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+/*************************************************************************/
+/* shader_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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_RD_H
+#define SHADER_RD_H
+
+#include "core/hash_map.h"
+#include "core/map.h"
+#include "core/os/mutex.h"
+#include "core/rid_owner.h"
+#include "core/variant.h"
+
+#include <stdio.h>
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+
+class ShaderRD {
+
+ //versions
+ CharString general_defines;
+ Vector<CharString> variant_defines;
+
+ struct Version {
+ CharString uniforms;
+ CharString vertex_globals;
+ CharString vertex_code;
+ CharString compute_globals;
+ CharString compute_code;
+ CharString fragment_light;
+ CharString fragment_globals;
+ CharString fragment_code;
+ Vector<CharString> custom_defines;
+
+ RID *variants; //same size as version defines
+
+ bool valid;
+ bool dirty;
+ bool initialize_needed;
+ };
+
+ Mutex variant_set_mutex;
+
+ void _compile_variant(uint32_t p_variant, Version *p_version);
+
+ void _clear_version(Version *p_version);
+ void _compile_version(Version *p_version);
+
+ RID_Owner<Version> version_owner;
+
+ CharString fragment_codev; //for version and extensions
+ CharString fragment_code0;
+ CharString fragment_code1;
+ CharString fragment_code2;
+ CharString fragment_code3;
+ CharString fragment_code4;
+
+ CharString vertex_codev; //for version and extensions
+ CharString vertex_code0;
+ CharString vertex_code1;
+ CharString vertex_code2;
+ CharString vertex_code3;
+
+ bool is_compute = false;
+
+ CharString compute_codev; //for version and extensions
+ CharString compute_code0;
+ CharString compute_code1;
+ CharString compute_code2;
+ CharString compute_code3;
+
+ const char *name;
+
+protected:
+ ShaderRD() {}
+ void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
+
+public:
+ RID version_create();
+
+ void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
+ void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
+
+ _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
+ ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
+
+ Version *version = version_owner.getornull(p_version);
+ ERR_FAIL_COND_V(!version, RID());
+
+ if (version->dirty) {
+ _compile_version(version);
+ }
+
+ if (!version->valid) {
+ return RID();
+ }
+
+ return version->variants[p_variant];
+ }
+
+ bool version_is_valid(RID p_version);
+
+ bool version_free(RID p_version);
+
+ void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
+ virtual ~ShaderRD();
+};
+
+#endif