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@@ -29,378 +29,301 @@
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/*************************************************************************/
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#include "shader_gles3.h"
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-#include "drivers/gles3/rasterizer_platforms.h"
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#ifdef GLES3_BACKEND_ENABLED
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-#include "rasterizer_gles3.h"
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-#include "rasterizer_storage_gles3.h"
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+#include "core/io/compression.h"
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+#include "core/io/dir_access.h"
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+#include "core/io/file_access.h"
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-#include "core/config/project_settings.h"
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-#include "core/os/memory.h"
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-#include "core/string/print_string.h"
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-#include "core/string/string_builder.h"
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+void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
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+ Vector<String> lines = String(p_code).split("\n");
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-// #define DEBUG_OPENGL
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+ String text;
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-// #include "shaders/copy.glsl.gen.h"
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+ for (int i = 0; i < lines.size(); i++) {
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+ String l = lines[i];
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+ bool push_chunk = false;
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-#ifdef DEBUG_OPENGL
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+ StageTemplate::Chunk chunk;
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-#define DEBUG_TEST_ERROR(m_section) \
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- { \
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- uint32_t err = glGetError(); \
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- if (err) { \
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- print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
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- } \
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- }
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-#else
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-
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-#define DEBUG_TEST_ERROR(m_section)
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-
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-#endif
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-
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-ShaderGLES3 *ShaderGLES3::active = NULL;
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-
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-//#define DEBUG_SHADER
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-
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-#ifdef DEBUG_SHADER
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-
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-#define DEBUG_PRINT(m_text) print_line(m_text);
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-
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-#else
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-
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-#define DEBUG_PRINT(m_text)
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-
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-#endif
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-
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-GLint ShaderGLES3::get_uniform_location(int p_index) const {
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- ERR_FAIL_COND_V(!version, -1);
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-
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- return version->uniform_location[p_index];
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-}
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+ if (l.begins_with("#GLOBALS")) {
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+ switch (p_stage_type) {
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+ case STAGE_TYPE_VERTEX:
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+ chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
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+ break;
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+ case STAGE_TYPE_FRAGMENT:
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+ chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
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+ break;
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+ default: {
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+ }
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+ }
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-bool ShaderGLES3::bind() {
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- if (active != this || !version || new_conditional_version.key != conditional_version.key) {
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- conditional_version = new_conditional_version;
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- version = get_current_version();
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- } else {
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- return false;
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- }
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+ push_chunk = true;
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+ } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
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+ chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
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+ push_chunk = true;
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+ } else if (l.begins_with("#CODE")) {
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+ chunk.type = StageTemplate::Chunk::TYPE_CODE;
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+ push_chunk = true;
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+ chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
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+ } else {
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+ text += l + "\n";
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+ }
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- ERR_FAIL_COND_V(!version, false);
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+ if (push_chunk) {
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+ if (text != String()) {
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+ StageTemplate::Chunk text_chunk;
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+ text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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+ text_chunk.text = text.utf8();
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+ stage_templates[p_stage_type].chunks.push_back(text_chunk);
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+ text = String();
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+ }
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+ stage_templates[p_stage_type].chunks.push_back(chunk);
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+ }
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- if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
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- glUseProgram(0);
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- return false;
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+ if (text != String()) {
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+ StageTemplate::Chunk text_chunk;
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+ text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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+ text_chunk.text = text.utf8();
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+ stage_templates[p_stage_type].chunks.push_back(text_chunk);
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+ text = String();
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+ }
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}
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-
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- glUseProgram(version->id);
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-
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- DEBUG_TEST_ERROR("use program");
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-
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- active = this;
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- uniforms_dirty = true;
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-
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- return true;
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-}
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-
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-void ShaderGLES3::unbind() {
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- version = NULL;
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- glUseProgram(0);
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- uniforms_dirty = true;
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- active = NULL;
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}
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-static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
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- int line = 1;
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- String total_code;
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-
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- for (int i = 0; i < p_code.size(); i++) {
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- total_code += String(p_code[i]);
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- }
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-
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- Vector<String> lines = String(total_code).split("\n");
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+void ShaderGLES3::_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_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
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+ name = p_name;
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- for (int j = 0; j < lines.size(); j++) {
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- print_line(itos(line) + ": " + lines[j]);
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- line++;
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+ if (p_vertex_code) {
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+ _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
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}
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-
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- ERR_PRINT(p_error);
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-}
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-
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-static String _mkid(const String &p_id) {
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- String id = "m_" + p_id;
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- return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
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-}
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-
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-ShaderGLES3::Version *ShaderGLES3::get_current_version() {
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- if (!valid)
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- return nullptr;
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-
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- Version *_v = version_map.getptr(conditional_version);
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-
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- if (_v) {
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- if (conditional_version.code_version != 0) {
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- CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
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- ERR_FAIL_COND_V(!cc, _v);
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- if (cc->version == _v->code_version)
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- return _v;
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- } else {
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- return _v;
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- }
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+ if (p_fragment_code) {
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+ _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
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}
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- if (!_v)
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- version_map[conditional_version] = Version();
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-
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- Version &v = version_map[conditional_version];
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-
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- if (!_v) {
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- v.uniform_location = memnew_arr(GLint, uniform_count);
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- } else {
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- if (v.ok) {
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- glDeleteShader(v.vert_id);
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- glDeleteShader(v.frag_id);
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- glDeleteProgram(v.id);
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- v.id = 0;
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+ uniform_names = p_uniform_names;
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+ uniform_count = p_uniform_count;
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+ ubo_pairs = p_ubos;
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+ ubo_count = p_ubo_count;
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+ texunit_pairs = p_tex_units;
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+ texunit_pair_count = p_texture_count;
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+ specializations = p_specializations;
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+ specialization_count = p_specialization_count;
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+ specialization_default_mask = 0;
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+ for (int i = 0; i < specialization_count; i++) {
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+ if (specializations[i].defalut_value) {
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+ specialization_default_mask |= (1 << i);
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}
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}
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+ variant_defines = p_variants;
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+ variant_count = p_variant_count;
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+
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+ StringBuilder tohash;
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+ /*
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+ tohash.append("[SpirvCacheKey]");
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+ tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
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+ tohash.append("[BinaryCacheKey]");
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+ tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
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+ */
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+ tohash.append("[Vertex]");
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+ tohash.append(p_vertex_code ? p_vertex_code : "");
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+ tohash.append("[Fragment]");
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+ tohash.append(p_fragment_code ? p_fragment_code : "");
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+
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+ base_sha256 = tohash.as_string().sha256_text();
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+}
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- v.ok = false;
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+RID ShaderGLES3::version_create() {
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+ //initialize() was never called
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+ ERR_FAIL_COND_V(variant_count == 0, RID());
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- Vector<const char *> strings;
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+ Version version;
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+ return version_owner.make_rid(version);
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+}
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+void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template, uint64_t p_specialization) {
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#ifdef GLES_OVER_GL
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- strings.push_back("#version 330\n");
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- strings.push_back("#define USE_GLES_OVER_GL\n");
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+ builder.append("#version 330\n");
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+ builder.append("#define USE_GLES_OVER_GL\n");
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#else
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- strings.push_back("#version 300 es\n");
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-//angle does not like
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-#ifdef JAVASCRIPT_ENABLED
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- strings.push_back("#define USE_HIGHP_PRECISION\n");
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+ builder.append("#version 300 es\n");
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#endif
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- //if (GLOBAL_GET("rendering/opengl/compatibility/enable_high_float.Android")) {
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- // enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in OpenGL
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- // see Section 4.5.4 of the GLSL_ES_Specification_1.00
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- //strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
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- //}
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-
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-#endif
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-
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-#ifdef ANDROID_ENABLED
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- strings.push_back("#define ANDROID_ENABLED\n");
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-#endif
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-
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- for (int i = 0; i < custom_defines.size(); i++) {
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- strings.push_back(custom_defines[i].get_data());
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- strings.push_back("\n");
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- }
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-
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- for (int j = 0; j < conditional_count; j++) {
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- bool enable = (conditional_version.version & (1 << j)) > 0;
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-
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- if (enable) {
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- strings.push_back(conditional_defines[j]);
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- DEBUG_PRINT(conditional_defines[j]);
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+ for (int i = 0; i < specialization_count; i++) {
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+ if (p_specialization & (1 << uint32_t(i))) {
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+ builder.append("#define " + String(specializations[i].name) + "\n");
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}
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}
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-
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- // keep them around during the function
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- CharString code_string;
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- CharString code_string2;
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- CharString code_globals;
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-
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- CustomCode *cc = NULL;
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-
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- if (conditional_version.code_version > 0) {
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- cc = custom_code_map.getptr(conditional_version.code_version);
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-
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- ERR_FAIL_COND_V(!cc, NULL);
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- v.code_version = cc->version;
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- }
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-
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- // program
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-
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- v.id = glCreateProgram();
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- ERR_FAIL_COND_V(v.id == 0, NULL);
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-
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- if (cc) {
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- for (int i = 0; i < cc->custom_defines.size(); i++) {
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- strings.push_back(cc->custom_defines.write[i]);
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- DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
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+ if (p_version->uniforms.size()) {
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+ builder.append("#define MATERIAL_UNIFORMS_USED\n");
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+ }
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+ for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
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+ builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
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+ }
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+
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+ builder.append("\n"); //make sure defines begin at newline
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+ builder.append(general_defines.get_data());
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+ builder.append(variant_defines[p_variant]);
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+ for (int j = 0; j < p_version->custom_defines.size(); j++) {
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+ builder.append(p_version->custom_defines[j].get_data());
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+ }
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+ builder.append("\n"); //make sure defines begin at newline
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+
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+ for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
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+ const StageTemplate::Chunk &chunk = p_template.chunks[i];
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+ switch (chunk.type) {
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+ case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
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+ builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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+ } break;
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+ case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
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+ builder.append(p_version->vertex_globals.get_data()); // vertex globals
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+ } break;
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+ case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
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+ builder.append(p_version->fragment_globals.get_data()); // fragment globals
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+ } break;
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+ case StageTemplate::Chunk::TYPE_CODE: {
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+ if (p_version->code_sections.has(chunk.code)) {
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+ builder.append(p_version->code_sections[chunk.code].get_data());
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+ }
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+ } break;
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+ case StageTemplate::Chunk::TYPE_TEXT: {
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+ builder.append(chunk.text.get_data());
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+ } break;
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}
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}
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+}
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- // vertex shader
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-
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- int string_base_size = strings.size();
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-
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- strings.push_back(vertex_code0.get_data());
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-
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- if (cc) {
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- code_globals = cc->vertex_globals.ascii();
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- strings.push_back(code_globals.get_data());
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- }
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-
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- strings.push_back(vertex_code1.get_data());
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+static void _display_error_with_code(const String &p_error, const String &p_code) {
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+ int line = 1;
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+ Vector<String> lines = p_code.split("\n");
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- if (cc) {
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- code_string = cc->vertex.ascii();
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- strings.push_back(code_string.get_data());
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+ for (int j = 0; j < lines.size(); j++) {
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+ print_line(itos(line) + ": " + lines[j]);
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+ line++;
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}
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- strings.push_back(vertex_code2.get_data());
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-
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-#ifdef DEBUG_SHADER
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-
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- DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
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-
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-#endif
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-
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- v.vert_id = glCreateShader(GL_VERTEX_SHADER);
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- glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
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- glCompileShader(v.vert_id);
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+ ERR_PRINT(p_error);
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+}
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+void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) {
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+ spec.id = glCreateProgram();
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+ spec.ok = false;
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GLint status;
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- glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
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- if (status == GL_FALSE) {
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- GLsizei iloglen;
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- glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
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-
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- if (iloglen < 0) {
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- glDeleteShader(v.vert_id);
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- glDeleteProgram(v.id);
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- v.id = 0;
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+ //vertex stage
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+ {
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+ StringBuilder builder;
|
|
|
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX], p_specialization);
|
|
|
+
|
|
|
+ spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
|
|
|
+ String builder_string = builder.as_string();
|
|
|
+ CharString cs = builder_string.utf8();
|
|
|
+ const char *cstr = cs.ptr();
|
|
|
+ glShaderSource(spec.vert_id, 1, &cstr, nullptr);
|
|
|
+ glCompileShader(spec.vert_id);
|
|
|
+
|
|
|
+ glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
|
|
|
+ if (status == GL_FALSE) {
|
|
|
+ GLsizei iloglen;
|
|
|
+ glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
|
|
|
+
|
|
|
+ if (iloglen < 0) {
|
|
|
+ glDeleteShader(spec.vert_id);
|
|
|
+ glDeleteProgram(spec.id);
|
|
|
+ spec.id = 0;
|
|
|
+
|
|
|
+ ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
|
|
|
+ } else {
|
|
|
+ if (iloglen == 0) {
|
|
|
+ iloglen = 4096; // buggy driver (Adreno 220+)
|
|
|
+ }
|
|
|
|
|
|
- ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
|
|
|
- } else {
|
|
|
- if (iloglen == 0) {
|
|
|
- iloglen = 4096; // buggy driver (Adreno 220+)
|
|
|
- }
|
|
|
+ char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
|
|
|
+ ilogmem[iloglen] = '\0';
|
|
|
+ glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
|
|
|
|
|
|
- char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
|
|
|
- ilogmem[iloglen] = '\0';
|
|
|
- glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
|
|
|
+ String err_string = name + ": Vertex shader compilation failed:\n";
|
|
|
|
|
|
- String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
|
|
|
+ err_string += ilogmem;
|
|
|
|
|
|
- err_string += ilogmem;
|
|
|
+ _display_error_with_code(err_string, builder_string);
|
|
|
|
|
|
- _display_error_with_code(err_string, strings);
|
|
|
+ Memory::free_static(ilogmem);
|
|
|
+ glDeleteShader(spec.vert_id);
|
|
|
+ glDeleteProgram(spec.id);
|
|
|
+ spec.id = 0;
|
|
|
+ }
|
|
|
|
|
|
- Memory::free_static(ilogmem);
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- v.id = 0;
|
|
|
+ ERR_FAIL();
|
|
|
}
|
|
|
-
|
|
|
- ERR_FAIL_V(NULL);
|
|
|
- }
|
|
|
-
|
|
|
- strings.resize(string_base_size);
|
|
|
-
|
|
|
- // fragment shader
|
|
|
-
|
|
|
- strings.push_back(fragment_code0.get_data());
|
|
|
-
|
|
|
- if (cc) {
|
|
|
- code_globals = cc->fragment_globals.ascii();
|
|
|
- strings.push_back(code_globals.get_data());
|
|
|
}
|
|
|
|
|
|
- strings.push_back(fragment_code1.get_data());
|
|
|
-
|
|
|
- if (cc) {
|
|
|
- code_string = cc->light.ascii();
|
|
|
- strings.push_back(code_string.get_data());
|
|
|
- }
|
|
|
-
|
|
|
- strings.push_back(fragment_code2.get_data());
|
|
|
-
|
|
|
- if (cc) {
|
|
|
- code_string2 = cc->fragment.ascii();
|
|
|
- strings.push_back(code_string2.get_data());
|
|
|
- }
|
|
|
-
|
|
|
- strings.push_back(fragment_code3.get_data());
|
|
|
+ //fragment stage
|
|
|
+ {
|
|
|
+ StringBuilder builder;
|
|
|
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT], p_specialization);
|
|
|
+
|
|
|
+ spec.vert_id = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
+ String builder_string = builder.as_string();
|
|
|
+ CharString cs = builder_string.utf8();
|
|
|
+ const char *cstr = cs.ptr();
|
|
|
+ glShaderSource(spec.vert_id, 1, &cstr, nullptr);
|
|
|
+ glCompileShader(spec.vert_id);
|
|
|
+
|
|
|
+ glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
|
|
|
+ if (status == GL_FALSE) {
|
|
|
+ GLsizei iloglen;
|
|
|
+ glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
|
|
|
+
|
|
|
+ if (iloglen < 0) {
|
|
|
+ glDeleteShader(spec.vert_id);
|
|
|
+ glDeleteProgram(spec.id);
|
|
|
+ spec.id = 0;
|
|
|
+
|
|
|
+ ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
|
|
|
+ } else {
|
|
|
+ if (iloglen == 0) {
|
|
|
+ iloglen = 4096; // buggy driver (Adreno 220+)
|
|
|
+ }
|
|
|
|
|
|
-#ifdef DEBUG_SHADER
|
|
|
+ char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
|
|
|
+ ilogmem[iloglen] = '\0';
|
|
|
+ glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
|
|
|
|
|
|
- if (cc) {
|
|
|
- DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
|
|
|
- }
|
|
|
- DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
|
|
|
-#endif
|
|
|
+ String err_string = name + ": Fragment shader compilation failed:\n";
|
|
|
|
|
|
- v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
- glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
|
|
|
- glCompileShader(v.frag_id);
|
|
|
+ err_string += ilogmem;
|
|
|
|
|
|
- glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
|
|
|
- if (status == GL_FALSE) {
|
|
|
- GLsizei iloglen;
|
|
|
- glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
|
|
|
+ _display_error_with_code(err_string, builder_string);
|
|
|
|
|
|
- if (iloglen < 0) {
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- v.id = 0;
|
|
|
-
|
|
|
- ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
|
|
|
- } else {
|
|
|
- if (iloglen == 0) {
|
|
|
- iloglen = 4096; // buggy driver (Adreno 220+)
|
|
|
+ Memory::free_static(ilogmem);
|
|
|
+ glDeleteShader(spec.vert_id);
|
|
|
+ glDeleteProgram(spec.id);
|
|
|
+ spec.id = 0;
|
|
|
}
|
|
|
|
|
|
- char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
|
|
|
- ilogmem[iloglen] = '\0';
|
|
|
- glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
|
|
|
-
|
|
|
- String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
|
|
|
-
|
|
|
- err_string += ilogmem;
|
|
|
-
|
|
|
- _display_error_with_code(err_string, strings);
|
|
|
-
|
|
|
- Memory::free_static(ilogmem);
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- v.id = 0;
|
|
|
+ ERR_FAIL();
|
|
|
}
|
|
|
-
|
|
|
- ERR_FAIL_V(NULL);
|
|
|
}
|
|
|
|
|
|
- glAttachShader(v.id, v.frag_id);
|
|
|
- glAttachShader(v.id, v.vert_id);
|
|
|
-
|
|
|
- // bind the attribute locations. This has to be done before linking so that the
|
|
|
- // linker doesn't assign some random indices
|
|
|
-
|
|
|
- for (int i = 0; i < attribute_pair_count; i++) {
|
|
|
- glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
|
|
|
- }
|
|
|
+ glAttachShader(spec.id, spec.frag_id);
|
|
|
+ glAttachShader(spec.id, spec.vert_id);
|
|
|
|
|
|
- glLinkProgram(v.id);
|
|
|
+ glLinkProgram(spec.id);
|
|
|
|
|
|
- glGetProgramiv(v.id, GL_LINK_STATUS, &status);
|
|
|
+ glGetProgramiv(spec.id, GL_LINK_STATUS, &status);
|
|
|
if (status == GL_FALSE) {
|
|
|
GLsizei iloglen;
|
|
|
- glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
|
|
|
+ glGetProgramiv(spec.id, GL_INFO_LOG_LENGTH, &iloglen);
|
|
|
|
|
|
if (iloglen < 0) {
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- v.id = 0;
|
|
|
+ glDeleteShader(spec.frag_id);
|
|
|
+ glDeleteShader(spec.vert_id);
|
|
|
+ glDeleteProgram(spec.id);
|
|
|
+ spec.id = 0;
|
|
|
|
|
|
ERR_PRINT("No OpenGL program link log. What the frick?");
|
|
|
- ERR_FAIL_V(NULL);
|
|
|
+ ERR_FAIL();
|
|
|
}
|
|
|
|
|
|
if (iloglen == 0) {
|
|
@@ -409,33 +332,34 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
|
|
|
|
|
|
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
|
|
|
ilogmem[iloglen] = '\0';
|
|
|
- glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
|
|
|
+ glGetProgramInfoLog(spec.id, iloglen, &iloglen, ilogmem);
|
|
|
|
|
|
- String err_string = get_shader_name() + ": Program linking failed:\n";
|
|
|
+ String err_string = name + ": Program linking failed:\n";
|
|
|
|
|
|
err_string += ilogmem;
|
|
|
|
|
|
- _display_error_with_code(err_string, strings);
|
|
|
+ _display_error_with_code(err_string, String());
|
|
|
|
|
|
Memory::free_static(ilogmem);
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- v.id = 0;
|
|
|
+ glDeleteShader(spec.frag_id);
|
|
|
+ glDeleteShader(spec.vert_id);
|
|
|
+ glDeleteProgram(spec.id);
|
|
|
+ spec.id = 0;
|
|
|
|
|
|
- ERR_FAIL_V(NULL);
|
|
|
+ ERR_FAIL();
|
|
|
}
|
|
|
|
|
|
// get uniform locations
|
|
|
|
|
|
- glUseProgram(v.id);
|
|
|
+ glUseProgram(spec.id);
|
|
|
|
|
|
+ spec.uniform_location.resize(uniform_count);
|
|
|
for (int i = 0; i < uniform_count; i++) {
|
|
|
- v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
|
|
|
+ spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
|
|
|
}
|
|
|
|
|
|
for (int i = 0; i < texunit_pair_count; i++) {
|
|
|
- GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
|
|
|
+ GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
|
|
|
if (loc >= 0) {
|
|
|
if (texunit_pairs[i].index < 0) {
|
|
|
glUniform1i(loc, max_image_units + texunit_pairs[i].index);
|
|
@@ -445,672 +369,323 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- if (cc) {
|
|
|
- // uniforms
|
|
|
- for (int i = 0; i < cc->custom_uniforms.size(); i++) {
|
|
|
- String native_uniform_name = _mkid(cc->custom_uniforms[i]);
|
|
|
- GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
|
|
|
- v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
|
|
|
- }
|
|
|
-
|
|
|
- // textures
|
|
|
- for (int i = 0; i < cc->texture_uniforms.size(); i++) {
|
|
|
- String native_uniform_name = _mkid(cc->texture_uniforms[i]);
|
|
|
- GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
|
|
|
- v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
|
|
|
- glUniform1i(location, i);
|
|
|
+ for (int i = 0; i < ubo_count; i++) {
|
|
|
+ GLint loc = glGetUniformLocation(spec.id, ubo_pairs[i].name);
|
|
|
+ if (loc >= 0) {
|
|
|
+ glUniform1i(loc, ubo_pairs[i].index);
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
- glUseProgram(0);
|
|
|
- v.ok = true;
|
|
|
-
|
|
|
- if (cc) {
|
|
|
- cc->versions.insert(conditional_version.version);
|
|
|
+ // textures
|
|
|
+ for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
|
|
|
+ String native_uniform_name = p_version->texture_uniforms[i];
|
|
|
+ GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
|
|
|
+ glUniform1i(location, i + base_texture_index);
|
|
|
}
|
|
|
|
|
|
- return &v;
|
|
|
-}
|
|
|
-
|
|
|
-GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
|
|
|
- ERR_FAIL_COND_V(!version, -1);
|
|
|
- return glGetUniformLocation(version->id, p_name.ascii().get_data());
|
|
|
+ glUseProgram(0);
|
|
|
+ spec.ok = true;
|
|
|
}
|
|
|
|
|
|
-void ShaderGLES3::setup(
|
|
|
- const char **p_conditional_defines,
|
|
|
- int p_conditional_count,
|
|
|
- const char **p_uniform_names,
|
|
|
- int p_uniform_count,
|
|
|
- const AttributePair *p_attribute_pairs,
|
|
|
- int p_attribute_count,
|
|
|
- const TexUnitPair *p_texunit_pairs,
|
|
|
- int p_texunit_pair_count,
|
|
|
- const char *p_vertex_code,
|
|
|
- const char *p_fragment_code,
|
|
|
- int p_vertex_code_start,
|
|
|
- int p_fragment_code_start) {
|
|
|
- ERR_FAIL_COND(version);
|
|
|
-
|
|
|
- conditional_version.key = 0;
|
|
|
- new_conditional_version.key = 0;
|
|
|
- uniform_count = p_uniform_count;
|
|
|
- conditional_count = p_conditional_count;
|
|
|
- conditional_defines = p_conditional_defines;
|
|
|
- uniform_names = p_uniform_names;
|
|
|
- vertex_code = p_vertex_code;
|
|
|
- fragment_code = p_fragment_code;
|
|
|
- texunit_pairs = p_texunit_pairs;
|
|
|
- texunit_pair_count = p_texunit_pair_count;
|
|
|
- vertex_code_start = p_vertex_code_start;
|
|
|
- fragment_code_start = p_fragment_code_start;
|
|
|
- attribute_pairs = p_attribute_pairs;
|
|
|
- attribute_pair_count = p_attribute_count;
|
|
|
+RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_version) {
|
|
|
+ Version *version = version_owner.get_or_null(p_version);
|
|
|
+ RS::ShaderNativeSourceCode source_code;
|
|
|
+ ERR_FAIL_COND_V(!version, source_code);
|
|
|
|
|
|
- {
|
|
|
- String globals_tag = "\nVERTEX_SHADER_GLOBALS";
|
|
|
- String code_tag = "\nVERTEX_SHADER_CODE";
|
|
|
- String code = vertex_code;
|
|
|
- int cpos = code.find(globals_tag);
|
|
|
- if (cpos == -1) {
|
|
|
- vertex_code0 = code.ascii();
|
|
|
- } else {
|
|
|
- vertex_code0 = code.substr(0, cpos).ascii();
|
|
|
- code = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
+ source_code.versions.resize(variant_count);
|
|
|
|
|
|
- cpos = code.find(code_tag);
|
|
|
+ for (int i = 0; i < source_code.versions.size(); i++) {
|
|
|
+ //vertex stage
|
|
|
|
|
|
- if (cpos == -1) {
|
|
|
- vertex_code1 = code.ascii();
|
|
|
- } else {
|
|
|
- vertex_code1 = code.substr(0, cpos).ascii();
|
|
|
- vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+ {
|
|
|
+ StringBuilder builder;
|
|
|
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX], specialization_default_mask);
|
|
|
|
|
|
- {
|
|
|
- String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
|
|
|
- String code_tag = "\nFRAGMENT_SHADER_CODE";
|
|
|
- String light_code_tag = "\nLIGHT_SHADER_CODE";
|
|
|
- String code = fragment_code;
|
|
|
- int cpos = code.find(globals_tag);
|
|
|
- if (cpos == -1) {
|
|
|
- fragment_code0 = code.ascii();
|
|
|
- } else {
|
|
|
- fragment_code0 = code.substr(0, cpos).ascii();
|
|
|
- code = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
+ RS::ShaderNativeSourceCode::Version::Stage stage;
|
|
|
+ stage.name = "vertex";
|
|
|
+ stage.code = builder.as_string();
|
|
|
|
|
|
- cpos = code.find(light_code_tag);
|
|
|
+ source_code.versions.write[i].stages.push_back(stage);
|
|
|
+ }
|
|
|
|
|
|
- String code2;
|
|
|
+ //fragment stage
|
|
|
+ {
|
|
|
+ StringBuilder builder;
|
|
|
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT], specialization_default_mask);
|
|
|
|
|
|
- if (cpos != -1) {
|
|
|
- fragment_code1 = code.substr(0, cpos).ascii();
|
|
|
- code2 = code.substr(cpos + light_code_tag.length(), code.length());
|
|
|
- } else {
|
|
|
- code2 = code;
|
|
|
- }
|
|
|
+ RS::ShaderNativeSourceCode::Version::Stage stage;
|
|
|
+ stage.name = "fragment";
|
|
|
+ stage.code = builder.as_string();
|
|
|
|
|
|
- cpos = code2.find(code_tag);
|
|
|
- if (cpos == -1) {
|
|
|
- fragment_code2 = code2.ascii();
|
|
|
- } else {
|
|
|
- fragment_code2 = code2.substr(0, cpos).ascii();
|
|
|
- fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
|
|
|
- }
|
|
|
+ source_code.versions.write[i].stages.push_back(stage);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
|
|
|
-
|
|
|
- valid = true;
|
|
|
+ return source_code;
|
|
|
}
|
|
|
|
|
|
-void ShaderGLES3::finish() {
|
|
|
- const VersionKey *V = NULL;
|
|
|
-
|
|
|
- while ((V = version_map.next(V))) {
|
|
|
- Version &v = version_map[*V];
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
-
|
|
|
- if (v.uniform_location)
|
|
|
- memdelete_arr(v.uniform_location);
|
|
|
- }
|
|
|
-}
|
|
|
+String ShaderGLES3::_version_get_sha1(Version *p_version) const {
|
|
|
+ StringBuilder hash_build;
|
|
|
|
|
|
-void ShaderGLES3::clear_caches() {
|
|
|
- const VersionKey *V = NULL;
|
|
|
+ hash_build.append("[uniforms]");
|
|
|
+ hash_build.append(p_version->uniforms.get_data());
|
|
|
+ hash_build.append("[vertex_globals]");
|
|
|
+ hash_build.append(p_version->vertex_globals.get_data());
|
|
|
+ hash_build.append("[fragment_globals]");
|
|
|
+ hash_build.append(p_version->fragment_globals.get_data());
|
|
|
|
|
|
- while ((V = version_map.next(V))) {
|
|
|
- Version &v = version_map[*V];
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- memdelete_arr(v.uniform_location);
|
|
|
+ Vector<StringName> code_sections;
|
|
|
+ for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
|
|
|
+ code_sections.push_back(E.key);
|
|
|
}
|
|
|
+ code_sections.sort_custom<StringName::AlphCompare>();
|
|
|
|
|
|
- version_map.clear();
|
|
|
-
|
|
|
- custom_code_map.clear();
|
|
|
- version = NULL;
|
|
|
- last_custom_code = 1;
|
|
|
- uniforms_dirty = true;
|
|
|
-}
|
|
|
-
|
|
|
-uint32_t ShaderGLES3::create_custom_shader() {
|
|
|
- custom_code_map[last_custom_code] = CustomCode();
|
|
|
- custom_code_map[last_custom_code].version = 1;
|
|
|
- return last_custom_code++;
|
|
|
-}
|
|
|
-
|
|
|
-void ShaderGLES3::set_custom_shader_code(uint32_t p_code_id,
|
|
|
- const String &p_vertex,
|
|
|
- const String &p_vertex_globals,
|
|
|
- const String &p_fragment,
|
|
|
- const String &p_light,
|
|
|
- const String &p_fragment_globals,
|
|
|
- const Vector<StringName> &p_uniforms,
|
|
|
- const Vector<StringName> &p_texture_uniforms,
|
|
|
- const Vector<CharString> &p_custom_defines) {
|
|
|
- CustomCode *cc = custom_code_map.getptr(p_code_id);
|
|
|
- ERR_FAIL_COND(!cc);
|
|
|
-
|
|
|
- cc->vertex = p_vertex;
|
|
|
- cc->vertex_globals = p_vertex_globals;
|
|
|
- cc->fragment = p_fragment;
|
|
|
- cc->fragment_globals = p_fragment_globals;
|
|
|
- cc->light = p_light;
|
|
|
- cc->custom_uniforms = p_uniforms;
|
|
|
- cc->custom_defines = p_custom_defines;
|
|
|
- cc->texture_uniforms = p_texture_uniforms;
|
|
|
- cc->version++;
|
|
|
-}
|
|
|
-
|
|
|
-void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
|
|
|
- new_conditional_version.code_version = p_code_id;
|
|
|
-}
|
|
|
-
|
|
|
-void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
|
|
|
- ERR_FAIL_COND(!custom_code_map.has(p_code_id));
|
|
|
- if (conditional_version.code_version == p_code_id) {
|
|
|
- conditional_version.code_version = 0; //do not keep using a version that is going away
|
|
|
- unbind();
|
|
|
+ for (int i = 0; i < code_sections.size(); i++) {
|
|
|
+ hash_build.append(String("[code:") + String(code_sections[i]) + "]");
|
|
|
+ hash_build.append(p_version->code_sections[code_sections[i]].get_data());
|
|
|
}
|
|
|
-
|
|
|
- VersionKey key;
|
|
|
- key.code_version = p_code_id;
|
|
|
- for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
|
|
|
- key.version = E->get();
|
|
|
- ERR_CONTINUE(!version_map.has(key));
|
|
|
- Version &v = version_map[key];
|
|
|
-
|
|
|
- glDeleteShader(v.vert_id);
|
|
|
- glDeleteShader(v.frag_id);
|
|
|
- glDeleteProgram(v.id);
|
|
|
- memdelete_arr(v.uniform_location);
|
|
|
- v.id = 0;
|
|
|
-
|
|
|
- version_map.erase(key);
|
|
|
+ for (int i = 0; i < p_version->custom_defines.size(); i++) {
|
|
|
+ hash_build.append("[custom_defines:" + itos(i) + "]");
|
|
|
+ hash_build.append(p_version->custom_defines[i].get_data());
|
|
|
}
|
|
|
|
|
|
- custom_code_map.erase(p_code_id);
|
|
|
+ return hash_build.as_string().sha1_text();
|
|
|
}
|
|
|
|
|
|
-void ShaderGLES3::use_material(void *p_material) {
|
|
|
- RasterizerStorageGLES3::Material *material = (RasterizerStorageGLES3::Material *)p_material;
|
|
|
+//static const char *shader_file_header = "GLSC";
|
|
|
+//static const uint32_t cache_file_version = 2;
|
|
|
|
|
|
- if (!material) {
|
|
|
- return;
|
|
|
- }
|
|
|
+bool ShaderGLES3::_load_from_cache(Version *p_version) {
|
|
|
+#if 0
|
|
|
+ String sha1 = _version_get_sha1(p_version);
|
|
|
+ String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
|
|
|
|
|
|
- if (!material->shader) {
|
|
|
- return;
|
|
|
+ FileAccessRef f = FileAccess::open(path, FileAccess::READ);
|
|
|
+ if (!f) {
|
|
|
+ return false;
|
|
|
}
|
|
|
|
|
|
- Version *v = version_map.getptr(conditional_version);
|
|
|
-
|
|
|
- // bind uniforms
|
|
|
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
|
|
|
- if (E->get().texture_order >= 0)
|
|
|
- continue; // this is a texture, doesn't go here
|
|
|
-
|
|
|
- Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
|
|
|
- if (!L || L->get() < 0)
|
|
|
- continue; //uniform not valid
|
|
|
-
|
|
|
- GLuint location = L->get();
|
|
|
-
|
|
|
- Map<StringName, Variant>::Element *V = material->params.find(E->key());
|
|
|
-
|
|
|
- if (V) {
|
|
|
- switch (E->get().type) {
|
|
|
- case ShaderLanguage::TYPE_BOOL: {
|
|
|
- bool boolean = V->get();
|
|
|
- glUniform1i(location, boolean ? 1 : 0);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_BVEC2: {
|
|
|
- int flags = V->get();
|
|
|
- glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_BVEC3: {
|
|
|
- int flags = V->get();
|
|
|
- glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_BVEC4: {
|
|
|
- int flags = V->get();
|
|
|
- glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_INT:
|
|
|
- case ShaderLanguage::TYPE_UINT: {
|
|
|
- int value = V->get();
|
|
|
- glUniform1i(location, value);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_IVEC2:
|
|
|
- case ShaderLanguage::TYPE_UVEC2: {
|
|
|
- Array r = V->get();
|
|
|
- const int count = 2;
|
|
|
- if (r.size() == count) {
|
|
|
- int values[count];
|
|
|
- for (int i = 0; i < count; i++) {
|
|
|
- values[i] = r[i];
|
|
|
- }
|
|
|
- glUniform2i(location, values[0], values[1]);
|
|
|
- }
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_IVEC3:
|
|
|
- case ShaderLanguage::TYPE_UVEC3: {
|
|
|
- Array r = V->get();
|
|
|
- const int count = 3;
|
|
|
- if (r.size() == count) {
|
|
|
- int values[count];
|
|
|
- for (int i = 0; i < count; i++) {
|
|
|
- values[i] = r[i];
|
|
|
- }
|
|
|
- glUniform3i(location, values[0], values[1], values[2]);
|
|
|
- }
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_IVEC4:
|
|
|
- case ShaderLanguage::TYPE_UVEC4: {
|
|
|
- Array r = V->get();
|
|
|
- const int count = 4;
|
|
|
- if (r.size() == count) {
|
|
|
- int values[count];
|
|
|
- for (int i = 0; i < count; i++) {
|
|
|
- values[i] = r[i];
|
|
|
- }
|
|
|
- glUniform4i(location, values[0], values[1], values[2], values[3]);
|
|
|
- }
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_FLOAT: {
|
|
|
- float value = V->get();
|
|
|
- glUniform1f(location, value);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_VEC2: {
|
|
|
- Vector2 value = V->get();
|
|
|
- glUniform2f(location, value.x, value.y);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_VEC3: {
|
|
|
- Vector3 value = V->get();
|
|
|
- glUniform3f(location, value.x, value.y, value.z);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_VEC4: {
|
|
|
- if (V->get().get_type() == Variant::COLOR) {
|
|
|
- Color value = V->get();
|
|
|
- glUniform4f(location, value.r, value.g, value.b, value.a);
|
|
|
- } else if (V->get().get_type() == Variant::QUATERNION) {
|
|
|
- Quaternion value = V->get();
|
|
|
- glUniform4f(location, value.x, value.y, value.z, value.w);
|
|
|
- } else {
|
|
|
- Plane value = V->get();
|
|
|
- glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
|
|
|
- }
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_MAT2: {
|
|
|
- Transform2D tr = V->get();
|
|
|
- GLfloat matrix[4] = {
|
|
|
- /* build a 16x16 matrix */
|
|
|
- (GLfloat)tr.elements[0][0],
|
|
|
- (GLfloat)tr.elements[0][1],
|
|
|
- (GLfloat)tr.elements[1][0],
|
|
|
- (GLfloat)tr.elements[1][1],
|
|
|
- };
|
|
|
- glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_MAT3: {
|
|
|
- Basis val = V->get();
|
|
|
-
|
|
|
- GLfloat mat[9] = {
|
|
|
- (GLfloat)val.elements[0][0],
|
|
|
- (GLfloat)val.elements[1][0],
|
|
|
- (GLfloat)val.elements[2][0],
|
|
|
- (GLfloat)val.elements[0][1],
|
|
|
- (GLfloat)val.elements[1][1],
|
|
|
- (GLfloat)val.elements[2][1],
|
|
|
- (GLfloat)val.elements[0][2],
|
|
|
- (GLfloat)val.elements[1][2],
|
|
|
- (GLfloat)val.elements[2][2],
|
|
|
- };
|
|
|
-
|
|
|
- glUniformMatrix3fv(location, 1, GL_FALSE, mat);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_MAT4: {
|
|
|
- Transform2D tr = V->get();
|
|
|
- GLfloat matrix[16] = { /* build a 16x16 matrix */
|
|
|
- (GLfloat)tr.elements[0][0],
|
|
|
- (GLfloat)tr.elements[0][1],
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)tr.elements[1][0],
|
|
|
- (GLfloat)tr.elements[1][1],
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)1,
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)tr.elements[2][0],
|
|
|
- (GLfloat)tr.elements[2][1],
|
|
|
- (GLfloat)0,
|
|
|
- (GLfloat)1
|
|
|
- };
|
|
|
-
|
|
|
- glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- default: {
|
|
|
- ERR_PRINT("ShaderNode type missing, bug?");
|
|
|
- } break;
|
|
|
- }
|
|
|
- } else if (E->get().default_value.size()) {
|
|
|
- const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
|
|
|
- switch (E->get().type) {
|
|
|
- case ShaderLanguage::TYPE_BOOL: {
|
|
|
- glUniform1i(location, values[0].boolean);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_BVEC2: {
|
|
|
- glUniform2i(location, values[0].boolean, values[1].boolean);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_BVEC3: {
|
|
|
- glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_BVEC4: {
|
|
|
- glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_INT: {
|
|
|
- glUniform1i(location, values[0].sint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_IVEC2: {
|
|
|
- glUniform2i(location, values[0].sint, values[1].sint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_IVEC3: {
|
|
|
- glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_IVEC4: {
|
|
|
- glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_UINT: {
|
|
|
- glUniform1i(location, values[0].uint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_UVEC2: {
|
|
|
- glUniform2i(location, values[0].uint, values[1].uint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_UVEC3: {
|
|
|
- glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_UVEC4: {
|
|
|
- glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_FLOAT: {
|
|
|
- glUniform1f(location, values[0].real);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_VEC2: {
|
|
|
- glUniform2f(location, values[0].real, values[1].real);
|
|
|
- } break;
|
|
|
+ char header[5] = { 0, 0, 0, 0, 0 };
|
|
|
+ f->get_buffer((uint8_t *)header, 4);
|
|
|
+ ERR_FAIL_COND_V(header != String(shader_file_header), false);
|
|
|
|
|
|
- case ShaderLanguage::TYPE_VEC3: {
|
|
|
- glUniform3f(location, values[0].real, values[1].real, values[2].real);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_VEC4: {
|
|
|
- glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_MAT2: {
|
|
|
- GLfloat mat[4];
|
|
|
-
|
|
|
- for (int i = 0; i < 4; i++) {
|
|
|
- mat[i] = values[i].real;
|
|
|
- }
|
|
|
-
|
|
|
- glUniformMatrix2fv(location, 1, GL_FALSE, mat);
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_MAT3: {
|
|
|
- GLfloat mat[9];
|
|
|
-
|
|
|
- for (int i = 0; i < 9; i++) {
|
|
|
- mat[i] = values[i].real;
|
|
|
- }
|
|
|
-
|
|
|
- glUniformMatrix3fv(location, 1, GL_FALSE, mat);
|
|
|
-
|
|
|
- } break;
|
|
|
-
|
|
|
- case ShaderLanguage::TYPE_MAT4: {
|
|
|
- GLfloat mat[16];
|
|
|
-
|
|
|
- for (int i = 0; i < 16; i++) {
|
|
|
- mat[i] = values[i].real;
|
|
|
- }
|
|
|
-
|
|
|
- glUniformMatrix4fv(location, 1, GL_FALSE, mat);
|
|
|
+ uint32_t file_version = f->get_32();
|
|
|
+ if (file_version != cache_file_version) {
|
|
|
+ return false; // wrong version
|
|
|
+ }
|
|
|
|
|
|
- } break;
|
|
|
+ uint32_t variant_count = f->get_32();
|
|
|
|
|
|
- case ShaderLanguage::TYPE_SAMPLER2D: {
|
|
|
- } break;
|
|
|
+ ERR_FAIL_COND_V(variant_count != (uint32_t)variant_count, false); //should not happen but check
|
|
|
|
|
|
- /*
|
|
|
- case ShaderLanguage::TYPE_SAMPLEREXT: {
|
|
|
- } break;
|
|
|
-*/
|
|
|
- case ShaderLanguage::TYPE_ISAMPLER2D: {
|
|
|
- } break;
|
|
|
+ for (uint32_t i = 0; i < variant_count; i++) {
|
|
|
+ uint32_t variant_size = f->get_32();
|
|
|
+ ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false);
|
|
|
+ if (!variants_enabled[i]) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ Vector<uint8_t> variant_bytes;
|
|
|
+ variant_bytes.resize(variant_size);
|
|
|
|
|
|
- case ShaderLanguage::TYPE_USAMPLER2D: {
|
|
|
- } break;
|
|
|
+ uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
|
|
|
|
|
|
- case ShaderLanguage::TYPE_SAMPLERCUBE: {
|
|
|
- } break;
|
|
|
+ ERR_FAIL_COND_V(br != variant_size, false);
|
|
|
|
|
|
- case ShaderLanguage::TYPE_SAMPLER2DARRAY:
|
|
|
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
|
|
|
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
|
|
|
- case ShaderLanguage::TYPE_SAMPLER3D:
|
|
|
- case ShaderLanguage::TYPE_ISAMPLER3D:
|
|
|
- case ShaderLanguage::TYPE_USAMPLER3D: {
|
|
|
- // Not implemented in OpenGL
|
|
|
- } break;
|
|
|
+ p_version->variant_data[i] = variant_bytes;
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_VOID: {
|
|
|
- // Nothing to do?
|
|
|
- } break;
|
|
|
- default: {
|
|
|
- ERR_PRINT("ShaderNode type missing, bug?");
|
|
|
- } break;
|
|
|
+ for (uint32_t i = 0; i < variant_count; i++) {
|
|
|
+ if (!variants_enabled[i]) {
|
|
|
+ MutexLock lock(variant_set_mutex);
|
|
|
+ p_version->variants[i] = RID();
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ RID shader = GLES3::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]);
|
|
|
+ if (shader.is_null()) {
|
|
|
+ for (uint32_t j = 0; j < i; j++) {
|
|
|
+ GLES3::get_singleton()->free(p_version->variants[i]);
|
|
|
}
|
|
|
- } else { //zero
|
|
|
-
|
|
|
- switch (E->get().type) {
|
|
|
- case ShaderLanguage::TYPE_BOOL: {
|
|
|
- glUniform1i(location, GL_FALSE);
|
|
|
- } break;
|
|
|
+ ERR_FAIL_COND_V(shader.is_null(), false);
|
|
|
+ }
|
|
|
+ {
|
|
|
+ MutexLock lock(variant_set_mutex);
|
|
|
+ p_version->variants[i] = shader;
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_BVEC2: {
|
|
|
- glUniform2i(location, GL_FALSE, GL_FALSE);
|
|
|
- } break;
|
|
|
+ memdelete_arr(p_version->variant_data); //clear stages
|
|
|
+ p_version->variant_data = nullptr;
|
|
|
+ p_version->valid = true;
|
|
|
+ return true;
|
|
|
+#endif
|
|
|
+ return false;
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_BVEC3: {
|
|
|
- glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
- } break;
|
|
|
+void ShaderGLES3::_save_to_cache(Version *p_version) {
|
|
|
+#if 0
|
|
|
+ String sha1 = _version_get_sha1(p_version);
|
|
|
+ String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
|
|
|
|
|
|
- case ShaderLanguage::TYPE_BVEC4: {
|
|
|
- glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
- } break;
|
|
|
+ FileAccessRef f = FileAccess::open(path, FileAccess::WRITE);
|
|
|
+ ERR_FAIL_COND(!f);
|
|
|
+ f->store_buffer((const uint8_t *)shader_file_header, 4);
|
|
|
+ f->store_32(cache_file_version); //file version
|
|
|
+ uint32_t variant_count = variant_count;
|
|
|
+ f->store_32(variant_count); //variant count
|
|
|
|
|
|
- case ShaderLanguage::TYPE_INT: {
|
|
|
- glUniform1i(location, 0);
|
|
|
- } break;
|
|
|
+ for (uint32_t i = 0; i < variant_count; i++) {
|
|
|
+ f->store_32(p_version->variant_data[i].size()); //stage count
|
|
|
+ f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_IVEC2: {
|
|
|
- glUniform2i(location, 0, 0);
|
|
|
- } break;
|
|
|
+ f->close();
|
|
|
+#endif
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_IVEC3: {
|
|
|
- glUniform3i(location, 0, 0, 0);
|
|
|
- } break;
|
|
|
+void ShaderGLES3::_clear_version(Version *p_version) {
|
|
|
+ for (int i = 0; i < variant_count; i++) {
|
|
|
+ for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
|
|
|
+ if (it.valid) {
|
|
|
+ glDeleteShader(it.value->vert_id);
|
|
|
+ glDeleteShader(it.value->frag_id);
|
|
|
+ glDeleteProgram(it.value->id);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_IVEC4: {
|
|
|
- glUniform4i(location, 0, 0, 0, 0);
|
|
|
- } break;
|
|
|
+ p_version->variants.clear();
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_UINT: {
|
|
|
- glUniform1i(location, 0);
|
|
|
- } break;
|
|
|
+void ShaderGLES3::_initialize_version(Version *p_version) {
|
|
|
+ ERR_FAIL_COND(p_version->variants.size() > 0);
|
|
|
+ p_version->variants.reserve(variant_count);
|
|
|
+ for (int i = 0; i < variant_count; i++) {
|
|
|
+ Version::Specialization spec;
|
|
|
+ _compile_specialization(spec, i, p_version, specialization_default_mask);
|
|
|
+ p_version->variants[i].insert(specialization_default_mask, spec);
|
|
|
+ }
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_UVEC2: {
|
|
|
- glUniform2i(location, 0, 0);
|
|
|
- } break;
|
|
|
+void ShaderGLES3::version_set_code(RID p_version, const Map<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 Vector<StringName> &p_texture_uniforms, bool p_initialize) {
|
|
|
+ Version *version = version_owner.get_or_null(p_version);
|
|
|
+ ERR_FAIL_COND(!version);
|
|
|
|
|
|
- case ShaderLanguage::TYPE_UVEC3: {
|
|
|
- glUniform3i(location, 0, 0, 0);
|
|
|
- } break;
|
|
|
+ _clear_version(version); //clear if existing
|
|
|
|
|
|
- case ShaderLanguage::TYPE_UVEC4: {
|
|
|
- glUniform4i(location, 0, 0, 0, 0);
|
|
|
- } break;
|
|
|
+ version->vertex_globals = p_vertex_globals.utf8();
|
|
|
+ version->fragment_globals = p_fragment_globals.utf8();
|
|
|
+ version->uniforms = p_uniforms.utf8();
|
|
|
+ version->code_sections.clear();
|
|
|
+ version->texture_uniforms = p_texture_uniforms;
|
|
|
+ for (const KeyValue<String, String> &E : p_code) {
|
|
|
+ version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_FLOAT: {
|
|
|
- glUniform1f(location, 0);
|
|
|
- } break;
|
|
|
+ version->custom_defines.clear();
|
|
|
+ for (int i = 0; i < p_custom_defines.size(); i++) {
|
|
|
+ version->custom_defines.push_back(p_custom_defines[i].utf8());
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_VEC2: {
|
|
|
- glUniform2f(location, 0, 0);
|
|
|
- } break;
|
|
|
+ if (p_initialize) {
|
|
|
+ _initialize_version(version);
|
|
|
+ }
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_VEC3: {
|
|
|
- glUniform3f(location, 0, 0, 0);
|
|
|
- } break;
|
|
|
+bool ShaderGLES3::version_is_valid(RID p_version) {
|
|
|
+ Version *version = version_owner.get_or_null(p_version);
|
|
|
+ return version != nullptr;
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_VEC4: {
|
|
|
- glUniform4f(location, 0, 0, 0, 0);
|
|
|
- } break;
|
|
|
+bool ShaderGLES3::version_free(RID p_version) {
|
|
|
+ if (version_owner.owns(p_version)) {
|
|
|
+ Version *version = version_owner.get_or_null(p_version);
|
|
|
+ _clear_version(version);
|
|
|
+ version_owner.free(p_version);
|
|
|
+ } else {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_MAT2: {
|
|
|
- GLfloat mat[4] = { 0, 0, 0, 0 };
|
|
|
+ return true;
|
|
|
+}
|
|
|
|
|
|
- glUniformMatrix2fv(location, 1, GL_FALSE, mat);
|
|
|
- } break;
|
|
|
+bool ShaderGLES3::shader_cache_cleanup_on_start = false;
|
|
|
|
|
|
- case ShaderLanguage::TYPE_MAT3: {
|
|
|
- GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
|
|
+ShaderGLES3::ShaderGLES3() {
|
|
|
+}
|
|
|
|
|
|
- glUniformMatrix3fv(location, 1, GL_FALSE, mat);
|
|
|
+void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture_index) {
|
|
|
+ general_defines = p_general_defines.utf8();
|
|
|
+ base_texture_index = p_base_texture_index;
|
|
|
|
|
|
- } break;
|
|
|
+ _init();
|
|
|
|
|
|
- case ShaderLanguage::TYPE_MAT4: {
|
|
|
- GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
|
|
+ if (shader_cache_dir != String()) {
|
|
|
+ StringBuilder hash_build;
|
|
|
|
|
|
- glUniformMatrix4fv(location, 1, GL_FALSE, mat);
|
|
|
+ hash_build.append("[base_hash]");
|
|
|
+ hash_build.append(base_sha256);
|
|
|
+ hash_build.append("[general_defines]");
|
|
|
+ hash_build.append(general_defines.get_data());
|
|
|
+ for (int i = 0; i < variant_count; i++) {
|
|
|
+ hash_build.append("[variant_defines:" + itos(i) + "]");
|
|
|
+ hash_build.append(variant_defines[i]);
|
|
|
+ }
|
|
|
|
|
|
- } break;
|
|
|
+ base_sha256 = hash_build.as_string().sha256_text();
|
|
|
|
|
|
- case ShaderLanguage::TYPE_SAMPLER2D: {
|
|
|
- } break;
|
|
|
+ DirAccessRef d = DirAccess::open(shader_cache_dir);
|
|
|
+ ERR_FAIL_COND(!d);
|
|
|
+ if (d->change_dir(name) != OK) {
|
|
|
+ Error err = d->make_dir(name);
|
|
|
+ ERR_FAIL_COND(err != OK);
|
|
|
+ d->change_dir(name);
|
|
|
+ }
|
|
|
|
|
|
- /*
|
|
|
- case ShaderLanguage::TYPE_SAMPLEREXT: {
|
|
|
- } break;
|
|
|
-*/
|
|
|
+ //erase other versions?
|
|
|
+ if (shader_cache_cleanup_on_start) {
|
|
|
+ }
|
|
|
+ //
|
|
|
+ if (d->change_dir(base_sha256) != OK) {
|
|
|
+ Error err = d->make_dir(base_sha256);
|
|
|
+ ERR_FAIL_COND(err != OK);
|
|
|
+ }
|
|
|
+ shader_cache_dir_valid = true;
|
|
|
|
|
|
- case ShaderLanguage::TYPE_ISAMPLER2D: {
|
|
|
- } break;
|
|
|
+ print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
|
|
|
+ }
|
|
|
|
|
|
- case ShaderLanguage::TYPE_USAMPLER2D: {
|
|
|
- } break;
|
|
|
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_SAMPLERCUBE: {
|
|
|
- } break;
|
|
|
+void ShaderGLES3::set_shader_cache_dir(const String &p_dir) {
|
|
|
+ shader_cache_dir = p_dir;
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_SAMPLER2DARRAY:
|
|
|
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
|
|
|
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
|
|
|
- case ShaderLanguage::TYPE_SAMPLER3D:
|
|
|
- case ShaderLanguage::TYPE_ISAMPLER3D:
|
|
|
- case ShaderLanguage::TYPE_USAMPLER3D: {
|
|
|
- // Not implemented in OpenGL
|
|
|
- } break;
|
|
|
+void ShaderGLES3::set_shader_cache_save_compressed(bool p_enable) {
|
|
|
+ shader_cache_save_compressed = p_enable;
|
|
|
+}
|
|
|
|
|
|
- case ShaderLanguage::TYPE_VOID: {
|
|
|
- // Nothing to do?
|
|
|
- } break;
|
|
|
- default: {
|
|
|
- ERR_PRINT("ShaderNode type missing, bug?");
|
|
|
- } break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
+void ShaderGLES3::set_shader_cache_save_compressed_zstd(bool p_enable) {
|
|
|
+ shader_cache_save_compressed_zstd = p_enable;
|
|
|
}
|
|
|
|
|
|
-ShaderGLES3::ShaderGLES3() {
|
|
|
- version = NULL;
|
|
|
- last_custom_code = 1;
|
|
|
- uniforms_dirty = true;
|
|
|
+void ShaderGLES3::set_shader_cache_save_debug(bool p_enable) {
|
|
|
+ shader_cache_save_debug = p_enable;
|
|
|
}
|
|
|
|
|
|
+String ShaderGLES3::shader_cache_dir;
|
|
|
+bool ShaderGLES3::shader_cache_save_compressed = true;
|
|
|
+bool ShaderGLES3::shader_cache_save_compressed_zstd = true;
|
|
|
+bool ShaderGLES3::shader_cache_save_debug = true;
|
|
|
+
|
|
|
ShaderGLES3::~ShaderGLES3() {
|
|
|
- finish();
|
|
|
+ List<RID> 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();
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
-
|
|
|
-#endif // GLES3_BACKEND_ENABLED
|
|
|
+#endif
|