/*************************************************************************/ /* shader_gles3.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. */ /*************************************************************************/ #include "shader_gles3.h" #ifdef GLES3_ENABLED #include "core/io/compression.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) { Vector lines = String(p_code).split("\n"); String text; for (int i = 0; i < lines.size(); i++) { String l = lines[i]; bool push_chunk = false; StageTemplate::Chunk chunk; if (l.begins_with("#GLOBALS")) { switch (p_stage_type) { case STAGE_TYPE_VERTEX: chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS; break; case STAGE_TYPE_FRAGMENT: chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS; break; default: { } } push_chunk = true; } else if (l.begins_with("#MATERIAL_UNIFORMS")) { chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS; push_chunk = true; } else if (l.begins_with("#CODE")) { chunk.type = StageTemplate::Chunk::TYPE_CODE; push_chunk = true; chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper(); } else { text += l + "\n"; } if (push_chunk) { if (text != String()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); stage_templates[p_stage_type].chunks.push_back(text_chunk); text = String(); } stage_templates[p_stage_type].chunks.push_back(chunk); } if (text != String()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); stage_templates[p_stage_type].chunks.push_back(text_chunk); text = String(); } } } void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) { name = p_name; if (p_vertex_code) { _add_stage(p_vertex_code, STAGE_TYPE_VERTEX); } if (p_fragment_code) { _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT); } uniform_names = p_uniform_names; uniform_count = p_uniform_count; ubo_pairs = p_ubos; ubo_count = p_ubo_count; texunit_pairs = p_tex_units; texunit_pair_count = p_texture_count; specializations = p_specializations; specialization_count = p_specialization_count; specialization_default_mask = 0; for (int i = 0; i < specialization_count; i++) { if (specializations[i].default_value) { specialization_default_mask |= (uint64_t(1) << uint64_t(i)); } } variant_defines = p_variants; variant_count = p_variant_count; StringBuilder tohash; /* tohash.append("[SpirvCacheKey]"); tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key()); tohash.append("[BinaryCacheKey]"); tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key()); */ tohash.append("[Vertex]"); tohash.append(p_vertex_code ? p_vertex_code : ""); tohash.append("[Fragment]"); tohash.append(p_fragment_code ? p_fragment_code : ""); base_sha256 = tohash.as_string().sha256_text(); } RID ShaderGLES3::version_create() { //initialize() was never called ERR_FAIL_COND_V(variant_count == 0, RID()); Version version; return version_owner.make_rid(version); } void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization) { #ifdef GLES_OVER_GL builder.append("#version 330\n"); builder.append("#define USE_GLES_OVER_GL\n"); #else builder.append("#version 300 es\n"); #endif for (int i = 0; i < specialization_count; i++) { if (p_specialization & (uint64_t(1) << uint64_t(i))) { builder.append("#define " + String(specializations[i].name) + "\n"); } } if (p_version->uniforms.size()) { builder.append("#define MATERIAL_UNIFORMS_USED\n"); } for (const KeyValue &E : p_version->code_sections) { builder.append(String("#define ") + String(E.key) + "_CODE_USED\n"); } builder.append("\n"); //make sure defines begin at newline builder.append(general_defines.get_data()); builder.append(variant_defines[p_variant]); for (int j = 0; j < p_version->custom_defines.size(); j++) { builder.append(p_version->custom_defines[j].get_data()); } builder.append("\n"); //make sure defines begin at newline for (uint32_t i = 0; i < p_template.chunks.size(); i++) { const StageTemplate::Chunk &chunk = p_template.chunks[i]; switch (chunk.type) { case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) } break; case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: { builder.append(p_version->vertex_globals.get_data()); // vertex globals } break; case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: { builder.append(p_version->fragment_globals.get_data()); // fragment globals } break; case StageTemplate::Chunk::TYPE_CODE: { if (p_version->code_sections.has(chunk.code)) { builder.append(p_version->code_sections[chunk.code].get_data()); } } break; case StageTemplate::Chunk::TYPE_TEXT: { builder.append(chunk.text.get_data()); } break; } } } static void _display_error_with_code(const String &p_error, const String &p_code) { int line = 1; Vector lines = p_code.split("\n"); for (int j = 0; j < lines.size(); j++) { print_line(itos(line) + ": " + lines[j]); line++; } ERR_PRINT(p_error); } void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) { spec.id = glCreateProgram(); spec.ok = false; GLint status; //vertex stage { StringBuilder builder; _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX], p_specialization); spec.vert_id = glCreateShader(GL_VERTEX_SHADER); String builder_string = builder.as_string(); CharString cs = builder_string.utf8(); const char *cstr = cs.ptr(); glShaderSource(spec.vert_id, 1, &cstr, nullptr); glCompileShader(spec.vert_id); glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLsizei iloglen; glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(spec.vert_id); glDeleteProgram(spec.id); spec.id = 0; ERR_PRINT("No OpenGL vertex shader compiler log."); } else { if (iloglen == 0) { iloglen = 4096; // buggy driver (Adreno 220+) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = '\0'; glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem); String err_string = name + ": Vertex shader compilation failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, builder_string); Memory::free_static(ilogmem); glDeleteShader(spec.vert_id); glDeleteProgram(spec.id); spec.id = 0; } ERR_FAIL(); } } //fragment stage { StringBuilder builder; _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT], p_specialization); spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER); String builder_string = builder.as_string(); CharString cs = builder_string.utf8(); const char *cstr = cs.ptr(); glShaderSource(spec.frag_id, 1, &cstr, nullptr); glCompileShader(spec.frag_id); glGetShaderiv(spec.frag_id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLsizei iloglen; glGetShaderiv(spec.frag_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(spec.frag_id); glDeleteProgram(spec.id); spec.id = 0; ERR_PRINT("No OpenGL fragment shader compiler log."); } else { if (iloglen == 0) { iloglen = 4096; // buggy driver (Adreno 220+) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = '\0'; glGetShaderInfoLog(spec.frag_id, iloglen, &iloglen, ilogmem); String err_string = name + ": Fragment shader compilation failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, builder_string); Memory::free_static(ilogmem); glDeleteShader(spec.frag_id); glDeleteProgram(spec.id); spec.id = 0; } ERR_FAIL(); } } glAttachShader(spec.id, spec.frag_id); glAttachShader(spec.id, spec.vert_id); //for (int i = 0; i < attribute_pair_count; i++) { // glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); //} glLinkProgram(spec.id); glGetProgramiv(spec.id, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLsizei iloglen; glGetProgramiv(spec.id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(spec.frag_id); glDeleteShader(spec.vert_id); glDeleteProgram(spec.id); spec.id = 0; ERR_PRINT("No OpenGL program link log. What the frick?"); ERR_FAIL(); } if (iloglen == 0) { iloglen = 4096; // buggy driver (Adreno 220+) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = '\0'; glGetProgramInfoLog(spec.id, iloglen, &iloglen, ilogmem); String err_string = name + ": Program linking failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, String()); Memory::free_static(ilogmem); glDeleteShader(spec.frag_id); glDeleteShader(spec.vert_id); glDeleteProgram(spec.id); spec.id = 0; ERR_FAIL(); } // get uniform locations glUseProgram(spec.id); spec.uniform_location.resize(uniform_count); for (int i = 0; i < uniform_count; i++) { spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]); } for (int i = 0; i < texunit_pair_count; i++) { GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name); if (loc >= 0) { if (texunit_pairs[i].index < 0) { glUniform1i(loc, max_image_units + texunit_pairs[i].index); } else { glUniform1i(loc, texunit_pairs[i].index); } } } for (int i = 0; i < ubo_count; i++) { GLint loc = glGetUniformBlockIndex(spec.id, ubo_pairs[i].name); if (loc >= 0) { glUniformBlockBinding(spec.id, loc, ubo_pairs[i].index); } } // textures for (int i = 0; i < p_version->texture_uniforms.size(); i++) { String native_uniform_name = p_version->texture_uniforms[i]; GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data()); glUniform1i(location, i + base_texture_index); } glUseProgram(0); spec.ok = true; } RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_version) { Version *version = version_owner.get_or_null(p_version); RS::ShaderNativeSourceCode source_code; ERR_FAIL_COND_V(!version, source_code); source_code.versions.resize(variant_count); for (int i = 0; i < source_code.versions.size(); i++) { //vertex stage { StringBuilder builder; _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX], specialization_default_mask); RS::ShaderNativeSourceCode::Version::Stage stage; stage.name = "vertex"; stage.code = builder.as_string(); source_code.versions.write[i].stages.push_back(stage); } //fragment stage { StringBuilder builder; _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT], specialization_default_mask); RS::ShaderNativeSourceCode::Version::Stage stage; stage.name = "fragment"; stage.code = builder.as_string(); source_code.versions.write[i].stages.push_back(stage); } } return source_code; } String ShaderGLES3::_version_get_sha1(Version *p_version) const { StringBuilder hash_build; hash_build.append("[uniforms]"); hash_build.append(p_version->uniforms.get_data()); hash_build.append("[vertex_globals]"); hash_build.append(p_version->vertex_globals.get_data()); hash_build.append("[fragment_globals]"); hash_build.append(p_version->fragment_globals.get_data()); Vector code_sections; for (const KeyValue &E : p_version->code_sections) { code_sections.push_back(E.key); } code_sections.sort_custom(); for (int i = 0; i < code_sections.size(); i++) { hash_build.append(String("[code:") + String(code_sections[i]) + "]"); hash_build.append(p_version->code_sections[code_sections[i]].get_data()); } for (int i = 0; i < p_version->custom_defines.size(); i++) { hash_build.append("[custom_defines:" + itos(i) + "]"); hash_build.append(p_version->custom_defines[i].get_data()); } return hash_build.as_string().sha1_text(); } //static const char *shader_file_header = "GLSC"; //static const uint32_t cache_file_version = 2; bool ShaderGLES3::_load_from_cache(Version *p_version) { #if 0 String sha1 = _version_get_sha1(p_version); String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; FileAccessRef f = FileAccess::open(path, FileAccess::READ); if (!f) { return false; } char header[5] = { 0, 0, 0, 0, 0 }; f->get_buffer((uint8_t *)header, 4); ERR_FAIL_COND_V(header != String(shader_file_header), false); uint32_t file_version = f->get_32(); if (file_version != cache_file_version) { return false; // wrong version } uint32_t variant_count = f->get_32(); ERR_FAIL_COND_V(variant_count != (uint32_t)variant_count, false); //should not happen but check for (uint32_t i = 0; i < variant_count; i++) { uint32_t variant_size = f->get_32(); ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false); if (!variants_enabled[i]) { continue; } Vector variant_bytes; variant_bytes.resize(variant_size); uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size); ERR_FAIL_COND_V(br != variant_size, false); p_version->variant_data[i] = variant_bytes; } for (uint32_t i = 0; i < variant_count; i++) { if (!variants_enabled[i]) { MutexLock lock(variant_set_mutex); p_version->variants[i] = RID(); continue; } RID shader = GLES3::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]); if (shader.is_null()) { for (uint32_t j = 0; j < i; j++) { GLES3::get_singleton()->free(p_version->variants[i]); } ERR_FAIL_COND_V(shader.is_null(), false); } { MutexLock lock(variant_set_mutex); p_version->variants[i] = shader; } } memdelete_arr(p_version->variant_data); //clear stages p_version->variant_data = nullptr; p_version->valid = true; return true; #endif return false; } void ShaderGLES3::_save_to_cache(Version *p_version) { #if 0 String sha1 = _version_get_sha1(p_version); String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; FileAccessRef f = FileAccess::open(path, FileAccess::WRITE); ERR_FAIL_COND(!f); f->store_buffer((const uint8_t *)shader_file_header, 4); f->store_32(cache_file_version); //file version uint32_t variant_count = variant_count; f->store_32(variant_count); //variant count for (uint32_t i = 0; i < variant_count; i++) { f->store_32(p_version->variant_data[i].size()); //stage count f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size()); } f->close(); #endif } void ShaderGLES3::_clear_version(Version *p_version) { // Variants not compiled yet, just return if (p_version->variants.size() == 0) { return; } for (int i = 0; i < variant_count; i++) { for (OAHashMap::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) { glDeleteShader(it.value->vert_id); glDeleteShader(it.value->frag_id); glDeleteProgram(it.value->id); } } p_version->variants.clear(); } void ShaderGLES3::_initialize_version(Version *p_version) { ERR_FAIL_COND(p_version->variants.size() > 0); p_version->variants.reserve(variant_count); for (int i = 0; i < variant_count; i++) { OAHashMap variant; p_version->variants.push_back(variant); Version::Specialization spec; _compile_specialization(spec, i, p_version, specialization_default_mask); p_version->variants[i].insert(specialization_default_mask, spec); } } void ShaderGLES3::version_set_code(RID p_version, const Map &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector &p_custom_defines, const Vector &p_texture_uniforms, bool p_initialize) { Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND(!version); _clear_version(version); //clear if existing version->vertex_globals = p_vertex_globals.utf8(); version->fragment_globals = p_fragment_globals.utf8(); version->uniforms = p_uniforms.utf8(); version->code_sections.clear(); version->texture_uniforms = p_texture_uniforms; for (const KeyValue &E : p_code) { version->code_sections[StringName(E.key.to_upper())] = E.value.utf8(); } version->custom_defines.clear(); for (int i = 0; i < p_custom_defines.size(); i++) { version->custom_defines.push_back(p_custom_defines[i].utf8()); } if (p_initialize) { _initialize_version(version); } } bool ShaderGLES3::version_is_valid(RID p_version) { Version *version = version_owner.get_or_null(p_version); return version != nullptr; } bool ShaderGLES3::version_free(RID p_version) { if (version_owner.owns(p_version)) { Version *version = version_owner.get_or_null(p_version); _clear_version(version); version_owner.free(p_version); } else { return false; } return true; } bool ShaderGLES3::shader_cache_cleanup_on_start = false; ShaderGLES3::ShaderGLES3() { } void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture_index) { general_defines = p_general_defines.utf8(); base_texture_index = p_base_texture_index; _init(); if (shader_cache_dir != String()) { StringBuilder hash_build; hash_build.append("[base_hash]"); hash_build.append(base_sha256); hash_build.append("[general_defines]"); hash_build.append(general_defines.get_data()); for (int i = 0; i < variant_count; i++) { hash_build.append("[variant_defines:" + itos(i) + "]"); hash_build.append(variant_defines[i]); } base_sha256 = hash_build.as_string().sha256_text(); DirAccessRef d = DirAccess::open(shader_cache_dir); ERR_FAIL_COND(!d); if (d->change_dir(name) != OK) { Error err = d->make_dir(name); ERR_FAIL_COND(err != OK); d->change_dir(name); } //erase other versions? if (shader_cache_cleanup_on_start) { } // if (d->change_dir(base_sha256) != OK) { Error err = d->make_dir(base_sha256); ERR_FAIL_COND(err != OK); } shader_cache_dir_valid = true; print_verbose("Shader '" + name + "' SHA256: " + base_sha256); } glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units); } void ShaderGLES3::set_shader_cache_dir(const String &p_dir) { shader_cache_dir = p_dir; } void ShaderGLES3::set_shader_cache_save_compressed(bool p_enable) { shader_cache_save_compressed = p_enable; } void ShaderGLES3::set_shader_cache_save_compressed_zstd(bool p_enable) { shader_cache_save_compressed_zstd = p_enable; } void ShaderGLES3::set_shader_cache_save_debug(bool p_enable) { shader_cache_save_debug = p_enable; } String ShaderGLES3::shader_cache_dir; bool ShaderGLES3::shader_cache_save_compressed = true; bool ShaderGLES3::shader_cache_save_compressed_zstd = true; bool ShaderGLES3::shader_cache_save_debug = true; ShaderGLES3::~ShaderGLES3() { List remaining; version_owner.get_owned_list(&remaining); if (remaining.size()) { ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed"); while (remaining.size()) { version_free(remaining.front()->get()); remaining.pop_front(); } } } #endif