diff options
Diffstat (limited to 'drivers/gles3/shader_gles3.h')
-rw-r--r-- | drivers/gles3/shader_gles3.h | 330 |
1 files changed, 151 insertions, 179 deletions
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 3b9177b4eb..bc593fb187 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -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 +50,200 @@ #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; +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ 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 |