shader_gles3.cpp 27 KB

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  1. /**************************************************************************/
  2. /* shader_gles3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #include "shader_gles3.h"
  31. #ifdef GLES3_ENABLED
  32. #include "core/io/dir_access.h"
  33. #include "core/io/file_access.h"
  34. #include "drivers/gles3/rasterizer_gles3.h"
  35. #include "drivers/gles3/storage/config.h"
  36. static String _mkid(const String &p_id) {
  37. String id = "m_" + p_id.replace("__", "_dus_");
  38. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  39. }
  40. void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
  41. Vector<String> lines = String(p_code).split("\n");
  42. String text;
  43. for (int i = 0; i < lines.size(); i++) {
  44. const String &l = lines[i];
  45. bool push_chunk = false;
  46. StageTemplate::Chunk chunk;
  47. if (l.begins_with("#GLOBALS")) {
  48. switch (p_stage_type) {
  49. case STAGE_TYPE_VERTEX:
  50. chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
  51. break;
  52. case STAGE_TYPE_FRAGMENT:
  53. chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
  54. break;
  55. default: {
  56. }
  57. }
  58. push_chunk = true;
  59. } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
  60. chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
  61. push_chunk = true;
  62. } else if (l.begins_with("#CODE")) {
  63. chunk.type = StageTemplate::Chunk::TYPE_CODE;
  64. push_chunk = true;
  65. chunk.code = l.replace_first("#CODE", String()).remove_char(':').strip_edges().to_upper();
  66. } else {
  67. text += l + "\n";
  68. }
  69. if (push_chunk) {
  70. if (text != String()) {
  71. StageTemplate::Chunk text_chunk;
  72. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  73. text_chunk.text = text.utf8();
  74. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  75. text = String();
  76. }
  77. stage_templates[p_stage_type].chunks.push_back(chunk);
  78. }
  79. if (text != String()) {
  80. StageTemplate::Chunk text_chunk;
  81. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  82. text_chunk.text = text.utf8();
  83. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  84. text = String();
  85. }
  86. }
  87. }
  88. 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_feedback_count, const Feedback *p_feedback, 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) {
  89. name = p_name;
  90. if (p_vertex_code) {
  91. _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
  92. }
  93. if (p_fragment_code) {
  94. _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
  95. }
  96. uniform_names = p_uniform_names;
  97. uniform_count = p_uniform_count;
  98. ubo_pairs = p_ubos;
  99. ubo_count = p_ubo_count;
  100. texunit_pairs = p_tex_units;
  101. texunit_pair_count = p_texture_count;
  102. specializations = p_specializations;
  103. specialization_count = p_specialization_count;
  104. specialization_default_mask = 0;
  105. for (int i = 0; i < specialization_count; i++) {
  106. if (specializations[i].default_value) {
  107. specialization_default_mask |= (uint64_t(1) << uint64_t(i));
  108. }
  109. }
  110. variant_defines = p_variants;
  111. variant_count = p_variant_count;
  112. feedbacks = p_feedback;
  113. feedback_count = p_feedback_count;
  114. StringBuilder tohash;
  115. tohash.append("[Vertex]");
  116. tohash.append(p_vertex_code ? p_vertex_code : "");
  117. tohash.append("[Fragment]");
  118. tohash.append(p_fragment_code ? p_fragment_code : "");
  119. tohash.append("[gl_implementation]");
  120. const String &vendor = String::utf8((const char *)glGetString(GL_VENDOR));
  121. tohash.append(vendor.is_empty() ? "unknown" : vendor);
  122. const String &renderer = String::utf8((const char *)glGetString(GL_RENDERER));
  123. tohash.append(renderer.is_empty() ? "unknown" : renderer);
  124. const String &version = String::utf8((const char *)glGetString(GL_VERSION));
  125. tohash.append(version.is_empty() ? "unknown" : version);
  126. base_sha256 = tohash.as_string().sha256_text();
  127. }
  128. RID ShaderGLES3::version_create() {
  129. //initialize() was never called
  130. ERR_FAIL_COND_V(variant_count == 0, RID());
  131. Version version;
  132. return version_owner.make_rid(version);
  133. }
  134. void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization) {
  135. if (RasterizerGLES3::is_gles_over_gl()) {
  136. builder.append("#version 330\n");
  137. builder.append("#define USE_GLES_OVER_GL\n");
  138. } else {
  139. builder.append("#version 300 es\n");
  140. }
  141. if (GLES3::Config::get_singleton()->polyfill_half2float) {
  142. builder.append("#define USE_HALF2FLOAT\n");
  143. }
  144. for (int i = 0; i < specialization_count; i++) {
  145. if (p_specialization & (uint64_t(1) << uint64_t(i))) {
  146. builder.append("#define " + String(specializations[i].name) + "\n");
  147. }
  148. }
  149. if (p_version->uniforms.size()) {
  150. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  151. }
  152. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  153. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  154. }
  155. builder.append("\n"); //make sure defines begin at newline
  156. builder.append(general_defines.get_data());
  157. builder.append(variant_defines[p_variant]);
  158. builder.append("\n");
  159. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  160. builder.append(p_version->custom_defines[j].get_data());
  161. }
  162. builder.append("\n"); //make sure defines begin at newline
  163. // Optional support for external textures.
  164. if (GLES3::Config::get_singleton()->external_texture_supported) {
  165. builder.append("#extension GL_OES_EGL_image_external : enable\n");
  166. builder.append("#extension GL_OES_EGL_image_external_essl3 : enable\n");
  167. } else {
  168. builder.append("#define samplerExternalOES sampler2D\n");
  169. }
  170. // Insert multiview extension loading, because it needs to appear before
  171. // any non-preprocessor code (like the "precision highp..." lines below).
  172. builder.append("#ifdef USE_MULTIVIEW\n");
  173. builder.append("#if defined(GL_OVR_multiview2)\n");
  174. builder.append("#extension GL_OVR_multiview2 : require\n");
  175. builder.append("#elif defined(GL_OVR_multiview)\n");
  176. builder.append("#extension GL_OVR_multiview : require\n");
  177. builder.append("#endif\n");
  178. if (p_stage_type == StageType::STAGE_TYPE_VERTEX) {
  179. builder.append("layout(num_views=2) in;\n");
  180. }
  181. builder.append("#define ViewIndex gl_ViewID_OVR\n");
  182. builder.append("#define MAX_VIEWS 2\n");
  183. builder.append("#else\n");
  184. builder.append("#define ViewIndex uint(0)\n");
  185. builder.append("#define MAX_VIEWS 1\n");
  186. builder.append("#endif\n");
  187. // Default to highp precision unless specified otherwise.
  188. builder.append("precision highp float;\n");
  189. builder.append("precision highp int;\n");
  190. if (!RasterizerGLES3::is_gles_over_gl()) {
  191. builder.append("precision highp sampler2D;\n");
  192. builder.append("precision highp samplerCube;\n");
  193. builder.append("precision highp sampler2DArray;\n");
  194. builder.append("precision highp sampler3D;\n");
  195. }
  196. const StageTemplate &stage_template = stage_templates[p_stage_type];
  197. for (uint32_t i = 0; i < stage_template.chunks.size(); i++) {
  198. const StageTemplate::Chunk &chunk = stage_template.chunks[i];
  199. switch (chunk.type) {
  200. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  201. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  202. } break;
  203. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  204. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  205. } break;
  206. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  207. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  208. } break;
  209. case StageTemplate::Chunk::TYPE_CODE: {
  210. if (p_version->code_sections.has(chunk.code)) {
  211. builder.append(p_version->code_sections[chunk.code].get_data());
  212. }
  213. } break;
  214. case StageTemplate::Chunk::TYPE_TEXT: {
  215. builder.append(chunk.text.get_data());
  216. } break;
  217. }
  218. }
  219. }
  220. static void _display_error_with_code(const String &p_error, const String &p_code) {
  221. int line = 1;
  222. Vector<String> lines = p_code.split("\n");
  223. for (int j = 0; j < lines.size(); j++) {
  224. print_line(itos(line) + ": " + lines[j]);
  225. line++;
  226. }
  227. ERR_PRINT(p_error);
  228. }
  229. void ShaderGLES3::_get_uniform_locations(Version::Specialization &spec, Version *p_version) {
  230. glUseProgram(spec.id);
  231. spec.uniform_location.resize(uniform_count);
  232. for (int i = 0; i < uniform_count; i++) {
  233. spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
  234. }
  235. for (int i = 0; i < texunit_pair_count; i++) {
  236. GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
  237. if (loc >= 0) {
  238. if (texunit_pairs[i].index < 0) {
  239. glUniform1i(loc, max_image_units + texunit_pairs[i].index);
  240. } else {
  241. glUniform1i(loc, texunit_pairs[i].index);
  242. }
  243. }
  244. }
  245. for (int i = 0; i < ubo_count; i++) {
  246. GLint loc = glGetUniformBlockIndex(spec.id, ubo_pairs[i].name);
  247. if (loc >= 0) {
  248. glUniformBlockBinding(spec.id, loc, ubo_pairs[i].index);
  249. }
  250. }
  251. // textures
  252. int texture_index = 0;
  253. for (uint32_t i = 0; i < p_version->texture_uniforms.size(); i++) {
  254. String native_uniform_name = _mkid(p_version->texture_uniforms[i].name);
  255. GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
  256. Vector<int32_t> texture_uniform_bindings;
  257. int texture_count = p_version->texture_uniforms[i].array_size;
  258. for (int j = 0; j < texture_count; j++) {
  259. texture_uniform_bindings.append(texture_index + base_texture_index);
  260. texture_index++;
  261. }
  262. glUniform1iv(location, texture_uniform_bindings.size(), texture_uniform_bindings.ptr());
  263. }
  264. glUseProgram(0);
  265. }
  266. void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) {
  267. spec.id = glCreateProgram();
  268. spec.ok = false;
  269. GLint status;
  270. //vertex stage
  271. {
  272. StringBuilder builder;
  273. _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_VERTEX, p_specialization);
  274. spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
  275. String builder_string = builder.as_string();
  276. CharString cs = builder_string.utf8();
  277. const char *cstr = cs.ptr();
  278. GLint cstr_len = cs.length();
  279. glShaderSource(spec.vert_id, 1, &cstr, &cstr_len);
  280. glCompileShader(spec.vert_id);
  281. glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
  282. if (status == GL_FALSE) {
  283. GLsizei iloglen;
  284. glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
  285. if (iloglen < 0) {
  286. glDeleteShader(spec.vert_id);
  287. glDeleteProgram(spec.id);
  288. spec.id = 0;
  289. ERR_PRINT("No OpenGL vertex shader compiler log.");
  290. } else {
  291. if (iloglen == 0) {
  292. iloglen = 4096; // buggy driver (Adreno 220+)
  293. }
  294. char *ilogmem = (char *)Memory::alloc_static_zeroed(iloglen + 1);
  295. glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
  296. String err_string = name + ": Vertex shader compilation failed:\n";
  297. err_string += ilogmem;
  298. _display_error_with_code(err_string, builder_string);
  299. Memory::free_static(ilogmem);
  300. glDeleteShader(spec.vert_id);
  301. glDeleteProgram(spec.id);
  302. spec.id = 0;
  303. }
  304. ERR_FAIL();
  305. }
  306. }
  307. //fragment stage
  308. {
  309. StringBuilder builder;
  310. _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_FRAGMENT, p_specialization);
  311. spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  312. String builder_string = builder.as_string();
  313. CharString cs = builder_string.utf8();
  314. const char *cstr = cs.ptr();
  315. GLint cstr_len = cs.length();
  316. glShaderSource(spec.frag_id, 1, &cstr, &cstr_len);
  317. glCompileShader(spec.frag_id);
  318. glGetShaderiv(spec.frag_id, GL_COMPILE_STATUS, &status);
  319. if (status == GL_FALSE) {
  320. GLsizei iloglen;
  321. glGetShaderiv(spec.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
  322. if (iloglen < 0) {
  323. glDeleteShader(spec.frag_id);
  324. glDeleteProgram(spec.id);
  325. spec.id = 0;
  326. ERR_PRINT("No OpenGL fragment shader compiler log.");
  327. } else {
  328. if (iloglen == 0) {
  329. iloglen = 4096; // buggy driver (Adreno 220+)
  330. }
  331. char *ilogmem = (char *)Memory::alloc_static_zeroed(iloglen + 1);
  332. glGetShaderInfoLog(spec.frag_id, iloglen, &iloglen, ilogmem);
  333. String err_string = name + ": Fragment shader compilation failed:\n";
  334. err_string += ilogmem;
  335. _display_error_with_code(err_string, builder_string);
  336. Memory::free_static(ilogmem);
  337. glDeleteShader(spec.frag_id);
  338. glDeleteProgram(spec.id);
  339. spec.id = 0;
  340. }
  341. ERR_FAIL();
  342. }
  343. }
  344. glAttachShader(spec.id, spec.frag_id);
  345. glAttachShader(spec.id, spec.vert_id);
  346. // If feedback exists, set it up.
  347. if (feedback_count) {
  348. Vector<const char *> feedback;
  349. for (int i = 0; i < feedback_count; i++) {
  350. if (feedbacks[i].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
  351. // Specialization for this feedback is enabled
  352. feedback.push_back(feedbacks[i].name);
  353. }
  354. }
  355. if (feedback.size()) {
  356. glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
  357. }
  358. }
  359. glLinkProgram(spec.id);
  360. glGetProgramiv(spec.id, GL_LINK_STATUS, &status);
  361. if (status == GL_FALSE) {
  362. GLsizei iloglen;
  363. glGetProgramiv(spec.id, GL_INFO_LOG_LENGTH, &iloglen);
  364. if (iloglen < 0) {
  365. glDeleteShader(spec.frag_id);
  366. glDeleteShader(spec.vert_id);
  367. glDeleteProgram(spec.id);
  368. spec.id = 0;
  369. ERR_PRINT("No OpenGL program link log. Something is wrong.");
  370. ERR_FAIL();
  371. }
  372. if (iloglen == 0) {
  373. iloglen = 4096; // buggy driver (Adreno 220+)
  374. }
  375. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  376. ilogmem[iloglen] = '\0';
  377. glGetProgramInfoLog(spec.id, iloglen, &iloglen, ilogmem);
  378. String err_string = name + ": Program linking failed:\n";
  379. err_string += ilogmem;
  380. _display_error_with_code(err_string, String());
  381. Memory::free_static(ilogmem);
  382. glDeleteShader(spec.frag_id);
  383. glDeleteShader(spec.vert_id);
  384. glDeleteProgram(spec.id);
  385. spec.id = 0;
  386. ERR_FAIL();
  387. }
  388. _get_uniform_locations(spec, p_version);
  389. spec.ok = true;
  390. }
  391. RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_version) {
  392. Version *version = version_owner.get_or_null(p_version);
  393. RS::ShaderNativeSourceCode source_code;
  394. ERR_FAIL_NULL_V(version, source_code);
  395. source_code.versions.resize(variant_count);
  396. for (int i = 0; i < source_code.versions.size(); i++) {
  397. //vertex stage
  398. {
  399. StringBuilder builder;
  400. _build_variant_code(builder, i, version, STAGE_TYPE_VERTEX, specialization_default_mask);
  401. RS::ShaderNativeSourceCode::Version::Stage stage;
  402. stage.name = "vertex";
  403. stage.code = builder.as_string();
  404. source_code.versions.write[i].stages.push_back(stage);
  405. }
  406. //fragment stage
  407. {
  408. StringBuilder builder;
  409. _build_variant_code(builder, i, version, STAGE_TYPE_FRAGMENT, specialization_default_mask);
  410. RS::ShaderNativeSourceCode::Version::Stage stage;
  411. stage.name = "fragment";
  412. stage.code = builder.as_string();
  413. source_code.versions.write[i].stages.push_back(stage);
  414. }
  415. }
  416. return source_code;
  417. }
  418. String ShaderGLES3::_version_get_sha1(Version *p_version) const {
  419. StringBuilder hash_build;
  420. hash_build.append("[uniforms]");
  421. hash_build.append(p_version->uniforms.get_data());
  422. hash_build.append("[vertex_globals]");
  423. hash_build.append(p_version->vertex_globals.get_data());
  424. hash_build.append("[fragment_globals]");
  425. hash_build.append(p_version->fragment_globals.get_data());
  426. Vector<StringName> code_sections;
  427. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  428. code_sections.push_back(E.key);
  429. }
  430. code_sections.sort_custom<StringName::AlphCompare>();
  431. for (int i = 0; i < code_sections.size(); i++) {
  432. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  433. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  434. }
  435. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  436. hash_build.append("[custom_defines:" + itos(i) + "]");
  437. hash_build.append(p_version->custom_defines[i].get_data());
  438. }
  439. if (RasterizerGLES3::is_gles_over_gl()) {
  440. hash_build.append("[gl]");
  441. } else {
  442. hash_build.append("[gles]");
  443. }
  444. return hash_build.as_string().sha1_text();
  445. }
  446. #ifndef WEB_ENABLED // not supported in webgl
  447. static const char *shader_file_header = "GLSC";
  448. static const uint32_t cache_file_version = 3;
  449. #endif
  450. bool ShaderGLES3::_load_from_cache(Version *p_version) {
  451. #ifdef WEB_ENABLED // not supported in webgl
  452. return false;
  453. #else
  454. #if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
  455. if (RasterizerGLES3::is_gles_over_gl() && (glProgramBinary == nullptr)) { // ARB_get_program_binary extension not available.
  456. return false;
  457. }
  458. #endif
  459. String sha1 = _version_get_sha1(p_version);
  460. String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
  461. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  462. if (f.is_null()) {
  463. return false;
  464. }
  465. char header[5] = {};
  466. f->get_buffer((uint8_t *)header, 4);
  467. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  468. uint32_t file_version = f->get_32();
  469. if (file_version != cache_file_version) {
  470. return false; // wrong version
  471. }
  472. int cache_variant_count = static_cast<int>(f->get_32());
  473. ERR_FAIL_COND_V_MSG(cache_variant_count != variant_count, false, "shader cache variant count mismatch, expected " + itos(variant_count) + " got " + itos(cache_variant_count)); //should not happen but check
  474. LocalVector<AHashMap<uint64_t, Version::Specialization>> variants;
  475. for (int i = 0; i < cache_variant_count; i++) {
  476. uint32_t cache_specialization_count = f->get_32();
  477. AHashMap<uint64_t, Version::Specialization> variant;
  478. for (uint32_t j = 0; j < cache_specialization_count; j++) {
  479. uint64_t specialization_key = f->get_64();
  480. uint32_t variant_size = f->get_32();
  481. if (variant_size == 0) {
  482. continue;
  483. }
  484. uint32_t variant_format = f->get_32();
  485. Vector<uint8_t> variant_bytes;
  486. variant_bytes.resize(variant_size);
  487. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  488. ERR_FAIL_COND_V(br != variant_size, false);
  489. Version::Specialization specialization;
  490. specialization.id = glCreateProgram();
  491. if (feedback_count) {
  492. Vector<const char *> feedback;
  493. for (int feedback_index = 0; feedback_index < feedback_count; feedback_index++) {
  494. if (feedbacks[feedback_index].specialization == 0 || (feedbacks[feedback_index].specialization & specialization_key)) {
  495. // Specialization for this feedback is enabled.
  496. feedback.push_back(feedbacks[feedback_index].name);
  497. }
  498. }
  499. if (!feedback.is_empty()) {
  500. glTransformFeedbackVaryings(specialization.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
  501. }
  502. }
  503. glProgramBinary(specialization.id, variant_format, variant_bytes.ptr(), variant_bytes.size());
  504. GLint link_status = 0;
  505. glGetProgramiv(specialization.id, GL_LINK_STATUS, &link_status);
  506. if (link_status != GL_TRUE) {
  507. WARN_PRINT_ONCE("Failed to load cached shader, recompiling.");
  508. return false;
  509. }
  510. _get_uniform_locations(specialization, p_version);
  511. specialization.ok = true;
  512. variant.insert(specialization_key, specialization);
  513. }
  514. variants.push_back(variant);
  515. }
  516. p_version->variants = variants;
  517. return true;
  518. #endif // WEB_ENABLED
  519. }
  520. void ShaderGLES3::_save_to_cache(Version *p_version) {
  521. #ifdef WEB_ENABLED // not supported in webgl
  522. return;
  523. #else
  524. ERR_FAIL_COND(!shader_cache_dir_valid);
  525. #if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
  526. if (RasterizerGLES3::is_gles_over_gl() && (glGetProgramBinary == nullptr)) { // ARB_get_program_binary extension not available.
  527. return;
  528. }
  529. #endif
  530. String sha1 = _version_get_sha1(p_version);
  531. String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
  532. Error error;
  533. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE, &error);
  534. ERR_FAIL_COND(f.is_null());
  535. f->store_buffer((const uint8_t *)shader_file_header, 4);
  536. f->store_32(cache_file_version);
  537. f->store_32(variant_count);
  538. for (int i = 0; i < variant_count; i++) {
  539. int cache_specialization_count = p_version->variants[i].size();
  540. f->store_32(cache_specialization_count);
  541. for (KeyValue<uint64_t, ShaderGLES3::Version::Specialization> &kv : p_version->variants[i]) {
  542. const uint64_t specialization_key = kv.key;
  543. f->store_64(specialization_key);
  544. const Version::Specialization *specialization = &kv.value;
  545. GLint program_size = 0;
  546. glGetProgramiv(specialization->id, GL_PROGRAM_BINARY_LENGTH, &program_size);
  547. if (program_size == 0) {
  548. f->store_32(0);
  549. continue;
  550. }
  551. PackedByteArray compiled_program;
  552. compiled_program.resize(program_size);
  553. GLenum binary_format = 0;
  554. glGetProgramBinary(specialization->id, program_size, nullptr, &binary_format, compiled_program.ptrw());
  555. if (program_size != compiled_program.size()) {
  556. f->store_32(0);
  557. continue;
  558. }
  559. f->store_32(program_size);
  560. f->store_32(binary_format);
  561. f->store_buffer(compiled_program.ptr(), compiled_program.size());
  562. }
  563. }
  564. #endif // WEB_ENABLED
  565. }
  566. void ShaderGLES3::_clear_version(Version *p_version) {
  567. // Variants not compiled yet, just return
  568. if (p_version->variants.is_empty()) {
  569. return;
  570. }
  571. for (int i = 0; i < variant_count; i++) {
  572. for (KeyValue<uint64_t, Version::Specialization> &kv : p_version->variants[i]) {
  573. if (kv.value.id != 0) {
  574. glDeleteShader(kv.value.vert_id);
  575. glDeleteShader(kv.value.frag_id);
  576. glDeleteProgram(kv.value.id);
  577. }
  578. }
  579. }
  580. p_version->variants.clear();
  581. }
  582. void ShaderGLES3::_initialize_version(Version *p_version) {
  583. ERR_FAIL_COND(p_version->variants.size() > 0);
  584. bool use_cache = shader_cache_dir_valid && !(feedback_count > 0 && GLES3::Config::get_singleton()->disable_transform_feedback_shader_cache);
  585. if (use_cache && _load_from_cache(p_version)) {
  586. return;
  587. }
  588. p_version->variants.reserve(variant_count);
  589. for (int i = 0; i < variant_count; i++) {
  590. AHashMap<uint64_t, Version::Specialization> variant;
  591. p_version->variants.push_back(variant);
  592. Version::Specialization spec;
  593. _compile_specialization(spec, i, p_version, specialization_default_mask);
  594. p_version->variants[i].insert(specialization_default_mask, spec);
  595. }
  596. if (use_cache) {
  597. _save_to_cache(p_version);
  598. }
  599. }
  600. void ShaderGLES3::version_set_code(RID p_version, const HashMap<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 LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize) {
  601. Version *version = version_owner.get_or_null(p_version);
  602. ERR_FAIL_NULL(version);
  603. _clear_version(version); //clear if existing
  604. version->vertex_globals = p_vertex_globals.utf8();
  605. version->fragment_globals = p_fragment_globals.utf8();
  606. version->uniforms = p_uniforms.utf8();
  607. version->code_sections.clear();
  608. version->texture_uniforms = p_texture_uniforms;
  609. for (const KeyValue<String, String> &E : p_code) {
  610. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  611. }
  612. version->custom_defines.clear();
  613. for (int i = 0; i < p_custom_defines.size(); i++) {
  614. version->custom_defines.push_back(p_custom_defines[i].utf8());
  615. }
  616. if (p_initialize) {
  617. _initialize_version(version);
  618. }
  619. }
  620. bool ShaderGLES3::version_is_valid(RID p_version) {
  621. Version *version = version_owner.get_or_null(p_version);
  622. return version != nullptr;
  623. }
  624. bool ShaderGLES3::version_free(RID p_version) {
  625. if (version_owner.owns(p_version)) {
  626. Version *version = version_owner.get_or_null(p_version);
  627. _clear_version(version);
  628. version_owner.free(p_version);
  629. } else {
  630. return false;
  631. }
  632. return true;
  633. }
  634. bool ShaderGLES3::shader_cache_cleanup_on_start = false;
  635. ShaderGLES3::ShaderGLES3() {
  636. }
  637. void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture_index) {
  638. general_defines = p_general_defines.utf8();
  639. base_texture_index = p_base_texture_index;
  640. _init();
  641. if (shader_cache_dir != String()) {
  642. StringBuilder hash_build;
  643. hash_build.append("[base_hash]");
  644. hash_build.append(base_sha256);
  645. hash_build.append("[general_defines]");
  646. hash_build.append(general_defines.get_data());
  647. for (int i = 0; i < variant_count; i++) {
  648. hash_build.append("[variant_defines:" + itos(i) + "]");
  649. hash_build.append(variant_defines[i]);
  650. }
  651. base_sha256 = hash_build.as_string().sha256_text();
  652. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  653. ERR_FAIL_COND(d.is_null());
  654. if (d->change_dir(name) != OK) {
  655. Error err = d->make_dir(name);
  656. ERR_FAIL_COND(err != OK);
  657. d->change_dir(name);
  658. }
  659. //erase other versions?
  660. if (shader_cache_cleanup_on_start) {
  661. }
  662. //
  663. if (d->change_dir(base_sha256) != OK) {
  664. Error err = d->make_dir(base_sha256);
  665. ERR_FAIL_COND(err != OK);
  666. }
  667. shader_cache_dir_valid = true;
  668. print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
  669. }
  670. GLES3::Config *config = GLES3::Config::get_singleton();
  671. ERR_FAIL_NULL(config);
  672. max_image_units = config->max_texture_image_units;
  673. }
  674. void ShaderGLES3::set_shader_cache_dir(const String &p_dir) {
  675. shader_cache_dir = p_dir;
  676. }
  677. void ShaderGLES3::set_shader_cache_save_compressed(bool p_enable) {
  678. shader_cache_save_compressed = p_enable;
  679. }
  680. void ShaderGLES3::set_shader_cache_save_compressed_zstd(bool p_enable) {
  681. shader_cache_save_compressed_zstd = p_enable;
  682. }
  683. void ShaderGLES3::set_shader_cache_save_debug(bool p_enable) {
  684. shader_cache_save_debug = p_enable;
  685. }
  686. String ShaderGLES3::shader_cache_dir;
  687. bool ShaderGLES3::shader_cache_save_compressed = true;
  688. bool ShaderGLES3::shader_cache_save_compressed_zstd = true;
  689. bool ShaderGLES3::shader_cache_save_debug = true;
  690. ShaderGLES3::~ShaderGLES3() {
  691. LocalVector<RID> remaining = version_owner.get_owned_list();
  692. if (remaining.size()) {
  693. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  694. for (RID &rid : remaining) {
  695. version_free(rid);
  696. }
  697. }
  698. }
  699. #endif