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- /*************************************************************************/
- /* shader_rd.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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. */
- /*************************************************************************/
- #include "shader_rd.h"
- #include "core/string_builder.h"
- #include "rasterizer_rd.h"
- #include "servers/visual/rendering_device.h"
- void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
- name = p_name;
- //split vertex and shader code (thank you, shader compiler programmers from you know what company).
- if (p_vertex_code) {
- String defines_tag = "\nVERSION_DEFINES";
- String globals_tag = "\nVERTEX_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nVERTEX_SHADER_CODE";
- String code = p_vertex_code;
- int cpos = code.find(defines_tag);
- if (cpos != -1) {
- vertex_codev = code.substr(0, cpos).ascii();
- code = code.substr(cpos + defines_tag.length(), code.length());
- }
- cpos = code.find(material_tag);
- if (cpos == -1) {
- vertex_code0 = code.ascii();
- } else {
- vertex_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(globals_tag);
- if (cpos == -1) {
- vertex_code1 = code.ascii();
- } else {
- vertex_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code2.find(code_tag);
- if (cpos == -1) {
- vertex_code2 = code2.ascii();
- } else {
- vertex_code2 = code2.substr(0, cpos).ascii();
- vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
- }
- }
- }
- }
- if (p_fragment_code) {
- String defines_tag = "\nVERSION_DEFINES";
- String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nFRAGMENT_SHADER_CODE";
- String light_code_tag = "\nLIGHT_SHADER_CODE";
- String code = p_fragment_code;
- int cpos = code.find(defines_tag);
- if (cpos != -1) {
- fragment_codev = code.substr(0, cpos).ascii();
- code = code.substr(cpos + defines_tag.length(), code.length());
- }
- cpos = code.find(material_tag);
- if (cpos == -1) {
- fragment_code0 = code.ascii();
- } else {
- fragment_code0 = code.substr(0, cpos).ascii();
- //print_line("CODE0:\n"+String(fragment_code0.get_data()));
- code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(globals_tag);
- if (cpos == -1) {
- fragment_code1 = code.ascii();
- } else {
- fragment_code1 = code.substr(0, cpos).ascii();
- //print_line("CODE1:\n"+String(fragment_code1.get_data()));
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code2.find(light_code_tag);
- if (cpos == -1) {
- fragment_code2 = code2.ascii();
- } else {
- fragment_code2 = code2.substr(0, cpos).ascii();
- //print_line("CODE2:\n"+String(fragment_code2.get_data()));
- String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
- cpos = code3.find(code_tag);
- if (cpos == -1) {
- fragment_code3 = code3.ascii();
- } else {
- fragment_code3 = code3.substr(0, cpos).ascii();
- //print_line("CODE3:\n"+String(fragment_code3.get_data()));
- fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
- //print_line("CODE4:\n"+String(fragment_code4.get_data()));
- }
- }
- }
- }
- }
- if (p_compute_code) {
- is_compute = true;
- String defines_tag = "\nVERSION_DEFINES";
- String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
- String material_tag = "\nMATERIAL_UNIFORMS";
- String code_tag = "\nCOMPUTE_SHADER_CODE";
- String code = p_compute_code;
- int cpos = code.find(defines_tag);
- if (cpos != -1) {
- compute_codev = code.substr(0, cpos).ascii();
- code = code.substr(cpos + defines_tag.length(), code.length());
- }
- cpos = code.find(material_tag);
- if (cpos == -1) {
- compute_code0 = code.ascii();
- } else {
- compute_code0 = code.substr(0, cpos).ascii();
- code = code.substr(cpos + material_tag.length(), code.length());
- cpos = code.find(globals_tag);
- if (cpos == -1) {
- compute_code1 = code.ascii();
- } else {
- compute_code1 = code.substr(0, cpos).ascii();
- String code2 = code.substr(cpos + globals_tag.length(), code.length());
- cpos = code2.find(code_tag);
- if (cpos == -1) {
- compute_code2 = code2.ascii();
- } else {
- compute_code2 = code2.substr(0, cpos).ascii();
- compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
- }
- }
- }
- }
- }
- RID ShaderRD::version_create() {
- //initialize() was never called
- ERR_FAIL_COND_V(variant_defines.size() == 0, RID());
- Version version;
- version.dirty = true;
- version.valid = false;
- version.initialize_needed = true;
- version.variants = NULL;
- return version_owner.make_rid(version);
- }
- void ShaderRD::_clear_version(Version *p_version) {
- //clear versions if they exist
- if (p_version->variants) {
- for (int i = 0; i < variant_defines.size(); i++) {
- RD::get_singleton()->free(p_version->variants[i]);
- }
- memdelete_arr(p_version->variants);
- p_version->variants = NULL;
- }
- }
- void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
- Vector<RD::ShaderStageData> stages;
- String error;
- String current_source;
- RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
- bool build_ok = true;
- if (!is_compute) {
- //vertex stage
- StringBuilder builder;
- builder.append(vertex_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[p_variant].get_data());
- for (int j = 0; j < p_version->custom_defines.size(); j++) {
- builder.append(p_version->custom_defines[j].get_data());
- }
- builder.append(vertex_code0.get_data()); //first part of vertex
- builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
- builder.append(vertex_code1.get_data()); //second part of vertex
- builder.append(p_version->vertex_globals.get_data()); // vertex globals
- builder.append(vertex_code2.get_data()); //third part of vertex
- builder.append(p_version->vertex_code.get_data()); // code
- builder.append(vertex_code3.get_data()); //fourth of vertex
- current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
- if (stage.spir_v.size() == 0) {
- build_ok = false;
- } else {
- stage.shader_stage = RD::SHADER_STAGE_VERTEX;
- stages.push_back(stage);
- }
- }
- if (!is_compute && build_ok) {
- //fragment stage
- current_stage = RD::SHADER_STAGE_FRAGMENT;
- StringBuilder builder;
- builder.append(fragment_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[p_variant].get_data());
- for (int j = 0; j < p_version->custom_defines.size(); j++) {
- builder.append(p_version->custom_defines[j].get_data());
- }
- builder.append(fragment_code0.get_data()); //first part of fragment
- builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
- builder.append(fragment_code1.get_data()); //first part of fragment
- builder.append(p_version->fragment_globals.get_data()); // fragment globals
- builder.append(fragment_code2.get_data()); //third part of fragment
- builder.append(p_version->fragment_light.get_data()); // fragment light
- builder.append(fragment_code3.get_data()); //fourth part of fragment
- builder.append(p_version->fragment_code.get_data()); // fragment code
- builder.append(fragment_code4.get_data()); //fourth part of fragment
- current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
- if (stage.spir_v.size() == 0) {
- build_ok = false;
- } else {
- stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
- stages.push_back(stage);
- }
- }
- if (is_compute) {
- //compute stage
- current_stage = RD::SHADER_STAGE_COMPUTE;
- StringBuilder builder;
- builder.append(compute_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[p_variant].get_data());
- for (int j = 0; j < p_version->custom_defines.size(); j++) {
- builder.append(p_version->custom_defines[j].get_data());
- }
- builder.append(compute_code0.get_data()); //first part of compute
- builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
- builder.append(compute_code1.get_data()); //second part of compute
- builder.append(p_version->compute_globals.get_data()); // compute globals
- builder.append(compute_code2.get_data()); //third part of compute
- builder.append(p_version->compute_code.get_data()); // code
- builder.append(compute_code3.get_data()); //fourth of compute
- current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
- if (stage.spir_v.size() == 0) {
- build_ok = false;
- } else {
- stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
- stages.push_back(stage);
- }
- }
- if (!build_ok) {
- variant_set_mutex.lock(); //properly print the errors
- ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
- ERR_PRINT(error);
- #ifdef DEBUG_ENABLED
- ERR_PRINT("code:\n" + current_source.get_with_code_lines());
- #endif
- variant_set_mutex.unlock();
- return;
- }
- RID shader = RD::get_singleton()->shader_create(stages);
- variant_set_mutex.lock();
- p_version->variants[p_variant] = shader;
- variant_set_mutex.unlock();
- }
- void ShaderRD::_compile_version(Version *p_version) {
- _clear_version(p_version);
- p_version->valid = false;
- p_version->dirty = false;
- p_version->variants = memnew_arr(RID, variant_defines.size());
- #if 1
- RasterizerRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
- #else
- for (int i = 0; i < variant_defines.size(); i++) {
- _compile_variant(i, p_version);
- }
- #endif
- bool all_valid = true;
- for (int i = 0; i < variant_defines.size(); i++) {
- if (p_version->variants[i].is_null()) {
- all_valid = false;
- break;
- }
- }
- if (!all_valid) {
- //clear versions if they exist
- for (int i = 0; i < variant_defines.size(); i++) {
- if (!p_version->variants[i].is_null()) {
- RD::get_singleton()->free(p_version->variants[i]);
- }
- }
- memdelete_arr(p_version->variants);
- p_version->variants = NULL;
- return;
- }
- p_version->valid = true;
- }
- void ShaderRD::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) {
- ERR_FAIL_COND(is_compute);
- Version *version = version_owner.getornull(p_version);
- ERR_FAIL_COND(!version);
- version->vertex_globals = p_vertex_globals.utf8();
- version->vertex_code = p_vertex_code.utf8();
- version->fragment_light = p_fragment_light.utf8();
- version->fragment_globals = p_fragment_globals.utf8();
- version->fragment_code = p_fragment_code.utf8();
- version->uniforms = p_uniforms.utf8();
- version->custom_defines.clear();
- for (int i = 0; i < p_custom_defines.size(); i++) {
- version->custom_defines.push_back(p_custom_defines[i].utf8());
- }
- version->dirty = true;
- if (version->initialize_needed) {
- _compile_version(version);
- version->initialize_needed = false;
- }
- }
- void ShaderRD::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) {
- ERR_FAIL_COND(!is_compute);
- Version *version = version_owner.getornull(p_version);
- ERR_FAIL_COND(!version);
- version->compute_globals = p_compute_globals.utf8();
- version->compute_code = p_compute_code.utf8();
- version->uniforms = p_uniforms.utf8();
- version->custom_defines.clear();
- for (int i = 0; i < p_custom_defines.size(); i++) {
- version->custom_defines.push_back(p_custom_defines[i].utf8());
- }
- version->dirty = true;
- if (version->initialize_needed) {
- _compile_version(version);
- version->initialize_needed = false;
- }
- }
- bool ShaderRD::version_is_valid(RID p_version) {
- Version *version = version_owner.getornull(p_version);
- ERR_FAIL_COND_V(!version, false);
- if (version->dirty) {
- _compile_version(version);
- }
- return version->valid;
- }
- bool ShaderRD::version_free(RID p_version) {
- if (version_owner.owns(p_version)) {
- Version *version = version_owner.getornull(p_version);
- _clear_version(version);
- version_owner.free(p_version);
- } else {
- return false;
- }
- return true;
- }
- void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
- ERR_FAIL_COND(variant_defines.size());
- ERR_FAIL_COND(p_variant_defines.size() == 0);
- general_defines = p_general_defines.utf8();
- for (int i = 0; i < p_variant_defines.size(); i++) {
- variant_defines.push_back(p_variant_defines[i].utf8());
- }
- }
- ShaderRD::~ShaderRD() {
- 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();
- }
- }
- }
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