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- /*************************************************************************/
- /* shader_rd.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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_RD_H
- #define SHADER_RD_H
- #include "core/os/mutex.h"
- #include "core/templates/hash_map.h"
- #include "core/templates/map.h"
- #include "core/templates/rid_owner.h"
- #include "core/variant/variant.h"
- #include "servers/rendering_server.h"
- #include <stdio.h>
- /**
- @author Juan Linietsky <[email protected]>
- */
- class ShaderRD {
- //versions
- CharString general_defines;
- Vector<CharString> variant_defines;
- Vector<bool> variants_enabled;
- struct Version {
- CharString uniforms;
- CharString vertex_globals;
- CharString vertex_code;
- CharString compute_globals;
- CharString compute_code;
- CharString fragment_light;
- CharString fragment_globals;
- CharString fragment_code;
- Vector<CharString> custom_defines;
- RID *variants; //same size as version defines
- bool valid;
- bool dirty;
- bool initialize_needed;
- };
- Mutex variant_set_mutex;
- void _compile_variant(uint32_t p_variant, Version *p_version);
- void _clear_version(Version *p_version);
- void _compile_version(Version *p_version);
- RID_Owner<Version> version_owner;
- CharString fragment_codev; //for version and extensions
- CharString fragment_code0;
- CharString fragment_code1;
- CharString fragment_code2;
- CharString fragment_code3;
- CharString fragment_code4;
- CharString vertex_codev; //for version and extensions
- CharString vertex_code0;
- CharString vertex_code1;
- CharString vertex_code2;
- CharString vertex_code3;
- bool is_compute = false;
- CharString compute_codev; //for version and extensions
- CharString compute_code0;
- CharString compute_code1;
- CharString compute_code2;
- CharString compute_code3;
- const char *name;
- CharString base_compute_defines;
- protected:
- ShaderRD();
- void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
- public:
- RID version_create();
- void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
- void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
- _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
- ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
- ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
- Version *version = version_owner.getornull(p_version);
- ERR_FAIL_COND_V(!version, RID());
- if (version->dirty) {
- _compile_version(version);
- }
- if (!version->valid) {
- return RID();
- }
- return version->variants[p_variant];
- }
- bool version_is_valid(RID p_version);
- bool version_free(RID p_version);
- void set_variant_enabled(int p_variant, bool p_enabled);
- bool is_variant_enabled(int p_variant) const;
- RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
- void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
- virtual ~ShaderRD();
- };
- #endif
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