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-rw-r--r--drivers/gles3/shader_gles3.cpp120
1 files changed, 79 insertions, 41 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 033f10dbc5..10f42bf22b 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* shader_gles3.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* shader_gles3.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 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"
@@ -36,6 +36,11 @@
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
+static String _mkid(const String &p_id) {
+ String id = "m_" + p_id.replace("__", "_dus_");
+ return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
+}
+
void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
Vector<String> lines = String(p_code).split("\n");
@@ -92,7 +97,7 @@ void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
}
}
-void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
+void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
name = p_name;
if (p_vertex_code) {
@@ -118,6 +123,8 @@ void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code,
}
variant_defines = p_variants;
variant_count = p_variant_count;
+ feedbacks = p_feedback;
+ feedback_count = p_feedback_count;
StringBuilder tohash;
/*
@@ -142,7 +149,7 @@ RID ShaderGLES3::version_create() {
return version_owner.make_rid(version);
}
-void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization) {
+void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization) {
#ifdef GLES_OVER_GL
builder.append("#version 330\n");
builder.append("#define USE_GLES_OVER_GL\n");
@@ -171,6 +178,24 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
}
builder.append("\n"); //make sure defines begin at newline
+ // Insert multiview extension loading, because it needs to appear before
+ // any non-preprocessor code (like the "precision highp..." lines below).
+ builder.append("#ifdef USE_MULTIVIEW\n");
+ builder.append("#if defined(GL_OVR_multiview2)\n");
+ builder.append("#extension GL_OVR_multiview2 : require\n");
+ builder.append("#elif defined(GL_OVR_multiview)\n");
+ builder.append("#extension GL_OVR_multiview : require\n");
+ builder.append("#endif\n");
+ if (p_stage_type == StageType::STAGE_TYPE_VERTEX) {
+ builder.append("layout(num_views=2) in;\n");
+ }
+ builder.append("#define ViewIndex gl_ViewID_OVR\n");
+ builder.append("#define MAX_VIEWS 2\n");
+ builder.append("#else\n");
+ builder.append("#define ViewIndex uint(0)\n");
+ builder.append("#define MAX_VIEWS 1\n");
+ builder.append("#endif\n");
+
// Default to highp precision unless specified otherwise.
builder.append("precision highp float;\n");
builder.append("precision highp int;\n");
@@ -180,8 +205,9 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("precision highp sampler2DArray;\n");
#endif
- for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
- const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ const StageTemplate &stage_template = stage_templates[p_stage_type];
+ for (uint32_t i = 0; i < stage_template.chunks.size(); i++) {
+ const StageTemplate::Chunk &chunk = stage_template.chunks[i];
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
@@ -224,7 +250,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
//vertex stage
{
StringBuilder builder;
- _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX], p_specialization);
+ _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_VERTEX, p_specialization);
spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
String builder_string = builder.as_string();
@@ -272,7 +298,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
//fragment stage
{
StringBuilder builder;
- _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT], p_specialization);
+ _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_FRAGMENT, p_specialization);
spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
String builder_string = builder.as_string();
@@ -320,9 +346,21 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
glAttachShader(spec.id, spec.frag_id);
glAttachShader(spec.id, spec.vert_id);
- //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].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
+ // Specialization for this feedback is enabled
+ feedback.push_back(feedbacks[i].name);
+ }
+ }
+
+ if (feedback.size()) {
+ glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
+ }
+ }
glLinkProgram(spec.id);
@@ -392,7 +430,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
}
// textures
for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
- String native_uniform_name = p_version->texture_uniforms[i];
+ String native_uniform_name = _mkid(p_version->texture_uniforms[i]);
GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
glUniform1i(location, i + base_texture_index);
}
@@ -413,7 +451,7 @@ RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_ver
{
StringBuilder builder;
- _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX], specialization_default_mask);
+ _build_variant_code(builder, i, version, STAGE_TYPE_VERTEX, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "vertex";
@@ -425,7 +463,7 @@ RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_ver
//fragment stage
{
StringBuilder builder;
- _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT], specialization_default_mask);
+ _build_variant_code(builder, i, version, STAGE_TYPE_FRAGMENT, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "fragment";