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Diffstat (limited to 'drivers/gles3/shader_gles3.h')
-rw-r--r--drivers/gles3/shader_gles3.h35
1 files changed, 21 insertions, 14 deletions
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index f344ea047f..2b72549b5b 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -28,14 +28,15 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SHADER_OPENGL_H
-#define SHADER_OPENGL_H
+#ifndef SHADER_GLES3_H
+#define SHADER_GLES3_H
+#include "core/math/projection.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/rb_map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
@@ -73,16 +74,17 @@ 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
+ // A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version
+ // Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader
+ // All variants are compiled each time a new version is created
// 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)
+ // 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, or doing a depth prepass vs a color pass)
struct Version {
Vector<StringName> texture_uniforms;
CharString uniforms;
CharString vertex_globals;
CharString fragment_globals;
- Map<StringName, CharString> code_sections;
+ HashMap<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
struct Specialization {
@@ -91,7 +93,7 @@ private:
GLuint frag_id;
LocalVector<GLint> uniform_location;
LocalVector<GLint> texture_uniform_locations;
- Map<StringName, GLint> custom_uniform_locations;
+ HashMap<StringName, GLint> custom_uniform_locations;
bool build_queued = false;
bool ok = false;
Specialization() {
@@ -111,7 +113,7 @@ private:
void _clear_version(Version *p_version);
void _initialize_version(Version *p_version);
- RID_Owner<Version> version_owner;
+ RID_Owner<Version, true> version_owner;
struct StageTemplate {
struct Chunk {
@@ -141,7 +143,7 @@ private:
static bool shader_cache_save_debug;
bool shader_cache_dir_valid = false;
- GLint max_image_units;
+ GLint max_image_units = 0;
enum StageType {
STAGE_TYPE_VERTEX,
@@ -217,7 +219,11 @@ protected:
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];
+ ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1);
+ Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization);
+ ERR_FAIL_COND_V(!spec, -1);
+ ERR_FAIL_INDEX_V(p_which, int(spec->uniform_location.size()), -1);
+ return spec->uniform_location[p_which];
}
virtual void _init() = 0;
@@ -225,7 +231,7 @@ protected:
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);
+ void version_set_code(RID p_version, const HashMap<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);
@@ -242,5 +248,6 @@ public:
virtual ~ShaderGLES3();
};
-#endif // SHADER_OPENGL_H
-#endif
+#endif // GLES3_ENABLED
+
+#endif // SHADER_GLES3_H