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path: root/drivers/gles3/shader_gles3.cpp
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-rw-r--r--drivers/gles3/shader_gles3.cpp777
1 files changed, 0 insertions, 777 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
deleted file mode 100644
index ac911993be..0000000000
--- a/drivers/gles3/shader_gles3.cpp
+++ /dev/null
@@ -1,777 +0,0 @@
-/*************************************************************************/
-/* shader_gles3.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 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_gles3.h"
-
-#include "core/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_index) const {
-
- ERR_FAIL_COND_V(!version, -1);
-
- return version->uniform_location[p_index];
-}
-
-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);
-
- if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
- glUseProgram(0);
- return false;
- }
-
- glUseProgram(version->id);
-
- DEBUG_TEST_ERROR("Use Program");
-
- active = this;
- uniforms_dirty = true;
- 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");
- strings.push_back("#define GLES_OVER_GL\n");
-#else
- strings.push_back("#version 300 es\n");
-#endif
-
- for (int i = 0; i < custom_defines.size(); i++) {
-
- strings.push_back(custom_defines[i].get_data());
- }
-
- for (int j = 0; j < conditional_count; j++) {
-
- bool enable = ((1 << j) & conditional_version.version);
- strings.push_back(enable ? conditional_defines[j] : "");
-
- 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;
-
- 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;
- }
-
- /* 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");
-#ifndef GLES_OVER_GL
- strings.push_back("precision highp sampler2D;\n");
- strings.push_back("precision highp samplerCube;\n");
- strings.push_back("precision highp sampler2DArray;\n");
-#endif
-
- strings.push_back(vertex_code0.get_data());
-
- if (cc) {
- material_string = cc->uniforms.ascii();
- strings.push_back(material_string.get_data());
- }
-
- strings.push_back(vertex_code1.get_data());
-
- if (cc) {
- code_globals = cc->vertex_globals.ascii();
- strings.push_back(code_globals.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("Vertex shader compilation failed with empty log");
- } else {
-
- 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);
- memfree(ilogmem);
- glDeleteShader(v.vert_id);
- glDeleteProgram(v.id);
- v.id = 0;
- }
-
- ERR_FAIL_V(NULL);
- }
-
- //_display_error_with_code("pepo", strings);
-
- /* 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");
-#ifndef GLES_OVER_GL
- strings.push_back("precision highp sampler2D;\n");
- strings.push_back("precision highp samplerCube;\n");
- strings.push_back("precision highp sampler2DArray;\n");
-#endif
-
- strings.push_back(fragment_code0.get_data());
- if (cc) {
- material_string = cc->uniforms.ascii();
- strings.push_back(material_string.get_data());
- }
-
- strings.push_back(fragment_code1.get_data());
-
- if (cc) {
- code_globals = cc->fragment_globals.ascii();
- strings.push_back(code_globals.get_data());
- }
-
- strings.push_back(fragment_code2.get_data());
-
- if (cc) {
- code_string = cc->light.ascii();
- strings.push_back(code_string.get_data());
- }
-
- strings.push_back(fragment_code3.get_data());
-
- if (cc) {
- code_string2 = cc->fragment.ascii();
- strings.push_back(code_string2.get_data());
- }
-
- strings.push_back(fragment_code4.get_data());
-
-#ifdef DEBUG_SHADER
- DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data()));
- DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.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("Fragment shader compilation failed with empty log");
- } else {
-
- 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);
- ERR_PRINT(err_string.ascii().get_data());
- memfree(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
- 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.write[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;
- if (cc) {
- cc->versions.insert(conditional_version.version);
- }
-
- 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, 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(material_tag);
- if (cpos == -1) {
- vertex_code0 = code.ascii();
- } else {
- vertex_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + material_tag.length(), code.length());
-
- cpos = code.find(globals_tag);
-
- if (cpos == -1) {
- vertex_code1 = code.ascii();
- } else {
-
- vertex_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + globals_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(material_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 + material_tag.length(), code.length());
- cpos = code.find(globals_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 + globals_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();
- //print_line("CODE2:\n"+String(fragment_code2.get_data()));
-
- String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
-
- cpos = code3.find(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 + 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) {
-
- ERR_FAIL_COND(!custom_code_map.has(p_code_id));
- if (conditional_version.code_version == p_code_id) {
- conditional_version.code_version = 0; //do not keep using a version that is going away
- unbind();
- }
-
- VersionKey key;
- key.code_version = p_code_id;
- for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
- key.version = E->get();
- ERR_CONTINUE(!version_map.has(key));
- Version &v = version_map[key];
-
- glDeleteShader(v.vert_id);
- glDeleteShader(v.frag_id);
- glDeleteProgram(v.id);
- memdelete_arr(v.uniform_location);
- v.id = 0;
-
- version_map.erase(key);
- }
-
- 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();
-}