diff options
Diffstat (limited to 'servers/rendering/shader_compiler.cpp')
-rw-r--r-- | servers/rendering/shader_compiler.cpp | 226 |
1 files changed, 157 insertions, 69 deletions
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index ab5b8af794..2710724066 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1,39 +1,39 @@ -/*************************************************************************/ -/* shader_compiler.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_compiler.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_compiler.h" #include "core/config/project_settings.h" #include "core/os/os.h" +#include "servers/rendering/rendering_server_globals.h" #include "servers/rendering/shader_types.h" -#include "servers/rendering_server.h" #define SL ShaderLanguage @@ -134,6 +134,8 @@ static String _interpstr(SL::DataInterpolation p_interp) { return "flat "; case SL::INTERPOLATION_SMOOTH: return ""; + case SL::INTERPOLATION_DEFAULT: + return ""; } return ""; } @@ -373,16 +375,16 @@ void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const Str static String _get_global_shader_uniform_from_type_and_index(const String &p_buffer, const String &p_index, ShaderLanguage::DataType p_type) { switch (p_type) { case ShaderLanguage::TYPE_BOOL: { - return "(" + p_buffer + "[" + p_index + "].x != 0.0)"; + return "bool(floatBitsToUint(" + p_buffer + "[" + p_index + "].x))"; } case ShaderLanguage::TYPE_BVEC2: { - return "(notEqual(" + p_buffer + "[" + p_index + "].xy, vec2(0.0)))"; + return "bvec2(floatBitsToUint(" + p_buffer + "[" + p_index + "].xy))"; } case ShaderLanguage::TYPE_BVEC3: { - return "(notEqual(" + p_buffer + "[" + p_index + "].xyz, vec3(0.0)))"; + return "bvec3(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz))"; } case ShaderLanguage::TYPE_BVEC4: { - return "(notEqual(" + p_buffer + "[" + p_index + "].xyzw, vec4(0.0)))"; + return "bvec4(floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw))"; } case ShaderLanguage::TYPE_INT: { return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)"; @@ -667,6 +669,9 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene fragment_varyings.insert(varying_name); continue; } + if (varying.type < SL::TYPE_INT) { + continue; // Ignore boolean types to prevent crashing (if varying is just declared). + } String vcode; String interp_mode = _interpstr(varying.interpolation); @@ -904,9 +909,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (p_default_actions.renames.has(vnode->name)) { code = p_default_actions.renames[vnode->name]; - if (vnode->name == "SCREEN_TEXTURE") { - r_gen_code.uses_screen_texture_mipmaps = true; - } } else { if (shader->uniforms.has(vnode->name)) { //its a uniform! @@ -914,29 +916,22 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (u.texture_order >= 0) { StringName name = vnode->name; if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { - name = "SCREEN_TEXTURE"; + name = "color_buffer"; if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) { r_gen_code.uses_screen_texture_mipmaps = true; } + r_gen_code.uses_screen_texture = true; } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { - name = "NORMAL_ROUGHNESS_TEXTURE"; + name = "normal_roughness_buffer"; + r_gen_code.uses_normal_roughness_texture = true; } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { - name = "DEPTH_TEXTURE"; + name = "depth_buffer"; + r_gen_code.uses_depth_texture = true; } else { name = _mkid(vnode->name); //texture, use as is } - if (p_default_actions.renames.has(name)) { - code = p_default_actions.renames[name]; - } else { - code = name; - } - - if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) { - *p_actions.usage_flag_pointers[name] = true; - used_flag_pointers.insert(name); - } - + code = name; } else { //a scalar or vector if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { @@ -1141,8 +1136,18 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene case SL::OP_STRUCT: case SL::OP_CONSTRUCT: { ERR_FAIL_COND_V(onode->arguments[0]->type != SL::Node::TYPE_VARIABLE, String()); - - SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0]; + const SL::VariableNode *vnode = static_cast<const SL::VariableNode *>(onode->arguments[0]); + const SL::FunctionNode *func = nullptr; + const bool is_internal_func = internal_functions.has(vnode->name); + + if (!is_internal_func) { + for (int i = 0; i < shader->functions.size(); i++) { + if (shader->functions[i].name == vnode->name) { + func = shader->functions[i].function; + break; + } + } + } bool is_texture_func = false; bool is_screen_texture = false; @@ -1156,7 +1161,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene used_flag_pointers.insert(vnode->name); } - if (internal_functions.has(vnode->name)) { + if (is_internal_func) { code += vnode->name; is_texture_func = texture_functions.has(vnode->name); } else if (p_default_actions.renames.has(vnode->name)) { @@ -1168,13 +1173,56 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene code += "("; + // if color backbuffer, depth backbuffer or normal roughness texture is used, + // we will add logic to automatically switch between + // sampler2D and sampler2D array and vec2 UV and vec3 UV. + bool multiview_uv_needed = false; + for (int i = 1; i < onode->arguments.size(); i++) { if (i > 1) { code += ", "; } + + bool is_out_qualifier = false; + if (is_internal_func) { + is_out_qualifier = SL::is_builtin_func_out_parameter(vnode->name, i - 1); + } else if (func != nullptr) { + const SL::ArgumentQualifier qualifier = func->arguments[i - 1].qualifier; + is_out_qualifier = qualifier == SL::ARGUMENT_QUALIFIER_OUT || qualifier == SL::ARGUMENT_QUALIFIER_INOUT; + } + + if (is_out_qualifier) { + StringName name; + bool found = false; + { + const SL::Node *node = onode->arguments[i]; + + bool done = false; + do { + switch (node->type) { + case SL::Node::TYPE_VARIABLE: { + name = static_cast<const SL::VariableNode *>(node)->name; + done = true; + found = true; + } break; + case SL::Node::TYPE_MEMBER: { + node = static_cast<const SL::MemberNode *>(node)->owner; + } break; + default: { + done = true; + } break; + } + } while (!done); + } + + if (found && p_actions.write_flag_pointers.has(name)) { + *p_actions.write_flag_pointers[name] = true; + } + } + String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (!RS::get_singleton()->is_low_end() && is_texture_func && i == 1) { - //need to map from texture to sampler in order to sample when using Vulkan GLSL + if (is_texture_func && i == 1) { + // If we're doing a texture lookup we need to check our texture argument StringName texture_uniform; bool correct_texture_uniform = false; @@ -1193,17 +1241,25 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene break; } - if (correct_texture_uniform) { - //TODO Needs to detect screen_texture hint as well - is_screen_texture = (texture_uniform == "SCREEN_TEXTURE"); - + if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) { + // Need to map from texture to sampler in order to sample when using Vulkan GLSL. String sampler_name; + bool is_depth_texture = false; + bool is_normal_roughness_texture = false; if (actions.custom_samplers.has(texture_uniform)) { sampler_name = actions.custom_samplers[texture_uniform]; } else { if (shader->uniforms.has(texture_uniform)) { - sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat); + const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform]; + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { + is_screen_texture = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + is_depth_texture = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { + is_normal_roughness_texture = true; + } + sampler_name = _get_sampler_name(u.filter, u.repeat); } else { bool found = false; @@ -1229,17 +1285,46 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene } } - code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")"; + String data_type_name = ""; + if (actions.check_multiview_samplers && (is_screen_texture || is_depth_texture || is_normal_roughness_texture)) { + data_type_name = "multiviewSampler"; + multiview_uv_needed = true; + } else { + data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()); + } + + code += data_type_name + "(" + node_code + ", " + sampler_name + ")"; + } else if (actions.check_multiview_samplers && correct_texture_uniform && RS::get_singleton()->is_low_end()) { + // Texture function on low end hardware (i.e. OpenGL). + // We just need to know if the texture supports multiview. + + if (shader->uniforms.has(texture_uniform)) { + const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform]; + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { + multiview_uv_needed = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + multiview_uv_needed = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { + multiview_uv_needed = true; + } + } + + code += node_code; } else { code += node_code; } + } else if (multiview_uv_needed && i == 2) { + // UV coordinate after using color, depth or normal roughness texture. + node_code = "multiview_uv(" + node_code + ".xy)"; + + code += node_code; } else { code += node_code; } } code += ")"; if (is_screen_texture && actions.apply_luminance_multiplier) { - code = "(" + code + " / vec4(vec3(sc_luminance_multiplier), 1.0))"; + code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))"; } } break; case SL::OP_INDEX: { @@ -1348,8 +1433,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene return code; } -ShaderLanguage::DataType ShaderCompiler::_get_variable_type(const StringName &p_type) { - RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(p_type); +ShaderLanguage::DataType ShaderCompiler::_get_global_shader_uniform_type(const StringName &p_name) { + RS::GlobalShaderParameterType gvt = RSG::material_storage->global_shader_parameter_get_type(p_name); return (ShaderLanguage::DataType)RS::global_shader_uniform_type_get_shader_datatype(gvt); } @@ -1358,7 +1443,7 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident info.functions = ShaderTypes::get_singleton()->get_functions(p_mode); info.render_modes = ShaderTypes::get_singleton()->get_modes(p_mode); info.shader_types = ShaderTypes::get_singleton()->get_types(); - info.global_shader_uniform_type_func = _get_variable_type; + info.global_shader_uniform_type_func = _get_global_shader_uniform_type; Error err = parser.compile(p_code, info); @@ -1369,11 +1454,11 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident HashMap<String, Vector<String>> includes; includes[""] = Vector<String>(); Vector<String> include_stack; - Vector<String> shader = p_code.split("\n"); + Vector<String> shader_lines = p_code.split("\n"); // Reconstruct the files. - for (int i = 0; i < shader.size(); i++) { - String l = shader[i]; + for (int i = 0; i < shader_lines.size(); i++) { + String l = shader_lines[i]; if (l.begins_with("@@>")) { String inc_path = l.replace_first("@@>", ""); @@ -1445,6 +1530,9 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident r_gen_code.uses_vertex_time = false; r_gen_code.uses_global_textures = false; r_gen_code.uses_screen_texture_mipmaps = false; + r_gen_code.uses_screen_texture = false; + r_gen_code.uses_depth_texture = false; + r_gen_code.uses_normal_roughness_texture = false; used_name_defines.clear(); used_rmode_defines.clear(); |