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+/*************************************************************************/
+/* shader_gles3.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 "drivers/gles3/rasterizer_platforms.h"
+#ifdef GLES3_BACKEND_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 "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 {
+ const char *name;
+ int index;
+ };
+
+ struct UniformPair {
+ const char *name;
+ Variant::Type type_hint;
+ };
+
+ struct TexUnitPair {
+ const char *name;
+ int index;
+ };
+
+ 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;
+ };
+
+ 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;
+
+ union VersionKey {
+ struct {
+ uint32_t version;
+ uint32_t code_version;
+ };
+ 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); }
+ };
+
+ //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;
+
+ VersionKey conditional_version;
+ VersionKey new_conditional_version;
+
+ virtual String get_shader_name() const = 0;
+
+ 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;
+
+ CharString vertex_code0;
+ CharString vertex_code1;
+ CharString vertex_code2;
+
+ Vector<CharString> custom_defines;
+
+ Version *get_current_version();
+
+ static ShaderGLES3 *active;
+
+ int max_image_units;
+
+ Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value>>> uniform_values;
+
+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);
+
+ ShaderGLES3();
+
+public:
+ enum {
+ CUSTOM_SHADER_DISABLED = 0
+ };
+
+ GLint get_uniform_location(const String &p_name) const;
+ GLint get_uniform_location(int p_index) const;
+
+ static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; }
+ bool bind();
+ void unbind();
+
+ inline GLuint get_program() const { return version ? version->id : 0; }
+
+ void clear_caches();
+
+ 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);
+
+ void set_custom_shader(uint32_t p_code_id);
+ void free_custom_shader(uint32_t p_code_id);
+
+ uint32_t get_version_key() const { return conditional_version.version; }
+
+ // this void* is actually a RasterizerStorageGLES3::Material, but C++ doesn't
+ // like forward declared nested classes.
+ void use_material(void *p_material);
+
+ _FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
+ _FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
+
+ virtual void init() = 0;
+ void finish();
+
+ void add_custom_define(const String &p_define) {
+ custom_defines.push_back(p_define.utf8());
+ }
+
+ 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());
+ }
+ }
+
+ void remove_custom_define(const String &p_define) {
+ custom_defines.erase(p_define.utf8());
+ }
+
+ virtual ~ShaderGLES3();
+};
+
+// called a lot, made inline
+
+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];
+}
+
+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);
+}
+
+#endif // GLES3_BACKEND_ENABLED
+
+#endif // SHADER_OPENGL_H