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-rw-r--r--drivers/gles3/shader_gles3.h331
1 files changed, 150 insertions, 181 deletions
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 1aca3a1cf6..f344ea047f 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -31,8 +31,16 @@
#ifndef SHADER_OPENGL_H
#define SHADER_OPENGL_H
-#include "drivers/gles3/rasterizer_platforms.h"
-#ifdef GLES3_BACKEND_ENABLED
+#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"
@@ -42,236 +50,197 @@
#include OPENGL_INCLUDE_H
#endif
-#include "core/math/camera_matrix.h"
-#include "core/templates/hash_map.h"
-#include "core/templates/map.h"
-#include "core/templates/pair.h"
-#include "core/variant/variant.h"
-#include "servers/rendering/shader_language.h"
-
#include <stdio.h>
-class RasterizerStorageGLES3;
-
class ShaderGLES3 {
protected:
- struct Enum {
- uint64_t mask;
- uint64_t shift;
- const char *defines[16];
- };
-
- struct EnumValue {
- uint64_t set_mask;
- uint64_t clear_mask;
- };
-
- struct AttributePair {
+ struct TexUnitPair {
const char *name;
int index;
};
- struct UniformPair {
+ struct UBOPair {
const char *name;
- Variant::Type type_hint;
+ int index;
};
- struct TexUnitPair {
+ struct Specialization {
const char *name;
- int index;
+ bool default_value = false;
};
- bool uniforms_dirty;
-
private:
- bool valid = false;
-
- //@TODO Optimize to a fixed set of shader pools and use a LRU
- int uniform_count;
- int texunit_pair_count;
- int conditional_count;
- int vertex_code_start;
- int fragment_code_start;
- int attribute_pair_count;
-
- struct CustomCode {
- String vertex;
- String vertex_globals;
- String fragment;
- String fragment_globals;
- String light;
- uint32_t version;
- Vector<StringName> texture_uniforms;
- Vector<StringName> custom_uniforms;
- Vector<CharString> custom_defines;
- Set<uint32_t> versions;
- };
+ //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 {
- GLuint id;
- GLuint vert_id;
- GLuint frag_id;
- GLint *uniform_location;
- Vector<GLint> texture_uniform_locations;
- Map<StringName, GLint> custom_uniform_locations;
- uint32_t code_version;
- bool ok;
- Version() {
- id = 0;
- vert_id = 0;
- frag_id = 0;
- uniform_location = NULL;
- code_version = 0;
- ok = false;
- }
- };
-
- Version *version;
+ Vector<StringName> texture_uniforms;
+ CharString uniforms;
+ CharString vertex_globals;
+ CharString fragment_globals;
+ Map<StringName, CharString> code_sections;
+ Vector<CharString> custom_defines;
- union VersionKey {
- struct {
- uint32_t version;
- uint32_t code_version;
+ 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;
+ }
};
- uint64_t key;
- bool operator==(const VersionKey &p_key) const { return key == p_key.key; }
- bool operator<(const VersionKey &p_key) const { return key < p_key.key; }
- };
- struct VersionKeyHash {
- static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); }
+ LocalVector<OAHashMap<uint64_t, Specialization>> variants;
};
- //this should use a way more cachefriendly version..
- HashMap<VersionKey, Version, VersionKeyHash> version_map;
-
- HashMap<uint32_t, CustomCode> custom_code_map;
- uint32_t last_custom_code;
+ Mutex variant_set_mutex;
- VersionKey conditional_version;
- VersionKey new_conditional_version;
+ void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization);
- virtual String get_shader_name() const = 0;
+ void _clear_version(Version *p_version);
+ void _initialize_version(Version *p_version);
- const char **conditional_defines;
- const char **uniform_names;
- const AttributePair *attribute_pairs;
- const TexUnitPair *texunit_pairs;
- const char *vertex_code;
- const char *fragment_code;
- CharString fragment_code0;
- CharString fragment_code1;
- CharString fragment_code2;
- CharString fragment_code3;
+ RID_Owner<Version> version_owner;
- CharString vertex_code0;
- CharString vertex_code1;
- CharString vertex_code2;
+ struct StageTemplate {
+ struct Chunk {
+ enum Type {
+ TYPE_MATERIAL_UNIFORMS,
+ TYPE_VERTEX_GLOBALS,
+ TYPE_FRAGMENT_GLOBALS,
+ TYPE_CODE,
+ TYPE_TEXT
+ };
- Vector<CharString> custom_defines;
+ Type type;
+ StringName code;
+ CharString text;
+ };
+ LocalVector<Chunk> chunks;
+ };
- Version *get_current_version();
+ String name;
- static ShaderGLES3 *active;
+ String base_sha256;
- int max_image_units;
+ 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;
- Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value>>> uniform_values;
+ GLint max_image_units;
-protected:
- _FORCE_INLINE_ int _get_uniform(int p_which) const;
- _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
-
- void 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 char *p_vertex_code,
- const char *p_fragment_code,
- int p_vertex_code_start,
- int p_fragment_code_start);
+ enum StageType {
+ STAGE_TYPE_VERTEX,
+ STAGE_TYPE_FRAGMENT,
+ STAGE_TYPE_MAX,
+ };
- ShaderGLES3();
+ StageTemplate stage_templates[STAGE_TYPE_MAX];
-public:
- enum {
- CUSTOM_SHADER_DISABLED = 0
- };
+ void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization);
- GLint get_uniform_location(const String &p_name) const;
- GLint get_uniform_location(int p_index) const;
+ void _add_stage(const char *p_code, StageType p_stage_type);
- static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; }
- bool bind();
- void unbind();
+ String _version_get_sha1(Version *p_version) const;
+ bool _load_from_cache(Version *p_version);
+ void _save_to_cache(Version *p_version);
- inline GLuint get_program() const { return version ? version->id : 0; }
+ 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;
- void clear_caches();
+ int base_texture_index = 0;
+ Version::Specialization *current_shader = nullptr;
- uint32_t create_custom_shader();
- void 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 Vector<StringName> &p_uniforms,
- const Vector<StringName> &p_texture_uniforms,
- const Vector<CharString> &p_custom_defines);
+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);
- void set_custom_shader(uint32_t p_code_id);
- void free_custom_shader(uint32_t p_code_id);
+ _FORCE_INLINE_ void _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
+ ERR_FAIL_INDEX(p_variant, variant_count);
- uint32_t get_version_key() const { return conditional_version.version; }
+ Version *version = version_owner.get_or_null(p_version);
+ ERR_FAIL_COND(!version);
- // this void* is actually a RasterizerStorageGLES3::Material, but C++ doesn't
- // like forward declared nested classes.
- void use_material(void *p_material);
+ if (version->variants.size() == 0) {
+ _initialize_version(version); //may lack initialization
+ }
- _FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
- _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
+ 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);
+ }
- virtual void init() = 0;
- void finish();
+ ERR_FAIL_COND(!spec); // Should never happen
+ ERR_FAIL_COND(!spec->ok); // Should never happen
- void add_custom_define(const String &p_define) {
- custom_defines.push_back(p_define.utf8());
+ glUseProgram(spec->id);
+ current_shader = spec;
}
- void get_custom_defines(Vector<String> *p_defines) {
- for (int i = 0; i < custom_defines.size(); i++) {
- p_defines->push_back(custom_defines[i].get_data());
- }
+ _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];
}
- void remove_custom_define(const String &p_define) {
- custom_defines.erase(p_define.utf8());
- }
+ virtual void _init() = 0;
- virtual ~ShaderGLES3();
-};
+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);
-// called a lot, made inline
+ bool version_free(RID p_version);
-int ShaderGLES3::_get_uniform(int p_which) const {
- ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
- ERR_FAIL_COND_V(!version, -1);
- return version->uniform_location[p_which];
-}
+ 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);
-void ShaderGLES3::_set_conditional(int p_which, bool p_value) {
- ERR_FAIL_INDEX(p_which, conditional_count);
- if (p_value)
- new_conditional_version.version |= (1 << p_which);
- else
- new_conditional_version.version &= ~(1 << p_which);
-}
+ RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
-#endif // GLES3_BACKEND_ENABLED
+ void initialize(const String &p_general_defines = "", int p_base_texture_index = 0);
+ virtual ~ShaderGLES3();
+};
#endif // SHADER_OPENGL_H
+#endif