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. */ |
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12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
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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 | |