/*************************************************************************/ /* shader_rd.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "shader_rd.h" #include "core/string_builder.h" #include "rasterizer_rd.h" #include "servers/visual/rendering_device.h" void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) { name = p_name; //split vertex and shader code (thank you, shader compiler programmers from you know what company). if (p_vertex_code) { String defines_tag = "\nVERSION_DEFINES"; String globals_tag = "\nVERTEX_SHADER_GLOBALS"; String material_tag = "\nMATERIAL_UNIFORMS"; String code_tag = "\nVERTEX_SHADER_CODE"; String code = p_vertex_code; int cpos = code.find(defines_tag); if (cpos != -1) { vertex_codev = code.substr(0, cpos).ascii(); code = code.substr(cpos + defines_tag.length(), code.length()); } 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(); } } } } if (p_fragment_code) { String defines_tag = "\nVERSION_DEFINES"; 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 = p_fragment_code; int cpos = code.find(defines_tag); if (cpos != -1) { fragment_codev = code.substr(0, cpos).ascii(); code = code.substr(cpos + defines_tag.length(), code.length()); } 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())); } } } } } if (p_compute_code) { is_compute = true; String defines_tag = "\nVERSION_DEFINES"; String globals_tag = "\nCOMPUTE_SHADER_GLOBALS"; String material_tag = "\nMATERIAL_UNIFORMS"; String code_tag = "\nCOMPUTE_SHADER_CODE"; String code = p_compute_code; int cpos = code.find(defines_tag); if (cpos != -1) { compute_codev = code.substr(0, cpos).ascii(); code = code.substr(cpos + defines_tag.length(), code.length()); } cpos = code.find(material_tag); if (cpos == -1) { compute_code0 = code.ascii(); } else { compute_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + material_tag.length(), code.length()); cpos = code.find(globals_tag); if (cpos == -1) { compute_code1 = code.ascii(); } else { compute_code1 = code.substr(0, cpos).ascii(); String code2 = code.substr(cpos + globals_tag.length(), code.length()); cpos = code2.find(code_tag); if (cpos == -1) { compute_code2 = code2.ascii(); } else { compute_code2 = code2.substr(0, cpos).ascii(); compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii(); } } } } } RID ShaderRD::version_create() { //initialize() was never called ERR_FAIL_COND_V(variant_defines.size() == 0, RID()); Version version; version.dirty = true; version.valid = false; version.initialize_needed = true; version.variants = NULL; return version_owner.make_rid(version); } void ShaderRD::_clear_version(Version *p_version) { //clear versions if they exist if (p_version->variants) { for (int i = 0; i < variant_defines.size(); i++) { RD::get_singleton()->free(p_version->variants[i]); } memdelete_arr(p_version->variants); p_version->variants = NULL; } } void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) { Vector stages; String error; String current_source; RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX; bool build_ok = true; if (!is_compute) { //vertex stage StringBuilder builder; builder.append(vertex_codev.get_data()); // version info (if exists) builder.append("\n"); //make sure defines begin at newline builder.append(general_defines.get_data()); builder.append(variant_defines[p_variant].get_data()); for (int j = 0; j < p_version->custom_defines.size(); j++) { builder.append(p_version->custom_defines[j].get_data()); } builder.append(vertex_code0.get_data()); //first part of vertex builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) builder.append(vertex_code1.get_data()); //second part of vertex builder.append(p_version->vertex_globals.get_data()); // vertex globals builder.append(vertex_code2.get_data()); //third part of vertex builder.append(p_version->vertex_code.get_data()); // code builder.append(vertex_code3.get_data()); //fourth of vertex current_source = builder.as_string(); RD::ShaderStageData stage; stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error); if (stage.spir_v.size() == 0) { build_ok = false; } else { stage.shader_stage = RD::SHADER_STAGE_VERTEX; stages.push_back(stage); } } if (!is_compute && build_ok) { //fragment stage current_stage = RD::SHADER_STAGE_FRAGMENT; StringBuilder builder; builder.append(fragment_codev.get_data()); // version info (if exists) builder.append("\n"); //make sure defines begin at newline builder.append(general_defines.get_data()); builder.append(variant_defines[p_variant].get_data()); for (int j = 0; j < p_version->custom_defines.size(); j++) { builder.append(p_version->custom_defines[j].get_data()); } builder.append(fragment_code0.get_data()); //first part of fragment builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment) builder.append(fragment_code1.get_data()); //first part of fragment builder.append(p_version->fragment_globals.get_data()); // fragment globals builder.append(fragment_code2.get_data()); //third part of fragment builder.append(p_version->fragment_light.get_data()); // fragment light builder.append(fragment_code3.get_data()); //fourth part of fragment builder.append(p_version->fragment_code.get_data()); // fragment code builder.append(fragment_code4.get_data()); //fourth part of fragment current_source = builder.as_string(); RD::ShaderStageData stage; stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error); if (stage.spir_v.size() == 0) { build_ok = false; } else { stage.shader_stage = RD::SHADER_STAGE_FRAGMENT; stages.push_back(stage); } } if (is_compute) { //compute stage current_stage = RD::SHADER_STAGE_COMPUTE; StringBuilder builder; builder.append(compute_codev.get_data()); // version info (if exists) builder.append("\n"); //make sure defines begin at newline builder.append(general_defines.get_data()); builder.append(variant_defines[p_variant].get_data()); for (int j = 0; j < p_version->custom_defines.size(); j++) { builder.append(p_version->custom_defines[j].get_data()); } builder.append(compute_code0.get_data()); //first part of compute builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment) builder.append(compute_code1.get_data()); //second part of compute builder.append(p_version->compute_globals.get_data()); // compute globals builder.append(compute_code2.get_data()); //third part of compute builder.append(p_version->compute_code.get_data()); // code builder.append(compute_code3.get_data()); //fourth of compute current_source = builder.as_string(); RD::ShaderStageData stage; stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error); if (stage.spir_v.size() == 0) { build_ok = false; } else { stage.shader_stage = RD::SHADER_STAGE_COMPUTE; stages.push_back(stage); } } if (!build_ok) { variant_set_mutex.lock(); //properly print the errors ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ")."); ERR_PRINT(error); #ifdef DEBUG_ENABLED ERR_PRINT("code:\n" + current_source.get_with_code_lines()); #endif variant_set_mutex.unlock(); return; } RID shader = RD::get_singleton()->shader_create(stages); variant_set_mutex.lock(); p_version->variants[p_variant] = shader; variant_set_mutex.unlock(); } void ShaderRD::_compile_version(Version *p_version) { _clear_version(p_version); p_version->valid = false; p_version->dirty = false; p_version->variants = memnew_arr(RID, variant_defines.size()); #if 1 RasterizerRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version); #else for (int i = 0; i < variant_defines.size(); i++) { _compile_variant(i, p_version); } #endif bool all_valid = true; for (int i = 0; i < variant_defines.size(); i++) { if (p_version->variants[i].is_null()) { all_valid = false; break; } } if (!all_valid) { //clear versions if they exist for (int i = 0; i < variant_defines.size(); i++) { if (!p_version->variants[i].is_null()) { RD::get_singleton()->free(p_version->variants[i]); } } memdelete_arr(p_version->variants); p_version->variants = NULL; return; } p_version->valid = true; } void ShaderRD::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 &p_custom_defines) { ERR_FAIL_COND(is_compute); Version *version = version_owner.getornull(p_version); ERR_FAIL_COND(!version); version->vertex_globals = p_vertex_globals.utf8(); version->vertex_code = p_vertex_code.utf8(); version->fragment_light = p_fragment_light.utf8(); version->fragment_globals = p_fragment_globals.utf8(); version->fragment_code = p_fragment_code.utf8(); version->uniforms = p_uniforms.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()); } version->dirty = true; if (version->initialize_needed) { _compile_version(version); version->initialize_needed = false; } } void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector &p_custom_defines) { ERR_FAIL_COND(!is_compute); Version *version = version_owner.getornull(p_version); ERR_FAIL_COND(!version); version->compute_globals = p_compute_globals.utf8(); version->compute_code = p_compute_code.utf8(); version->uniforms = p_uniforms.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()); } version->dirty = true; if (version->initialize_needed) { _compile_version(version); version->initialize_needed = false; } } bool ShaderRD::version_is_valid(RID p_version) { Version *version = version_owner.getornull(p_version); ERR_FAIL_COND_V(!version, false); if (version->dirty) { _compile_version(version); } return version->valid; } bool ShaderRD::version_free(RID p_version) { if (version_owner.owns(p_version)) { Version *version = version_owner.getornull(p_version); _clear_version(version); version_owner.free(p_version); } else { return false; } return true; } void ShaderRD::initialize(const Vector &p_variant_defines, const String &p_general_defines) { ERR_FAIL_COND(variant_defines.size()); ERR_FAIL_COND(p_variant_defines.size() == 0); general_defines = p_general_defines.utf8(); for (int i = 0; i < p_variant_defines.size(); i++) { variant_defines.push_back(p_variant_defines[i].utf8()); } } ShaderRD::~ShaderRD() { 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(); } } }