shader_rd.h 5.3 KB

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  1. /*************************************************************************/
  2. /* shader_rd.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef SHADER_RD_H
  31. #define SHADER_RD_H
  32. #include "core/os/mutex.h"
  33. #include "core/string/string_builder.h"
  34. #include "core/templates/hash_map.h"
  35. #include "core/templates/local_vector.h"
  36. #include "core/templates/map.h"
  37. #include "core/templates/rid_owner.h"
  38. #include "core/variant/variant.h"
  39. #include "servers/rendering_server.h"
  40. #include <stdio.h>
  41. /**
  42. @author Juan Linietsky <[email protected]>
  43. */
  44. class ShaderRD {
  45. //versions
  46. CharString general_defines;
  47. Vector<CharString> variant_defines;
  48. Vector<bool> variants_enabled;
  49. struct Version {
  50. CharString uniforms;
  51. CharString vertex_globals;
  52. CharString compute_globals;
  53. CharString fragment_globals;
  54. Map<StringName, CharString> code_sections;
  55. Vector<CharString> custom_defines;
  56. RID *variants; //same size as version defines
  57. bool valid;
  58. bool dirty;
  59. bool initialize_needed;
  60. };
  61. Mutex variant_set_mutex;
  62. void _compile_variant(uint32_t p_variant, Version *p_version);
  63. void _clear_version(Version *p_version);
  64. void _compile_version(Version *p_version);
  65. RID_Owner<Version> version_owner;
  66. struct StageTemplate {
  67. struct Chunk {
  68. enum Type {
  69. TYPE_VERSION_DEFINES,
  70. TYPE_MATERIAL_UNIFORMS,
  71. TYPE_VERTEX_GLOBALS,
  72. TYPE_FRAGMENT_GLOBALS,
  73. TYPE_COMPUTE_GLOBALS,
  74. TYPE_CODE,
  75. TYPE_TEXT
  76. };
  77. Type type;
  78. StringName code;
  79. CharString text;
  80. };
  81. LocalVector<Chunk> chunks;
  82. };
  83. bool is_compute = false;
  84. const char *name;
  85. CharString base_compute_defines;
  86. enum StageType {
  87. STAGE_TYPE_VERTEX,
  88. STAGE_TYPE_FRAGMENT,
  89. STAGE_TYPE_COMPUTE,
  90. STAGE_TYPE_MAX,
  91. };
  92. StageTemplate stage_templates[STAGE_TYPE_MAX];
  93. void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
  94. void _add_stage(const char *p_code, StageType p_stage_type);
  95. protected:
  96. ShaderRD();
  97. void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
  98. public:
  99. RID version_create();
  100. void 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);
  101. void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
  102. _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
  103. ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
  104. ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
  105. Version *version = version_owner.getornull(p_version);
  106. ERR_FAIL_COND_V(!version, RID());
  107. if (version->dirty) {
  108. _compile_version(version);
  109. }
  110. if (!version->valid) {
  111. return RID();
  112. }
  113. return version->variants[p_variant];
  114. }
  115. bool version_is_valid(RID p_version);
  116. bool version_free(RID p_version);
  117. void set_variant_enabled(int p_variant, bool p_enabled);
  118. bool is_variant_enabled(int p_variant) const;
  119. RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
  120. void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
  121. virtual ~ShaderRD();
  122. };
  123. #endif