<custom_defines.size();i++) {
+ 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]:"");
+ 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;
+ CustomCode *cc = NULL;
- if ( conditional_version.code_version>0 ) {
+ 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;
-
+ 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 */
+ ERR_FAIL_COND_V(v.id == 0, NULL);
+
+ /* VERTEX SHADER */
if (cc) {
- for(int i=0;i<cc->custom_defines.size();i++) {
+ 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]));
+ DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
}
}
- int strings_base_size=strings.size();
+ int strings_base_size = strings.size();
//vertex precision is high
strings.push_back("precision highp float;\n");
@@ -311,83 +287,78 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
}
#endif
-
strings.push_back(vertex_code0.get_data());
if (cc) {
- code_globals=cc->vertex_globals.ascii();
+ 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();
+ 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();
+ 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++) {
+ 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);
+ 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
+
+ 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) {
-
+ glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
+
+ if (iloglen < 0) {
+
glDeleteShader(v.vert_id);
- glDeleteProgram( v.id );
- v.id=0;
-
+ glDeleteProgram(v.id);
+ v.id = 0;
+
ERR_PRINT("NO LOG, WTF");
} else {
- if (iloglen==0) {
+ if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
-
- char *ilogmem = (char*)memalloc(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);
+ char *ilogmem = (char *)memalloc(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);
memfree(ilogmem);
glDeleteShader(v.vert_id);
- glDeleteProgram( v.id );
- v.id=0;
-
+ glDeleteProgram(v.id);
+ v.id = 0;
}
-
- ERR_FAIL_V(NULL);
- }
+ ERR_FAIL_V(NULL);
+ }
/* FRAGMENT SHADER */
@@ -411,317 +382,308 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() {
}
#endif
-
strings.push_back(fragment_code0.get_data());
if (cc) {
- code_globals=cc->fragment_globals.ascii();
+ 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();
+ 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();
+ 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();
+ 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++) {
+ 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);
+ 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
+
+ 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) {
+ 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;
+ glDeleteProgram(v.id);
+ v.id = 0;
ERR_PRINT("NO LOG, WTF");
} else {
-
- if (iloglen==0) {
+
+ if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
- char *ilogmem = (char*)memalloc(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);
+ char *ilogmem = (char *)memalloc(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());
memfree(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
- glDeleteProgram( v.id );
- v.id=0;
-
+ glDeleteProgram(v.id);
+ v.id = 0;
}
-
- ERR_FAIL_V( NULL );
- }
- glAttachShader(v.id,v.frag_id);
- glAttachShader(v.id,v.vert_id);
+ 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++) {
+ for (int i = 0; i < attribute_pair_count; i++) {
- glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name );
+ 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++) {
+ Vector<const char *> feedback;
+ for (int i = 0; i < feedback_count; i++) {
- if (feedbacks[i].conditional==-1 || (1<<feedbacks[i].conditional)&conditional_version.version) {
+ 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));
+ 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 );
+ 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
+
+ if (status == GL_FALSE) {
+ // error linking
GLsizei iloglen;
- glGetProgramiv(v.id,GL_INFO_LOG_LENGTH,&iloglen);
-
- if (iloglen<0) {
-
+ 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);
+ glDeleteProgram(v.id);
+ v.id = 0;
+ ERR_FAIL_COND_V(iloglen <= 0, NULL);
}
- if (iloglen==0) {
+ 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);
+ 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;
-
+ glDeleteProgram(v.id);
+ v.id = 0;
+
ERR_FAIL_V(NULL);
}
-
- /* UNIFORMS */
-
- glUseProgram(v.id);
+ /* 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]);
+ 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++) {
+ 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
+ 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);
+ glUniform1i(loc, texunit_pairs[i].index);
}
}
}
// assign uniform block bind points
- for (int i=0;i<ubo_count;i++) {
+ 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);
+ GLint loc = glGetUniformBlockIndex(v.id, ubo_pairs[i].name);
+ if (loc >= 0)
+ glUniformBlockBinding(v.id, loc, ubo_pairs[i].index);
}
- if ( cc ) {
+ if (cc) {
v.texture_uniform_locations.resize(cc->texture_uniforms.size());
- for(int i=0;i<cc->texture_uniforms.size();i++) {
+ 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);
+ 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;
+ v.ok = true;
return &v;
}
-GLint ShaderGLES3::get_uniform_location(const String& p_name) const {
+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());
+ 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) {
+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;
+ 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;
+ 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();
+ if (cpos == -1) {
+ vertex_code0 = code.ascii();
} else {
- vertex_code0=code.substr(0,cpos).ascii();
- code = code.substr(cpos+globals_tag.length(),code.length());
+ 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();
+ 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());
+ 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();
+ 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();
+ 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;
+ 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();
+ if (cpos == -1) {
+ fragment_code0 = code.ascii();
} else {
- fragment_code0=code.substr(0,cpos).ascii();
+ 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());
+ code = code.substr(cpos + globals_tag.length(), code.length());
cpos = code.find(material_tag);
- if (cpos==-1) {
- fragment_code1=code.ascii();
+ if (cpos == -1) {
+ fragment_code1 = code.ascii();
} else {
- fragment_code1=code.substr(0,cpos).ascii();
+ 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());
+ String code2 = code.substr(cpos + material_tag.length(), code.length());
cpos = code2.find(code_tag);
- if (cpos==-1) {
- fragment_code2=code2.ascii();
+ if (cpos == -1) {
+ fragment_code2 = code2.ascii();
} else {
- fragment_code2=code2.substr(0,cpos).ascii();
+ 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());
+ String code3 = code2.substr(cpos + code_tag.length(), code2.length());
cpos = code3.find(light_code_tag);
- if (cpos==-1) {
- fragment_code3=code3.ascii();
+ if (cpos == -1) {
+ fragment_code3 = code3.ascii();
} else {
- fragment_code3=code3.substr(0,cpos).ascii();
+ 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();
+ fragment_code4 = code3.substr(cpos + light_code_tag.length(), code3.length()).ascii();
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
}
}
@@ -729,111 +691,99 @@ void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_co
}
}
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units);
-
+ 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 );
-
- }
-
-}
+ 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 );
+ 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;
+ 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;
+ 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) {
+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;
+ 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;
+ 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 )) {
+ /* 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
+ 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;
+ base_material_tex_index = p_idx;
}
ShaderGLES3::ShaderGLES3() {
- version=NULL;
- last_custom_code=1;
+ version = NULL;
+ last_custom_code = 1;
uniforms_dirty = true;
- base_material_tex_index=0;
-
+ base_material_tex_index = 0;
}
-
ShaderGLES3::~ShaderGLES3() {
-
+
finish();
}
-
-
-