/*************************************************************************/ /* shader_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #include "shader_gles3.h" #include "print_string.h" //#define DEBUG_OPENGL #ifdef DEBUG_OPENGL #define DEBUG_TEST_ERROR(m_section) \ { \ uint32_t err = glGetError(); \ if (err) { \ print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ } \ } #else #define DEBUG_TEST_ERROR(m_section) #endif ShaderGLES3 *ShaderGLES3::active = NULL; //#define DEBUG_SHADER #ifdef DEBUG_SHADER #define DEBUG_PRINT(m_text) print_line(m_text); #else #define DEBUG_PRINT(m_text) #endif void ShaderGLES3::bind_uniforms() { if (!uniforms_dirty) { return; }; // upload default uniforms const Map::Element *E = uniform_defaults.front(); while (E) { int idx = E->key(); int location = version->uniform_location[idx]; if (location < 0) { E = E->next(); continue; } const Variant &v = E->value(); _set_uniform_variant(location, v); //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type())); E = E->next(); }; const Map::Element *C = uniform_cameras.front(); while (C) { int location = version->uniform_location[C->key()]; if (location < 0) { C = C->next(); continue; } glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0])); C = C->next(); }; uniforms_dirty = false; } GLint ShaderGLES3::get_uniform_location(int p_index) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_index]; } bool ShaderGLES3::bind() { if (active != this || !version || new_conditional_version.key != conditional_version.key) { conditional_version = new_conditional_version; version = get_current_version(); } else { return false; } ERR_FAIL_COND_V(!version, false); glUseProgram(version->id); DEBUG_TEST_ERROR("Use Program"); active = this; uniforms_dirty = true; /* * why on earth is this code here? for (int i=0;i &p_code) { int line = 1; String total_code; for (int i = 0; i < p_code.size(); i++) { total_code += String(p_code[i]); } Vector lines = String(total_code).split("\n"); for (int j = 0; j < lines.size(); j++) { print_line(itos(line) + ": " + lines[j]); line++; } ERR_PRINTS(p_error); } ShaderGLES3::Version *ShaderGLES3::get_current_version() { Version *_v = version_map.getptr(conditional_version); if (_v) { if (conditional_version.code_version != 0) { CustomCode *cc = custom_code_map.getptr(conditional_version.code_version); ERR_FAIL_COND_V(!cc, _v); if (cc->version == _v->code_version) return _v; } else { return _v; } } if (!_v) version_map[conditional_version] = Version(); Version &v = version_map[conditional_version]; if (!_v) { v.uniform_location = memnew_arr(GLint, uniform_count); } else { if (v.ok) { //bye bye shaders glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); v.id = 0; } } v.ok = false; /* SETUP CONDITIONALS */ Vector strings; #ifdef GLES_OVER_GL strings.push_back("#version 330\n"); strings.push_back("#define GLES_OVER_GL\n"); #else strings.push_back("#version 300 es\n"); #endif int define_line_ofs = 1; for (int i = 0; i < custom_defines.size(); i++) { strings.push_back(custom_defines[i].get_data()); define_line_ofs++; } for (int j = 0; j < conditional_count; j++) { bool enable = ((1 << j) & conditional_version.version); strings.push_back(enable ? conditional_defines[j] : ""); if (enable) define_line_ofs++; if (enable) { DEBUG_PRINT(conditional_defines[j]); } } //keep them around during the function CharString code_string; CharString code_string2; CharString code_globals; CharString material_string; //print_line("code version? "+itos(conditional_version.code_version)); CustomCode *cc = NULL; if (conditional_version.code_version > 0) { //do custom code related stuff ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL); cc = &custom_code_map[conditional_version.code_version]; v.code_version = cc->version; define_line_ofs += 2; } /* CREATE PROGRAM */ v.id = glCreateProgram(); ERR_FAIL_COND_V(v.id == 0, NULL); /* VERTEX SHADER */ if (cc) { for (int i = 0; i < cc->custom_defines.size(); i++) { strings.push_back(cc->custom_defines[i].get_data()); DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i])); } } int strings_base_size = strings.size(); //vertex precision is high strings.push_back("precision highp float;\n"); strings.push_back("precision highp int;\n"); #ifndef GLES_OVER_GL strings.push_back("precision highp sampler2D;\n"); strings.push_back("precision highp samplerCube;\n"); strings.push_back("precision highp sampler2DArray;\n"); #endif strings.push_back(vertex_code0.get_data()); if (cc) { material_string = cc->uniforms.ascii(); strings.push_back(material_string.get_data()); } strings.push_back(vertex_code1.get_data()); if (cc) { code_globals = cc->vertex_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(vertex_code2.get_data()); if (cc) { code_string = cc->vertex.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(vertex_code3.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); for (int i = 0; i < strings.size(); i++) { //print_line("vert strings "+itos(i)+":"+String(strings[i])); } #endif v.vert_id = glCreateShader(GL_VERTEX_SHADER); glShaderSource(v.vert_id, strings.size(), &strings[0], NULL); glCompileShader(v.vert_id); GLint status; glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { // error compiling GLsizei iloglen; glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_PRINT("Vertex shader compilation failed with empty log"); } else { if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)memalloc(iloglen + 1); ilogmem[iloglen] = 0; glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, strings); memfree(ilogmem); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; } ERR_FAIL_V(NULL); } //_display_error_with_code("pepo", strings); /* FRAGMENT SHADER */ strings.resize(strings_base_size); //fragment precision is medium strings.push_back("precision highp float;\n"); strings.push_back("precision highp int;\n"); #ifndef GLES_OVER_GL strings.push_back("precision highp sampler2D;\n"); strings.push_back("precision highp samplerCube;\n"); strings.push_back("precision highp sampler2DArray;\n"); #endif strings.push_back(fragment_code0.get_data()); if (cc) { material_string = cc->uniforms.ascii(); strings.push_back(material_string.get_data()); } strings.push_back(fragment_code1.get_data()); if (cc) { code_globals = cc->fragment_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { code_string = cc->light.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code3.get_data()); if (cc) { code_string2 = cc->fragment.ascii(); strings.push_back(code_string2.get_data()); } strings.push_back(fragment_code4.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data())); DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data())); for (int i = 0; i < strings.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings[i])); } #endif v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(v.frag_id, strings.size(), &strings[0], NULL); glCompileShader(v.frag_id); glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { // error compiling GLsizei iloglen; glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_PRINT("Fragment shader compilation failed with empty log"); } else { if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)memalloc(iloglen + 1); ilogmem[iloglen] = 0; glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, strings); ERR_PRINT(err_string.ascii().get_data()); memfree(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; } ERR_FAIL_V(NULL); } glAttachShader(v.id, v.frag_id); glAttachShader(v.id, v.vert_id); // bind attributes before linking for (int i = 0; i < attribute_pair_count; i++) { glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); } //if feedback exists, set it up if (feedback_count) { Vector feedback; for (int i = 0; i < feedback_count; i++) { if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) { //conditional for this feedback is enabled print_line("tf varying: " + itos(feedback.size()) + " " + String(feedbacks[i].name)); feedback.push_back(feedbacks[i].name); } } if (feedback.size()) { glTransformFeedbackVaryings(v.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS); } } glLinkProgram(v.id); glGetProgramiv(v.id, GL_LINK_STATUS, &status); if (status == GL_FALSE) { // error linking GLsizei iloglen; glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_FAIL_COND_V(iloglen <= 0, NULL); } if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = 0; glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Program LINK FAILED:\n"; err_string += ilogmem; _display_error_with_code(err_string, strings); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_FAIL_V(NULL); } /* UNIFORMS */ glUseProgram(v.id); //print_line("uniforms: "); for (int j = 0; j < uniform_count; j++) { v.uniform_location[j] = glGetUniformLocation(v.id, uniform_names[j]); //print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j])); } // set texture uniforms for (int i = 0; i < texunit_pair_count; i++) { GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); if (loc >= 0) { if (texunit_pairs[i].index < 0) { glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down } else { glUniform1i(loc, texunit_pairs[i].index); } } } // assign uniform block bind points for (int i = 0; i < ubo_count; i++) { GLint loc = glGetUniformBlockIndex(v.id, ubo_pairs[i].name); if (loc >= 0) glUniformBlockBinding(v.id, loc, ubo_pairs[i].index); } if (cc) { v.texture_uniform_locations.resize(cc->texture_uniforms.size()); for (int i = 0; i < cc->texture_uniforms.size(); i++) { v.texture_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->texture_uniforms[i]).ascii().get_data()); glUniform1i(v.texture_uniform_locations[i], i + base_material_tex_index); } } glUseProgram(0); v.ok = true; return &v; } GLint ShaderGLES3::get_uniform_location(const String &p_name) const { ERR_FAIL_COND_V(!version, -1); return glGetUniformLocation(version->id, p_name.ascii().get_data()); } void ShaderGLES3::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 UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) { ERR_FAIL_COND(version); conditional_version.key = 0; new_conditional_version.key = 0; uniform_count = p_uniform_count; conditional_count = p_conditional_count; conditional_defines = p_conditional_defines; uniform_names = p_uniform_names; vertex_code = p_vertex_code; fragment_code = p_fragment_code; texunit_pairs = p_texunit_pairs; texunit_pair_count = p_texunit_pair_count; vertex_code_start = p_vertex_code_start; fragment_code_start = p_fragment_code_start; attribute_pairs = p_attribute_pairs; attribute_pair_count = p_attribute_count; ubo_pairs = p_ubo_pairs; ubo_count = p_ubo_pair_count; feedbacks = p_feedback; feedback_count = p_feedback_count; //split vertex and shader code (thank you, shader compiler programmers from you know what company). { String globals_tag = "\nVERTEX_SHADER_GLOBALS"; String material_tag = "\nMATERIAL_UNIFORMS"; String code_tag = "\nVERTEX_SHADER_CODE"; String code = vertex_code; int cpos = code.find(material_tag); if (cpos == -1) { vertex_code0 = code.ascii(); } else { vertex_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + material_tag.length(), code.length()); cpos = code.find(globals_tag); if (cpos == -1) { vertex_code1 = code.ascii(); } else { vertex_code1 = code.substr(0, cpos).ascii(); String code2 = code.substr(cpos + globals_tag.length(), code.length()); cpos = code2.find(code_tag); if (cpos == -1) { vertex_code2 = code2.ascii(); } else { vertex_code2 = code2.substr(0, cpos).ascii(); vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii(); } } } } { String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; String material_tag = "\nMATERIAL_UNIFORMS"; String code_tag = "\nFRAGMENT_SHADER_CODE"; String light_code_tag = "\nLIGHT_SHADER_CODE"; String code = fragment_code; int cpos = code.find(material_tag); if (cpos == -1) { fragment_code0 = code.ascii(); } else { fragment_code0 = code.substr(0, cpos).ascii(); //print_line("CODE0:\n"+String(fragment_code0.get_data())); code = code.substr(cpos + material_tag.length(), code.length()); cpos = code.find(globals_tag); if (cpos == -1) { fragment_code1 = code.ascii(); } else { fragment_code1 = code.substr(0, cpos).ascii(); //print_line("CODE1:\n"+String(fragment_code1.get_data())); String code2 = code.substr(cpos + globals_tag.length(), code.length()); cpos = code2.find(light_code_tag); if (cpos == -1) { fragment_code2 = code2.ascii(); } else { fragment_code2 = code2.substr(0, cpos).ascii(); //print_line("CODE2:\n"+String(fragment_code2.get_data())); String code3 = code2.substr(cpos + light_code_tag.length(), code2.length()); cpos = code3.find(code_tag); if (cpos == -1) { fragment_code3 = code3.ascii(); } else { fragment_code3 = code3.substr(0, cpos).ascii(); //print_line("CODE3:\n"+String(fragment_code3.get_data())); fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii(); //print_line("CODE4:\n"+String(fragment_code4.get_data())); } } } } } glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units); } void ShaderGLES3::finish() { const VersionKey *V = NULL; while ((V = version_map.next(V))) { Version &v = version_map[*V]; glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); memdelete_arr(v.uniform_location); } } void ShaderGLES3::clear_caches() { const VersionKey *V = NULL; while ((V = version_map.next(V))) { Version &v = version_map[*V]; glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); memdelete_arr(v.uniform_location); } version_map.clear(); custom_code_map.clear(); version = NULL; last_custom_code = 1; uniforms_dirty = true; } uint32_t ShaderGLES3::create_custom_shader() { custom_code_map[last_custom_code] = CustomCode(); custom_code_map[last_custom_code].version = 1; return last_custom_code++; } void ShaderGLES3::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 String &p_uniforms, const Vector &p_texture_uniforms, const Vector &p_custom_defines) { ERR_FAIL_COND(!custom_code_map.has(p_code_id)); CustomCode *cc = &custom_code_map[p_code_id]; cc->vertex = p_vertex; cc->vertex_globals = p_vertex_globals; cc->fragment = p_fragment; cc->fragment_globals = p_fragment_globals; cc->light = p_light; cc->texture_uniforms = p_texture_uniforms; cc->uniforms = p_uniforms; cc->custom_defines = p_custom_defines; cc->version++; } void ShaderGLES3::set_custom_shader(uint32_t p_code_id) { new_conditional_version.code_version = p_code_id; } void ShaderGLES3::free_custom_shader(uint32_t p_code_id) { /* if (! custom_code_map.has( p_code_id )) { print_line("no code id "+itos(p_code_id)); } else { print_line("freed code id "+itos(p_code_id)); }*/ ERR_FAIL_COND(!custom_code_map.has(p_code_id)); if (conditional_version.code_version == p_code_id) conditional_version.code_version = 0; //bye custom_code_map.erase(p_code_id); } void ShaderGLES3::set_base_material_tex_index(int p_idx) { base_material_tex_index = p_idx; } ShaderGLES3::ShaderGLES3() { version = NULL; last_custom_code = 1; uniforms_dirty = true; base_material_tex_index = 0; } ShaderGLES3::~ShaderGLES3() { finish(); }