Sfoglia il codice sorgente

Adding ability to include build-in include files (precursor to custom shader templates)

Bastiaan Olij 1 anno fa
parent
commit
1bffefb346

+ 33 - 0
doc/classes/ShaderIncludeDB.xml

@@ -0,0 +1,33 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ShaderIncludeDB" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+	<brief_description>
+		Internal database of built in shader include files.
+	</brief_description>
+	<description>
+		This object contains shader fragments from Godot's internal shaders. These can be used when access to internal uniform buffers and/or internal functions is required for instance when composing compositor effects or compute shaders. Only fragments for the current rendering device are loaded.
+	</description>
+	<tutorials>
+	</tutorials>
+	<methods>
+		<method name="get_built_in_include_file" qualifiers="static">
+			<return type="String" />
+			<param index="0" name="filename" type="String" />
+			<description>
+				Returns the code for the built-in shader fragment. You can also access this in your shader code through [code]#include "filename"[/code].
+			</description>
+		</method>
+		<method name="has_built_in_include_file" qualifiers="static">
+			<return type="bool" />
+			<param index="0" name="filename" type="String" />
+			<description>
+				Returns [code]true[/code] if an include file with this name exists.
+			</description>
+		</method>
+		<method name="list_built_in_include_files" qualifiers="static">
+			<return type="PackedStringArray" />
+			<description>
+				Returns a list of built-in include files that are currently registered.
+			</description>
+		</method>
+	</methods>
+</class>

+ 2 - 0
servers/register_server_types.cpp

@@ -70,6 +70,7 @@
 #include "rendering/renderer_rd/uniform_set_cache_rd.h"
 #include "rendering/rendering_device.h"
 #include "rendering/rendering_device_binds.h"
+#include "rendering/shader_include_db.h"
 #include "rendering/storage/render_data.h"
 #include "rendering/storage/render_scene_buffers.h"
 #include "rendering/storage/render_scene_data.h"
@@ -210,6 +211,7 @@ void register_server_types() {
 	}
 
 	GDREGISTER_ABSTRACT_CLASS(RenderingDevice);
+	GDREGISTER_CLASS(ShaderIncludeDB);
 	GDREGISTER_CLASS(RDTextureFormat);
 	GDREGISTER_CLASS(RDTextureView);
 	GDREGISTER_CLASS(RDAttachmentFormat);

+ 11 - 0
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -35,9 +35,13 @@
 #include "core/os/os.h"
 #include "renderer_compositor_rd.h"
 #include "servers/rendering/renderer_rd/environment/fog.h"
+#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
 #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
 #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
 #include "servers/rendering/rendering_server_default.h"
+#include "servers/rendering/shader_include_db.h"
 #include "servers/rendering/storage/camera_attributes_storage.h"
 
 void get_vogel_disk(float *r_kernel, int p_sample_count) {
@@ -1452,6 +1456,13 @@ void RendererSceneRenderRD::init() {
 	/* Forward ID */
 	forward_id_storage = create_forward_id_storage();
 
+	/* Register the include files we make available by default to our users */
+	{
+		ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
+		ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
+		ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
+	}
+
 	/* SKY SHADER */
 
 	sky.init();

+ 32 - 1
servers/rendering/renderer_rd/shader_rd.cpp

@@ -37,6 +37,7 @@
 #include "core/version.h"
 #include "renderer_compositor_rd.h"
 #include "servers/rendering/rendering_device.h"
+#include "servers/rendering/shader_include_db.h"
 #include "thirdparty/misc/smolv.h"
 
 #define ENABLE_SHADER_CACHE 1
@@ -46,7 +47,8 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
 
 	String text;
 
-	for (int i = 0; i < lines.size(); i++) {
+	int line_count = lines.size();
+	for (int i = 0; i < line_count; i++) {
 		const String &l = lines[i];
 		bool push_chunk = false;
 
@@ -78,6 +80,35 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
 			chunk.type = StageTemplate::Chunk::TYPE_CODE;
 			push_chunk = true;
 			chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
+		} else if (l.begins_with("#include ")) {
+			String include_file = l.replace("#include ", "").strip_edges();
+			if (include_file[0] == '"') {
+				int end_pos = include_file.find_char('"', 1);
+				if (end_pos >= 0) {
+					include_file = include_file.substr(1, end_pos - 1);
+
+					String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
+					if (!include_code.is_empty()) {
+						// Add these lines into our parse list so we parse them as well.
+						Vector<String> include_lines = include_code.split("\n");
+
+						for (int j = include_lines.size() - 1; j >= 0; j--) {
+							lines.insert(i + 1, include_lines[j]);
+						}
+
+						line_count = lines.size();
+					} else {
+						// Add it in as is.
+						text += l + "\n";
+					}
+				} else {
+					// Add it in as is.
+					text += l + "\n";
+				}
+			} else {
+				// Add it in as is.
+				text += l + "\n";
+			}
 		} else {
 			text += l + "\n";
 		}

+ 7 - 3
servers/rendering/renderer_rd/shaders/SCsub

@@ -4,16 +4,20 @@ from misc.utility.scons_hints import *
 Import("env")
 
 if "RD_GLSL" in env["BUILDERS"]:
-    # find all include files
+    # find just the include files
     gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
 
-    # find all shader code(all glsl files excluding our include files)
+    # find all shader code (all glsl files excluding our include files)
     glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
 
     # make sure we recompile shaders if include files change
     env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
 
-    # compile shaders
+    # compile include files
+    for glsl_file in gl_include_files:
+        env.GLSL_HEADER(glsl_file)
+
+    # compile RD shader
     for glsl_file in glsl_files:
         env.RD_GLSL(glsl_file)
 

+ 6 - 1
servers/rendering/rendering_device.cpp

@@ -32,6 +32,7 @@
 #include "rendering_device.compat.inc"
 
 #include "rendering_device_binds.h"
+#include "shader_include_db.h"
 
 #include "core/config/project_settings.h"
 #include "core/io/dir_access.h"
@@ -189,6 +190,10 @@ void RenderingDevice::_free_dependencies(RID p_id) {
 	}
 }
 
+/*******************************/
+/**** SHADER INFRASTRUCTURE ****/
+/*******************************/
+
 void RenderingDevice::shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function) {
 	compile_to_spirv_function = p_function;
 }
@@ -211,7 +216,7 @@ Vector<uint8_t> RenderingDevice::shader_compile_spirv_from_source(ShaderStage p_
 
 	ERR_FAIL_NULL_V(compile_to_spirv_function, Vector<uint8_t>());
 
-	return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, this);
+	return compile_to_spirv_function(p_stage, ShaderIncludeDB::parse_include_files(p_source_code), p_language, r_error, this);
 }
 
 String RenderingDevice::shader_get_spirv_cache_key() const {

+ 12 - 4
servers/rendering/rendering_device_binds.cpp

@@ -30,6 +30,8 @@
 
 #include "rendering_device_binds.h"
 
+#include "shader_include_db.h"
+
 Error RDShaderFile::parse_versions_from_text(const String &p_text, const String p_defines, OpenIncludeFunction p_include_func, void *p_include_func_userdata) {
 	ERR_FAIL_NULL_V_MSG(
 			RenderingDevice::get_singleton(),
@@ -144,11 +146,17 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
 							break;
 						}
 						include = include.substr(1, include.length() - 2).strip_edges();
-						String include_text = p_include_func(include, p_include_func_userdata);
-						if (!include_text.is_empty()) {
-							stage_code[stage] += "\n" + include_text + "\n";
+
+						String include_code = ShaderIncludeDB::get_built_in_include_file(include);
+						if (!include_code.is_empty()) {
+							stage_code[stage] += "\n" + include_code + "\n";
 						} else {
-							base_error = "#include failed for file '" + include + "'";
+							String include_text = p_include_func(include, p_include_func_userdata);
+							if (!include_text.is_empty()) {
+								stage_code[stage] += "\n" + include_text + "\n";
+							} else {
+								base_error = "#include failed for file '" + include + "'.";
+							}
 						}
 					} else {
 						base_error = "#include used, but no include function provided.";

+ 115 - 0
servers/rendering/shader_include_db.cpp

@@ -0,0 +1,115 @@
+/**************************************************************************/
+/*  shader_include_db.cpp                                                 */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* 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_include_db.h"
+
+HashMap<String, String> ShaderIncludeDB::built_in_includes;
+
+void ShaderIncludeDB::_bind_methods() {
+	ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("list_built_in_include_files"), &ShaderIncludeDB::list_built_in_include_files);
+	ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("has_built_in_include_file", "filename"), &ShaderIncludeDB::has_built_in_include_file);
+	ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("get_built_in_include_file", "filename"), &ShaderIncludeDB::get_built_in_include_file);
+}
+
+void ShaderIncludeDB::register_built_in_include_file(const String &p_filename, const String &p_shader_code) {
+	built_in_includes[p_filename] = p_shader_code;
+}
+
+PackedStringArray ShaderIncludeDB::list_built_in_include_files() {
+	PackedStringArray ret;
+
+	for (const KeyValue<String, String> &e : built_in_includes) {
+		ret.push_back(e.key);
+	}
+
+	return ret;
+}
+
+bool ShaderIncludeDB::has_built_in_include_file(const String &p_filename) {
+	return built_in_includes.has(p_filename);
+}
+
+String ShaderIncludeDB::get_built_in_include_file(const String &p_filename) {
+	const String *ptr = built_in_includes.getptr(p_filename);
+
+	return ptr ? *ptr : String();
+}
+
+String ShaderIncludeDB::parse_include_files(const String &p_code) {
+	// Prevent needless processing if we don't have any includes.
+	if (p_code.find("#include ") == -1) {
+		return p_code;
+	}
+
+	const String include = "#include ";
+	String parsed_code;
+
+	Vector<String> lines = p_code.split("\n");
+	int line_count = lines.size();
+	for (int i = 0; i < line_count; i++) {
+		const String &l = lines[i];
+
+		if (l.begins_with(include)) {
+			String include_file = l.replace(include, "").strip_edges();
+			if (include_file[0] == '"') {
+				int end_pos = include_file.find_char('"', 1);
+				if (end_pos >= 0) {
+					include_file = include_file.substr(1, end_pos - 1);
+
+					String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
+					if (!include_code.is_empty()) {
+						// Add these lines into our parse list so we parse them as well.
+						Vector<String> include_lines = include_code.split("\n");
+
+						for (int j = include_lines.size() - 1; j >= 0; j--) {
+							lines.insert(i + 1, include_lines[j]);
+						}
+
+						line_count = lines.size();
+					} else {
+						// Just add it back in, this will cause a compile error to alert the user.
+						parsed_code += l + "\n";
+					}
+				} else {
+					// Include as is.
+					parsed_code += l + "\n";
+				}
+			} else {
+				// Include as is.
+				parsed_code += l + "\n";
+			}
+		} else {
+			// Include as is.
+			parsed_code += l + "\n";
+		}
+	}
+
+	return parsed_code;
+}

+ 53 - 0
servers/rendering/shader_include_db.h

@@ -0,0 +1,53 @@
+/**************************************************************************/
+/*  shader_include_db.h                                                   */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* 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_INCLUDE_DB_H
+#define SHADER_INCLUDE_DB_H
+
+#include "core/object/class_db.h"
+
+class ShaderIncludeDB : public Object {
+	GDCLASS(ShaderIncludeDB, Object)
+
+private:
+	static HashMap<String, String> built_in_includes;
+
+protected:
+	static void _bind_methods();
+
+public:
+	static void register_built_in_include_file(const String &p_filename, const String &p_shader_code);
+	static PackedStringArray list_built_in_include_files();
+	static bool has_built_in_include_file(const String &p_filename);
+	static String get_built_in_include_file(const String &p_filename);
+	static String parse_include_files(const String &p_code);
+};
+
+#endif // SHADER_INCLUDE_DB_H