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+/*************************************************************************/
+/* shader_gles3.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef SHADER_OPENGL_H
+#define SHADER_OPENGL_H
+
+#include "core/os/mutex.h"
+#include "core/string/string_builder.h"
+#include "core/templates/hash_map.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/map.h"
+#include "core/templates/rid_owner.h"
+#include "core/variant/variant.h"
+#include "servers/rendering_server.h"
+
+#ifdef GLES3_ENABLED
+
+// This must come first to avoid windows.h mess
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
+#include <stdio.h>
+
+class ShaderGLES3 {
+protected:
+ struct TexUnitPair {
+ const char *name;
+ int index;
+ };
+
+ struct UBOPair {
+ const char *name;
+ int index;
+ };
+
+ struct Specialization {
+ const char *name;
+ bool default_value = false;
+ };
+
+private:
+ //versions
+ CharString general_defines;
+
+ // A version is a high-level construct which is a combination of built-in and user-defined shader code
+ // Variants use #idefs to toggle behaviour on and off to change behaviour of the shader
+ // Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance
+ // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler)
+ struct Version {
+ Vector<StringName> texture_uniforms;
+ CharString uniforms;
+ CharString vertex_globals;
+ CharString fragment_globals;
+ Map<StringName, CharString> code_sections;
+ Vector<CharString> custom_defines;
+
+ struct Specialization {
+ GLuint id;
+ GLuint vert_id;
+ GLuint frag_id;
+ LocalVector<GLint> uniform_location;
+ LocalVector<GLint> texture_uniform_locations;
+ Map<StringName, GLint> custom_uniform_locations;
+ bool build_queued = false;
+ bool ok = false;
+ Specialization() {
+ id = 0;
+ vert_id = 0;
+ frag_id = 0;
+ }
+ };
+
+ LocalVector<OAHashMap<uint64_t, Specialization>> variants;
+ };
+
+ Mutex variant_set_mutex;
+
+ void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization);
+
+ void _clear_version(Version *p_version);
+ void _initialize_version(Version *p_version);
+
+ RID_Owner<Version> version_owner;
+
+ struct StageTemplate {
+ struct Chunk {
+ enum Type {
+ TYPE_MATERIAL_UNIFORMS,
+ TYPE_VERTEX_GLOBALS,
+ TYPE_FRAGMENT_GLOBALS,
+ TYPE_CODE,
+ TYPE_TEXT
+ };
+
+ Type type;
+ StringName code;
+ CharString text;
+ };
+ LocalVector<Chunk> chunks;
+ };
+
+ String name;
+
+ String base_sha256;
+
+ static String shader_cache_dir;
+ static bool shader_cache_cleanup_on_start;
+ static bool shader_cache_save_compressed;
+ static bool shader_cache_save_compressed_zstd;
+ static bool shader_cache_save_debug;
+ bool shader_cache_dir_valid = false;
+
+ GLint max_image_units;
+
+ enum StageType {
+ STAGE_TYPE_VERTEX,
+ STAGE_TYPE_FRAGMENT,
+ STAGE_TYPE_MAX,
+ };
+
+ StageTemplate stage_templates[STAGE_TYPE_MAX];
+
+ void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization);
+
+ void _add_stage(const char *p_code, StageType p_stage_type);
+
+ String _version_get_sha1(Version *p_version) const;
+ bool _load_from_cache(Version *p_version);
+ void _save_to_cache(Version *p_version);
+
+ const char **uniform_names = nullptr;
+ int uniform_count = 0;
+ const UBOPair *ubo_pairs = nullptr;
+ int ubo_count = 0;
+ const TexUnitPair *texunit_pairs = nullptr;
+ int texunit_pair_count = 0;
+ int specialization_count = 0;
+ const Specialization *specializations = nullptr;
+ uint64_t specialization_default_mask = 0;
+ const char **variant_defines = nullptr;
+ int variant_count = 0;
+
+ int base_texture_index = 0;
+ Version::Specialization *current_shader = nullptr;
+
+protected:
+ ShaderGLES3();
+ void _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);
+
+ _FORCE_INLINE_ void _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
+ ERR_FAIL_INDEX(p_variant, variant_count);
+
+ Version *version = version_owner.get_or_null(p_version);
+ ERR_FAIL_COND(!version);
+
+ if (version->variants.size() == 0) {
+ _initialize_version(version); //may lack initialization
+ }
+
+ Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization);
+ if (!spec) {
+ if (false) {
+ // Queue load this specialization and use defaults in the meantime (TODO)
+
+ spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
+ } else {
+ // Compile on the spot
+ Version::Specialization s;
+ _compile_specialization(s, p_variant, version, p_specialization);
+ version->variants[p_variant].insert(p_specialization, s);
+ spec = version->variants[p_variant].lookup_ptr(p_specialization);
+ }
+ } else if (spec->build_queued) {
+ // Still queued, wait
+ spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
+ }
+
+ ERR_FAIL_COND(!spec); // Should never happen
+ ERR_FAIL_COND(!spec->ok); // Should never happen
+
+ glUseProgram(spec->id);
+ current_shader = spec;
+ }
+
+ _FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) {
+ ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
+ Version *version = version_owner.get_or_null(p_version);
+ ERR_FAIL_COND_V(!version, -1);
+ return version->variants[p_variant].lookup_ptr(p_specialization)->uniform_location[p_which];
+ }
+
+ virtual void _init() = 0;
+
+public:
+ RID version_create();
+
+ void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize = false);
+
+ bool version_is_valid(RID p_version);
+
+ bool version_free(RID p_version);
+
+ static void set_shader_cache_dir(const String &p_dir);
+ static void set_shader_cache_save_compressed(bool p_enable);
+ static void set_shader_cache_save_compressed_zstd(bool p_enable);
+ static void set_shader_cache_save_debug(bool p_enable);
+
+ RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
+
+ void initialize(const String &p_general_defines = "", int p_base_texture_index = 0);
+ virtual ~ShaderGLES3();
+};
+
+#endif // SHADER_OPENGL_H
+#endif