| 1 | /**************************************************************************/ |
| 2 | /* shader_gles3.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef SHADER_GLES3_H |
| 32 | #define SHADER_GLES3_H |
| 33 | |
| 34 | #include "core/math/projection.h" |
| 35 | #include "core/os/mutex.h" |
| 36 | #include "core/string/string_builder.h" |
| 37 | #include "core/templates/hash_map.h" |
| 38 | #include "core/templates/local_vector.h" |
| 39 | #include "core/templates/rb_map.h" |
| 40 | #include "core/templates/rid_owner.h" |
| 41 | #include "core/variant/variant.h" |
| 42 | #include "servers/rendering_server.h" |
| 43 | |
| 44 | #ifdef GLES3_ENABLED |
| 45 | |
| 46 | // This must come first to avoid windows.h mess |
| 47 | #include "platform_config.h" |
| 48 | #ifndef OPENGL_INCLUDE_H |
| 49 | #include <GLES3/gl3.h> |
| 50 | #else |
| 51 | #include OPENGL_INCLUDE_H |
| 52 | #endif |
| 53 | |
| 54 | #include <stdio.h> |
| 55 | |
| 56 | class ShaderGLES3 { |
| 57 | public: |
| 58 | struct TextureUniformData { |
| 59 | StringName name; |
| 60 | int array_size; |
| 61 | }; |
| 62 | |
| 63 | protected: |
| 64 | struct TexUnitPair { |
| 65 | const char *name; |
| 66 | int index; |
| 67 | }; |
| 68 | |
| 69 | struct UBOPair { |
| 70 | const char *name; |
| 71 | int index; |
| 72 | }; |
| 73 | |
| 74 | struct Specialization { |
| 75 | const char *name; |
| 76 | bool default_value = false; |
| 77 | }; |
| 78 | |
| 79 | struct Feedback { |
| 80 | const char *name; |
| 81 | uint64_t specialization; |
| 82 | }; |
| 83 | |
| 84 | private: |
| 85 | //versions |
| 86 | CharString general_defines; |
| 87 | |
| 88 | // 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 |
| 89 | // Variants use #ifdefs to toggle behavior on and off to change behavior of the shader |
| 90 | // All variants are compiled each time a new version is created |
| 91 | // 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 |
| 92 | // 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) |
| 93 | struct Version { |
| 94 | LocalVector<TextureUniformData> texture_uniforms; |
| 95 | CharString uniforms; |
| 96 | CharString vertex_globals; |
| 97 | CharString fragment_globals; |
| 98 | HashMap<StringName, CharString> code_sections; |
| 99 | Vector<CharString> custom_defines; |
| 100 | |
| 101 | struct Specialization { |
| 102 | GLuint id; |
| 103 | GLuint vert_id; |
| 104 | GLuint frag_id; |
| 105 | LocalVector<GLint> uniform_location; |
| 106 | LocalVector<GLint> texture_uniform_locations; |
| 107 | bool build_queued = false; |
| 108 | bool ok = false; |
| 109 | Specialization() { |
| 110 | id = 0; |
| 111 | vert_id = 0; |
| 112 | frag_id = 0; |
| 113 | } |
| 114 | }; |
| 115 | |
| 116 | LocalVector<OAHashMap<uint64_t, Specialization>> variants; |
| 117 | }; |
| 118 | |
| 119 | Mutex variant_set_mutex; |
| 120 | |
| 121 | void _get_uniform_locations(Version::Specialization &spec, Version *p_version); |
| 122 | void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization); |
| 123 | |
| 124 | void _clear_version(Version *p_version); |
| 125 | void _initialize_version(Version *p_version); |
| 126 | |
| 127 | RID_Owner<Version, true> version_owner; |
| 128 | |
| 129 | struct StageTemplate { |
| 130 | struct Chunk { |
| 131 | enum Type { |
| 132 | TYPE_MATERIAL_UNIFORMS, |
| 133 | TYPE_VERTEX_GLOBALS, |
| 134 | TYPE_FRAGMENT_GLOBALS, |
| 135 | TYPE_CODE, |
| 136 | TYPE_TEXT |
| 137 | }; |
| 138 | |
| 139 | Type type; |
| 140 | StringName code; |
| 141 | CharString text; |
| 142 | }; |
| 143 | LocalVector<Chunk> chunks; |
| 144 | }; |
| 145 | |
| 146 | String name; |
| 147 | |
| 148 | String base_sha256; |
| 149 | |
| 150 | static String shader_cache_dir; |
| 151 | static bool shader_cache_cleanup_on_start; |
| 152 | static bool shader_cache_save_compressed; |
| 153 | static bool shader_cache_save_compressed_zstd; |
| 154 | static bool shader_cache_save_debug; |
| 155 | bool shader_cache_dir_valid = false; |
| 156 | |
| 157 | int64_t max_image_units = 0; |
| 158 | |
| 159 | enum StageType { |
| 160 | STAGE_TYPE_VERTEX, |
| 161 | STAGE_TYPE_FRAGMENT, |
| 162 | STAGE_TYPE_MAX, |
| 163 | }; |
| 164 | |
| 165 | StageTemplate stage_templates[STAGE_TYPE_MAX]; |
| 166 | |
| 167 | void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization); |
| 168 | |
| 169 | void _add_stage(const char *p_code, StageType p_stage_type); |
| 170 | |
| 171 | String _version_get_sha1(Version *p_version) const; |
| 172 | bool _load_from_cache(Version *p_version); |
| 173 | void _save_to_cache(Version *p_version); |
| 174 | |
| 175 | const char **uniform_names = nullptr; |
| 176 | int uniform_count = 0; |
| 177 | const UBOPair *ubo_pairs = nullptr; |
| 178 | int ubo_count = 0; |
| 179 | const Feedback *feedbacks; |
| 180 | int feedback_count = 0; |
| 181 | const TexUnitPair *texunit_pairs = nullptr; |
| 182 | int texunit_pair_count = 0; |
| 183 | int specialization_count = 0; |
| 184 | const Specialization *specializations = nullptr; |
| 185 | uint64_t specialization_default_mask = 0; |
| 186 | const char **variant_defines = nullptr; |
| 187 | int variant_count = 0; |
| 188 | |
| 189 | int base_texture_index = 0; |
| 190 | Version::Specialization *current_shader = nullptr; |
| 191 | |
| 192 | protected: |
| 193 | ShaderGLES3(); |
| 194 | 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); |
| 195 | |
| 196 | _FORCE_INLINE_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) { |
| 197 | ERR_FAIL_INDEX_V(p_variant, variant_count, false); |
| 198 | |
| 199 | Version *version = version_owner.get_or_null(p_version); |
| 200 | ERR_FAIL_NULL_V(version, false); |
| 201 | |
| 202 | if (version->variants.size() == 0) { |
| 203 | _initialize_version(version); //may lack initialization |
| 204 | } |
| 205 | |
| 206 | Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization); |
| 207 | if (!spec) { |
| 208 | if (false) { |
| 209 | // Queue load this specialization and use defaults in the meantime (TODO) |
| 210 | |
| 211 | spec = version->variants[p_variant].lookup_ptr(specialization_default_mask); |
| 212 | } else { |
| 213 | // Compile on the spot |
| 214 | Version::Specialization s; |
| 215 | _compile_specialization(s, p_variant, version, p_specialization); |
| 216 | version->variants[p_variant].insert(p_specialization, s); |
| 217 | spec = version->variants[p_variant].lookup_ptr(p_specialization); |
| 218 | _save_to_cache(version); |
| 219 | } |
| 220 | } else if (spec->build_queued) { |
| 221 | // Still queued, wait |
| 222 | spec = version->variants[p_variant].lookup_ptr(specialization_default_mask); |
| 223 | } |
| 224 | |
| 225 | if (!spec || !spec->ok) { |
| 226 | WARN_PRINT_ONCE("shader failed to compile, unable to bind shader." ); |
| 227 | return false; |
| 228 | } |
| 229 | |
| 230 | glUseProgram(spec->id); |
| 231 | current_shader = spec; |
| 232 | return true; |
| 233 | } |
| 234 | |
| 235 | _FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) { |
| 236 | ERR_FAIL_INDEX_V(p_which, uniform_count, -1); |
| 237 | Version *version = version_owner.get_or_null(p_version); |
| 238 | ERR_FAIL_NULL_V(version, -1); |
| 239 | ERR_FAIL_INDEX_V(p_variant, int(version->variants.size()), -1); |
| 240 | Version::Specialization *spec = version->variants[p_variant].lookup_ptr(p_specialization); |
| 241 | ERR_FAIL_NULL_V(spec, -1); |
| 242 | ERR_FAIL_INDEX_V(p_which, int(spec->uniform_location.size()), -1); |
| 243 | return spec->uniform_location[p_which]; |
| 244 | } |
| 245 | |
| 246 | virtual void _init() = 0; |
| 247 | |
| 248 | public: |
| 249 | RID version_create(); |
| 250 | |
| 251 | void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize = false); |
| 252 | |
| 253 | bool version_is_valid(RID p_version); |
| 254 | |
| 255 | bool version_free(RID p_version); |
| 256 | |
| 257 | static void set_shader_cache_dir(const String &p_dir); |
| 258 | static void set_shader_cache_save_compressed(bool p_enable); |
| 259 | static void set_shader_cache_save_compressed_zstd(bool p_enable); |
| 260 | static void set_shader_cache_save_debug(bool p_enable); |
| 261 | |
| 262 | RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version); |
| 263 | |
| 264 | void initialize(const String &p_general_defines = "" , int p_base_texture_index = 0); |
| 265 | virtual ~ShaderGLES3(); |
| 266 | }; |
| 267 | |
| 268 | #endif // GLES3_ENABLED |
| 269 | |
| 270 | #endif // SHADER_GLES3_H |
| 271 | |