/*************************************************************************/ /* shader_gles3.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef SHADER_GLES3_H #define SHADER_GLES3_H #include "core/math/projection.h" #include "core/os/mutex.h" #include "core/string/string_builder.h" #include "core/templates/hash_map.h" #include "core/templates/local_vector.h" #include "core/templates/rb_map.h" #include "core/templates/rid_owner.h" #include "core/variant/variant.h" #include "servers/rendering_server.h" #ifdef GLES3_ENABLED // This must come first to avoid windows.h mess #include "platform_config.h" #ifndef OPENGL_INCLUDE_H #include #else #include OPENGL_INCLUDE_H #endif #include class ShaderGLES3 { protected: struct TexUnitPair { const char *name; int index; }; struct UBOPair { const char *name; int index; }; struct Specialization { const char *name; bool default_value = false; }; struct Feedback { const char *name; uint64_t specialization; }; private: //versions CharString general_defines; // A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version // Variants use #ifdefs to toggle behavior on and off to change behavior of the shader // All variants are compiled each time a new version is created // Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance // Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass) struct Version { Vector texture_uniforms; CharString uniforms; CharString vertex_globals; CharString fragment_globals; HashMap code_sections; Vector custom_defines; struct Specialization { GLuint id; GLuint vert_id; GLuint frag_id; LocalVector uniform_location; LocalVector texture_uniform_locations; HashMap custom_uniform_locations; bool build_queued = false; bool ok = false; Specialization() { id = 0; vert_id = 0; frag_id = 0; } }; LocalVector> variants; }; Mutex variant_set_mutex; void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization); void _clear_version(Version *p_version); void _initialize_version(Version *p_version); RID_Owner version_owner; struct StageTemplate { struct Chunk { enum Type { TYPE_MATERIAL_UNIFORMS, TYPE_VERTEX_GLOBALS, TYPE_FRAGMENT_GLOBALS, TYPE_CODE, TYPE_TEXT }; Type type; StringName code; CharString text; }; LocalVector chunks; }; String name; String base_sha256; static String shader_cache_dir; static bool shader_cache_cleanup_on_start; static bool shader_cache_save_compressed; static bool shader_cache_save_compressed_zstd; static bool shader_cache_save_debug; bool shader_cache_dir_valid = false; GLint max_image_units = 0; enum StageType { STAGE_TYPE_VERTEX, STAGE_TYPE_FRAGMENT, STAGE_TYPE_MAX, }; StageTemplate stage_templates[STAGE_TYPE_MAX]; void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization); void _add_stage(const char *p_code, StageType p_stage_type); String _version_get_sha1(Version *p_version) const; bool _load_from_cache(Version *p_version); void _save_to_cache(Version *p_version); const char **uniform_names = nullptr; int uniform_count = 0; const UBOPair *ubo_pairs = nullptr; int ubo_count = 0; const Feedback *feedbacks; int feedback_count = 0; const TexUnitPair *texunit_pairs = nullptr; int texunit_pair_count = 0; int specialization_count = 0; const Specialization *specializations = nullptr; uint64_t specialization_default_mask = 0; const char **variant_defines = nullptr; int variant_count = 0; int base_texture_index = 0; Version::Specialization *current_shader = nullptr; protected: ShaderGLES3(); void _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_feedback_count, const Feedback *p_feedback, 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); _FORCE_INLINE_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) { ERR_FAIL_INDEX_V(p_variant, variant_count, false); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, false); if (version->variants.size() == 0) { _initialize_version(version); //may lack initialization } Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization); if (!spec) { if (false) { // Queue load this specialization and use defaults in the meantime (TODO) spec = version->variants[p_variant].lookup_ptr(specialization_default_mask); } else { // Compile on the spot Version::Specialization s; _compile_specialization(s, p_variant, version, p_specialization); version->variants[p_variant].insert(p_specialization, s); spec = version->variants[p_variant].lookup_ptr(p_specialization); } } else if (spec->build_queued) { // Still queued, wait spec = version->variants[p_variant].lookup_ptr(specialization_default_mask); } if (!spec || !spec->ok) { WARN_PRINT_ONCE("shader failed to compile, unable to bind shader."); return false; } glUseProgram(spec->id); current_shader = spec; return true; } _FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) { ERR_FAIL_INDEX_V(p_which, uniform_count, -1); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, -1); ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1); Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization); ERR_FAIL_COND_V(!spec, -1); ERR_FAIL_INDEX_V(p_which, int(spec->uniform_location.size()), -1); return spec->uniform_location[p_which]; } virtual void _init() = 0; public: RID version_create(); void version_set_code(RID p_version, const HashMap &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 = false); bool version_is_valid(RID p_version); bool version_free(RID p_version); static void set_shader_cache_dir(const String &p_dir); static void set_shader_cache_save_compressed(bool p_enable); static void set_shader_cache_save_compressed_zstd(bool p_enable); static void set_shader_cache_save_debug(bool p_enable); RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version); void initialize(const String &p_general_defines = "", int p_base_texture_index = 0); virtual ~ShaderGLES3(); }; #endif // GLES3_ENABLED #endif // SHADER_GLES3_H