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- /**
- * Copyright (c) 2006-2022 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
- // LOVE
- #include "Shader.h"
- #include "Graphics.h"
- #include "math/MathModule.h"
- // glslang
- #include "libraries/glslang/glslang/Public/ShaderLang.h"
- // Needed for reflection information.
- #include "libraries/glslang/glslang/Include/Types.h"
- #include "libraries/glslang/glslang/MachineIndependent/localintermediate.h"
- // C++
- #include <string>
- #include <regex>
- #include <sstream>
- namespace love
- {
- namespace graphics
- {
- namespace glsl
- {
- static const char global_syntax[] = R"(
- #if !defined(GL_ES) && __VERSION__ < 140
- #define lowp
- #define mediump
- #define highp
- #endif
- #if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
- #define LOVE_HIGHP_OR_MEDIUMP highp
- #else
- #define LOVE_HIGHP_OR_MEDIUMP mediump
- #endif
- #if __VERSION__ >= 300
- #define LOVE_IO_LOCATION(x) layout (location = x)
- #else
- #define LOVE_IO_LOCATION(x)
- #endif
- #define number float
- #define Image sampler2D
- #define ArrayImage sampler2DArray
- #define CubeImage samplerCube
- #define VolumeImage sampler3D
- #if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
- #define DepthImage sampler2DShadow
- #define DepthArrayImage sampler2DArrayShadow
- #define DepthCubeImage samplerCubeShadow
- #endif
- #define extern uniform
- #if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100 || defined(GL_OES_gpu_shader5))
- // Only used when !GLSLES1 to work around Ouya driver bug. But we still want it
- // enabled for glslang validation when glsl 1-on-3 is used, so also enable it if
- // OES_gpu_shader5 exists.
- #define LOVE_EXT_TEXTURE_ARRAY_ENABLED
- #extension GL_EXT_texture_array : enable
- #endif
- #ifdef GL_OES_texture_3D
- #extension GL_OES_texture_3D : enable
- #endif
- #ifdef GL_OES_standard_derivatives
- #extension GL_OES_standard_derivatives : enable
- #endif
- #ifdef USE_VULKAN
- #define VULKAN_LOCATION(x) layout(location=x)
- #define VULKAN_BINDING(x) layout(binding=x)
- #else
- #define VULKAN_LOCATION(x)
- #define VULKAN_BINDING(x)
- #endif
- )";
- static const char render_uniforms[] = R"(
- #ifdef USE_VULKAN
- VULKAN_BINDING(0) uniform LoveUniformsPerDraw {
- vec4 uniformsPerDraw[13];
- } udp;
- #define love_UniformsPerDraw udp.uniformsPerDraw
- #else
- // According to the GLSL ES 1.0 spec, uniform precision must match between stages,
- // but we can't guarantee that highp is always supported in fragment shaders...
- // We *really* don't want to use mediump for these in vertex shaders though.
- uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
- #endif
- // These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
- // do it as an initializer.
- LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
- LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
- LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
- LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
- LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
- LOVE_HIGHP_OR_MEDIUMP float CurrentDPIScale;
- LOVE_HIGHP_OR_MEDIUMP float ConstantPointSize;
- #define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
- // Alternate names
- #define ViewSpaceFromLocal TransformMatrix
- #define ClipSpaceFromView ProjectionMatrix
- #define ClipSpaceFromLocal TransformProjectionMatrix
- #define ViewNormalFromLocal NormalMatrix
- void love_initializeBuiltinUniforms() {
- TransformMatrix = mat4(
- love_UniformsPerDraw[0],
- love_UniformsPerDraw[1],
- love_UniformsPerDraw[2],
- love_UniformsPerDraw[3]
- );
- ProjectionMatrix = mat4(
- love_UniformsPerDraw[4],
- love_UniformsPerDraw[5],
- love_UniformsPerDraw[6],
- love_UniformsPerDraw[7]
- );
- NormalMatrix = mat3(
- love_UniformsPerDraw[8].xyz,
- love_UniformsPerDraw[9].xyz,
- love_UniformsPerDraw[10].xyz
- );
- CurrentDPIScale = love_UniformsPerDraw[8].w;
- ConstantPointSize = love_UniformsPerDraw[9].w;
- love_ScreenSize = love_UniformsPerDraw[11];
- ConstantColor = love_UniformsPerDraw[12];
- }
- )";
- static const char global_functions[] = R"(
- #ifdef GL_ES
- #if __VERSION__ >= 300 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
- precision lowp sampler2DArray;
- #endif
- #if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
- precision lowp sampler3D;
- #endif
- #if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
- precision lowp sampler2DShadow;
- precision lowp samplerCubeShadow;
- precision lowp sampler2DArrayShadow;
- #endif
- #endif
- #if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
- #define Texel texture
- #else
- #if __VERSION__ >= 130
- #define texture2D Texel
- #define texture3D Texel
- #define textureCube Texel
- #define texture2DArray Texel
- #define love_texture2D texture
- #define love_texture3D texture
- #define love_textureCube texture
- #define love_texture2DArray texture
- #else
- #define love_texture2D texture2D
- #define love_texture3D texture3D
- #define love_textureCube textureCube
- #define love_texture2DArray texture2DArray
- #endif
- vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
- vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
- #if __VERSION__ > 100 || defined(GL_OES_texture_3D)
- vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
- #endif
- #if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
- vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
- #endif
- #ifdef PIXEL
- vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
- vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
- #if __VERSION__ > 100 || defined(GL_OES_texture_3D)
- vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
- #endif
- #if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
- vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
- #endif
- #endif
- #define texture love_texture
- #endif
- float gammaToLinearPrecise(float c) {
- return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
- }
- vec3 gammaToLinearPrecise(vec3 c) {
- bvec3 leq = lessThanEqual(c, vec3(0.04045));
- c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
- c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
- c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
- return c;
- }
- vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
- float linearToGammaPrecise(float c) {
- return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
- vec3 linearToGammaPrecise(vec3 c) {
- bvec3 lt = lessThanEqual(c, vec3(0.0031308));
- c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
- c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
- c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
- return c;
- }
- vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
- // http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
- mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
- mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
- mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
- mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
- mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
- mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
- #define gammaToLinear gammaToLinearFast
- #define linearToGamma linearToGammaFast
- #ifdef LOVE_GAMMA_CORRECT
- #define gammaCorrectColor gammaToLinear
- #define unGammaCorrectColor linearToGamma
- #define gammaCorrectColorPrecise gammaToLinearPrecise
- #define unGammaCorrectColorPrecise linearToGammaPrecise
- #define gammaCorrectColorFast gammaToLinearFast
- #define unGammaCorrectColorFast linearToGammaFast
- #else
- #define gammaCorrectColor
- #define unGammaCorrectColor
- #define gammaCorrectColorPrecise
- #define unGammaCorrectColorPrecise
- #define gammaCorrectColorFast
- #define unGammaCorrectColorFast
- #endif
- )";
- static const char vertex_header[] = R"(
- #define love_Position gl_Position
- #define love_PointSize gl_PointSize
- #if __VERSION__ >= 130
- #define attribute in
- #define varying out
- #ifndef LOVE_GLSL1_ON_GLSL3
- #define love_VertexID gl_VertexID
- #define love_InstanceID gl_InstanceID
- #endif
- #endif
- )";
- static const char vertex_functions[] = R"()";
- static const char vertex_main[] = R"(
- VULKAN_LOCATION(0) attribute vec4 VertexPosition;
- VULKAN_LOCATION(1) attribute vec4 VertexTexCoord;
- VULKAN_LOCATION(2) attribute vec4 VertexColor;
- VULKAN_LOCATION(0) varying vec4 VaryingTexCoord;
- VULKAN_LOCATION(1) varying vec4 VaryingColor;
- vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
- void main() {
- love_initializeBuiltinUniforms();
- VaryingTexCoord = VertexTexCoord;
- VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
- love_Position = position(ClipSpaceFromLocal, VertexPosition);
- }
- )";
- static const char vertex_main_raw[] = R"(
- void vertexmain();
- void main() {
- love_initializeBuiltinUniforms();
- vertexmain();
- }
- )";
- static const char pixel_header[] = R"(
- #ifdef GL_ES
- precision mediump float;
- #endif
- #define love_MaxRenderTargets gl_MaxDrawBuffers
- #if __VERSION__ >= 130
- #define varying in
- #endif
- // Legacy
- #define love_MaxCanvases love_MaxRenderTargets
- // See Shader::updateScreenParams in Shader.cpp.
- #define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
- )";
- static const char pixel_functions[] = R"(
- VULKAN_BINDING(1) uniform sampler2D love_VideoYChannel;
- VULKAN_BINDING(2) uniform sampler2D love_VideoCbChannel;
- VULKAN_BINDING(3) uniform sampler2D love_VideoCrChannel;
- vec4 VideoTexel(vec2 texcoords) {
- vec3 yuv;
- yuv[0] = Texel(love_VideoYChannel, texcoords).r;
- yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
- yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
- yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
- vec4 color;
- color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
- color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
- color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
- color.a = 1.0;
- return gammaCorrectColor(color);
- }
- )";
- static const char pixel_main[] = R"(
- #if __VERSION__ >= 130
- LOVE_IO_LOCATION(0) out vec4 love_PixelColor;
- #else
- #define love_PixelColor gl_FragColor
- #endif
- VULKAN_BINDING(4) uniform sampler2D MainTex;
- VULKAN_LOCATION(0) varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
- VULKAN_LOCATION(1) varying mediump vec4 VaryingColor;
- vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
- void main() {
- love_initializeBuiltinUniforms();
- love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
- }
- )";
- static const char pixel_main_custom[] = R"(
- #if __VERSION__ >= 130
- // Some drivers seem to make the pixel shader do more work when multiple
- // pixel shader outputs are defined, even when only one is actually used.
- // TODO: We should use reflection or something instead of this, to determine
- // how many outputs are actually used in the shader code.
- #ifdef LOVE_MULTI_RENDER_TARGETS
- LOVE_IO_LOCATION(0) out vec4 love_RenderTargets[love_MaxRenderTargets];
- #define love_PixelColor love_RenderTargets[0]
- #else
- LOVE_IO_LOCATION(0) out vec4 love_PixelColor;
- #endif
- #else
- #ifdef LOVE_MULTI_RENDER_TARGETS
- #define love_RenderTargets gl_FragData
- #endif
- #define love_PixelColor gl_FragColor
- #endif
- // Legacy
- #define love_Canvases love_RenderTargets
- #ifdef LOVE_MULTI_RENDER_TARGETS
- #define LOVE_MULTI_CANVASES 1
- #endif
- VULKAN_LOCATION(0) varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
- VULKAN_LOCATION(1) varying mediump vec4 VaryingColor;
- void effect();
- void main() {
- love_initializeBuiltinUniforms();
- effect();
- }
- )";
- static const char pixel_main_raw[] = R"(
- void pixelmain();
- void main() {
- love_initializeBuiltinUniforms();
- pixelmain();
- }
- )";
- static const char compute_header[] = R"(
- #define love_ThreadGroupCount gl_NumWorkGroups
- #define love_ThreadGroupID gl_WorkGroupID
- #define love_LocalThreadID gl_LocalInvocationID
- #define love_GlobalThreadID gl_GlobalInvocationID
- #define love_LocalThreadIndex gl_LocalInvocationIndex
- #define love_ThreadGroupSize gl_WorkGroupSize
- )";
- static const char compute_uniforms[] = R"(
- void love_initializeBuiltinUniforms() {}
- )";
- static const char compute_functions[] = R"()";
- static const char compute_main[] = R"(
- void computemain();
- void main() {
- love_initializeBuiltinUniforms();
- computemain();
- }
- )";
- static const char vulkan_vert[] = R"(
- #version 450
- layout(location = 0) in vec2 inPosition;
- layout(location = 0) out vec4 fragColor;
- layout(binding = 0) uniform LoveUniforms {
- float windowWidth;
- float windowHeight;
- } loveUniforms;
- void main() {
- gl_Position = vec4(
- 2 * inPosition.x / loveUniforms.windowWidth - 1,
- 2 * inPosition.y / loveUniforms.windowHeight - 1,
- 0.0, 1.0);
- fragColor = vec4(1, 1, 1, 1);
- }
- )";
- static const char vulkan_pixel[] = R"(
- #version 450
- layout(location = 0) in vec4 fragColor;
- layout(location = 0) out vec4 outColor;
- void main() {
- outColor = fragColor;
- }
- )";
- struct StageInfo
- {
- const char *name;
- const char *header;
- const char *uniforms;
- const char *functions;
- const char *main;
- const char *main_custom;
- const char *main_raw;
- };
- static const StageInfo stageInfo[] =
- {
- { "VERTEX", vertex_header, render_uniforms, vertex_functions, vertex_main, vertex_main, vertex_main_raw },
- { "PIXEL", pixel_header, render_uniforms, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw },
- { "COMPUTE", compute_header, compute_uniforms, compute_functions, compute_main, compute_main, compute_main },
- };
- static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == SHADERSTAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
- struct Version
- {
- std::string glsl;
- std::string glsles;
- };
- // Indexed by Shader::Version
- static const Version versions[] =
- {
- { "#version 120", "#version 100" },
- { "#version 330 core", "#version 300 es" },
- { "#version 430 core", "#version 320 es" },
- };
- static Shader::Language getTargetLanguage(const std::string &src)
- {
- std::regex r("^\\s*#pragma language (\\w+)");
- std::smatch m;
- std::string langstr = std::regex_search(src, m, r) && m.size() > 1 ? m[1] : std::string("glsl1");
- Shader::Language lang = Shader::LANGUAGE_MAX_ENUM;
- Shader::getConstant(langstr.c_str(), lang);
- return lang;
- }
- static Shader::EntryPoint getVertexEntryPoint(const std::string &src)
- {
- std::smatch m;
- if (std::regex_search(src, m, std::regex("void\\s+vertexmain\\s*\\(")))
- return Shader::ENTRYPOINT_RAW;
- if (std::regex_search(src, m, std::regex("vec4\\s+position\\s*\\(")))
- return Shader::ENTRYPOINT_HIGHLEVEL;
- return Shader::ENTRYPOINT_NONE;
- }
- static Shader::EntryPoint getPixelEntryPoint(const std::string &src, bool &mrt)
- {
- mrt = false;
- std::smatch m;
- if (std::regex_search(src, m, std::regex("void\\s+pixelmain\\s*\\(")))
- return Shader::ENTRYPOINT_RAW;
- if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\(")))
- return Shader::ENTRYPOINT_HIGHLEVEL;
- if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\(")))
- {
- if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos)
- mrt = true;
- return Shader::ENTRYPOINT_CUSTOM;
- }
- return Shader::ENTRYPOINT_NONE;
- }
- static Shader::EntryPoint getComputeEntryPoint(const std::string &src) {
- std::smatch m;
- if (std::regex_search(src, m, std::regex("void\\s+computemain\\s*\\(")))
- return Shader::ENTRYPOINT_RAW;
- return Shader::ENTRYPOINT_NONE;
- }
- } // glsl
- static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
- love::Type Shader::type("Shader", &Object::type);
- Shader *Shader::current = nullptr;
- Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr};
- Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
- {
- SourceInfo info = {};
- info.language = glsl::getTargetLanguage(src);
- info.stages[SHADERSTAGE_VERTEX] = glsl::getVertexEntryPoint(src);
- info.stages[SHADERSTAGE_PIXEL] = glsl::getPixelEntryPoint(src, info.usesMRT);
- info.stages[SHADERSTAGE_COMPUTE] = glsl::getComputeEntryPoint(src);
- if (info.stages[SHADERSTAGE_COMPUTE])
- info.language = LANGUAGE_GLSL4;
- return info;
- }
- std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStageType stage, const std::string &code, const Shader::SourceInfo &info, bool gles, bool checksystemfeatures)
- {
- if (info.language == Shader::LANGUAGE_MAX_ENUM)
- throw love::Exception("Invalid shader language");
- if (info.stages[stage] == ENTRYPOINT_NONE)
- throw love::Exception("Cannot find entry point for shader stage.");
- if (info.stages[stage] == ENTRYPOINT_RAW && info.language == LANGUAGE_GLSL1)
- throw love::Exception("Shaders using a raw entry point (vertexmain or pixelmain) must use GLSL 3 or greater.");
- if (stage == SHADERSTAGE_COMPUTE && info.language != LANGUAGE_GLSL4)
- throw love::Exception("Compute shaders must use GLSL 4.");
- bool glsl1on3 = info.language == LANGUAGE_GLSL1;
- if (checksystemfeatures)
- {
- const auto &features = gfx->getCapabilities().features;
- if (stage == SHADERSTAGE_COMPUTE && !features[Graphics::FEATURE_GLSL4])
- throw love::Exception("Compute shaders require GLSL 4 which is not supported on this system.");
- if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
- throw love::Exception("GLSL 3 shaders are not supported on this system.");
- if (info.language == LANGUAGE_GLSL4 && !features[Graphics::FEATURE_GLSL4])
- throw love::Exception("GLSL 4 shaders are not supported on this system.");
- glsl1on3 = info.language == LANGUAGE_GLSL1 && features[Graphics::FEATURE_GLSL3];
- }
- Language lang = info.language;
- if (glsl1on3)
- lang = LANGUAGE_GLSL3;
- if (info.vulkan) {
- if (stage == SHADERSTAGE_VERTEX) {
- return love::graphics::glsl::vulkan_vert;
- }
- if (stage == SHADERSTAGE_PIXEL) {
- return love::graphics::glsl::vulkan_pixel;
- }
- }
- glsl::StageInfo stageinfo = glsl::stageInfo[stage];
- std::stringstream ss;
- ss << (gles ? glsl::versions[lang].glsles : glsl::versions[lang].glsl) << "\n";
- ss << "#define " << stageinfo.name << " " << stageinfo.name << "\n";
- if (glsl1on3)
- ss << "#define LOVE_GLSL1_ON_GLSL3 1\n";
- if (isGammaCorrect())
- ss << "#define LOVE_GAMMA_CORRECT 1\n";
- if (info.usesMRT)
- ss << "#define LOVE_MULTI_RENDER_TARGETS 1\n";
- if (info.vulkan)
- ss << "#define USE_VULKAN\n";
- ss << glsl::global_syntax;
- ss << stageinfo.header;
- ss << stageinfo.uniforms;
- ss << glsl::global_functions;
- ss << stageinfo.functions;
- if (info.stages[stage] == ENTRYPOINT_HIGHLEVEL)
- ss << stageinfo.main;
- else if (info.stages[stage] == ENTRYPOINT_CUSTOM)
- ss << stageinfo.main_custom;
- else if (info.stages[stage] == ENTRYPOINT_RAW)
- ss << stageinfo.main_raw;
- else
- throw love::Exception("Unknown shader entry point %d", info.stages[stage]);
- ss << ((!gles && (lang == Shader::LANGUAGE_GLSL1 || glsl1on3)) ? "#line 0\n" : "#line 1\n");
- ss << code;
- return ss.str();
- }
- Shader::Shader(StrongRef<ShaderStage> _stages[])
- : stages()
- {
- std::string err;
- if (!validateInternal(_stages, err, validationReflection))
- throw love::Exception("%s", err.c_str());
- for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
- stages[i] = _stages[i];
- }
- Shader::~Shader()
- {
- for (int i = 0; i < STANDARD_MAX_ENUM; i++)
- {
- if (this == standardShaders[i])
- standardShaders[i] = nullptr;
- }
- if (current == this)
- attachDefault(STANDARD_DEFAULT);
- }
- bool Shader::hasStage(ShaderStageType stage)
- {
- return stages[stage] != nullptr;
- }
- void Shader::attachDefault(StandardShader defaultType)
- {
- Shader *defaultshader = standardShaders[defaultType];
- if (defaultshader == nullptr)
- {
- current = nullptr;
- return;
- }
- if (current != defaultshader)
- defaultshader->attach();
- }
- bool Shader::isDefaultActive()
- {
- for (int i = 0; i < STANDARD_MAX_ENUM; i++)
- {
- if (current == standardShaders[i])
- return true;
- }
- return false;
- }
- const Shader::UniformInfo *Shader::getMainTextureInfo() const
- {
- return getUniformInfo(BUILTIN_TEXTURE_MAIN);
- }
- DataBaseType Shader::getDataBaseType(PixelFormat format)
- {
- switch (getPixelFormatInfo(format).dataType)
- {
- case PIXELFORMATTYPE_UNORM:
- return DATA_BASETYPE_UNORM;
- case PIXELFORMATTYPE_SNORM:
- return DATA_BASETYPE_SNORM;
- case PIXELFORMATTYPE_UFLOAT:
- case PIXELFORMATTYPE_SFLOAT:
- return DATA_BASETYPE_FLOAT;
- case PIXELFORMATTYPE_SINT:
- return DATA_BASETYPE_INT;
- case PIXELFORMATTYPE_UINT:
- return DATA_BASETYPE_UINT;
- default:
- return DATA_BASETYPE_FLOAT;
- }
- }
- bool Shader::isResourceBaseTypeCompatible(DataBaseType a, DataBaseType b)
- {
- if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
- return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
- if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
- return true;
- if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
- return true;
- return false;
- }
- void Shader::validateDrawState(PrimitiveType primtype, Texture *maintex) const
- {
- if ((primtype == PRIMITIVE_POINTS) != validationReflection.usesPointSize)
- {
- if (validationReflection.usesPointSize)
- throw love::Exception("The active shader can only be used to draw points.");
- else
- throw love::Exception("The gl_PointSize variable must be set in a vertex shader when drawing points.");
- }
- if (maintex == nullptr)
- return;
- const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN);
- if (info == nullptr)
- return;
- if (!maintex->isReadable())
- throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader.");
- auto textype = maintex->getTextureType();
- if (info->textureType != TEXTURE_MAX_ENUM && info->textureType != textype)
- {
- const char *textypestr = "unknown";
- const char *shadertextypestr = "unknown";
- Texture::getConstant(textype, textypestr);
- Texture::getConstant(info->textureType, shadertextypestr);
- throw love::Exception("Texture's type (%s) must match the type of the shader's main texture type (%s).", textypestr, shadertextypestr);
- }
- if (!isResourceBaseTypeCompatible(info->dataBaseType, getDataBaseType(maintex->getPixelFormat())))
- throw love::Exception("Texture's data format base type must match the uniform variable declared in the shader (float, int, or uint).");
- if (info->isDepthSampler != maintex->getSamplerState().depthSampleMode.hasValue)
- {
- if (info->isDepthSampler)
- throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set.");
- else
- throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders.");
- }
- }
- void Shader::getLocalThreadgroupSize(int *x, int *y, int *z)
- {
- *x = validationReflection.localThreadgroupSize[0];
- *y = validationReflection.localThreadgroupSize[1];
- *z = validationReflection.localThreadgroupSize[2];
- }
- bool Shader::validate(StrongRef<ShaderStage> stages[], std::string& err)
- {
- ValidationReflection reflection;
- return validateInternal(stages, err, reflection);
- }
- static PixelFormat getPixelFormat(glslang::TLayoutFormat format)
- {
- using namespace glslang;
- switch (format)
- {
- case ElfNone: return PIXELFORMAT_UNKNOWN;
- case ElfRgba32f: return PIXELFORMAT_RGBA32_FLOAT;
- case ElfRgba16f: return PIXELFORMAT_RGBA16_FLOAT;
- case ElfR32f: return PIXELFORMAT_R32_FLOAT;
- case ElfRgba8: return PIXELFORMAT_RGBA8_UNORM;
- case ElfRgba8Snorm: return PIXELFORMAT_UNKNOWN; // no snorm yet
- case ElfRg32f: return PIXELFORMAT_RG32_FLOAT;
- case ElfRg16f: return PIXELFORMAT_RG16_FLOAT;
- case ElfR11fG11fB10f: return PIXELFORMAT_RG11B10_FLOAT;
- case ElfR16f: return PIXELFORMAT_R16_FLOAT;
- case ElfRgba16: return PIXELFORMAT_RGBA16_UNORM;
- case ElfRgb10A2: return PIXELFORMAT_RGB10A2_UNORM;
- case ElfRg16: return PIXELFORMAT_RG16_UNORM;
- case ElfRg8: return PIXELFORMAT_RG8_UNORM;
- case ElfR8: return PIXELFORMAT_R8_UNORM;
- case ElfRgba16Snorm: return PIXELFORMAT_UNKNOWN;
- case ElfRg16Snorm: return PIXELFORMAT_UNKNOWN;
- case ElfRg8Snorm: return PIXELFORMAT_UNKNOWN;
- case ElfR16Snorm: return PIXELFORMAT_UNKNOWN;
- case ElfR8Snorm: return PIXELFORMAT_UNKNOWN;
- case ElfRgba32i: return PIXELFORMAT_RGBA32_INT;
- case ElfRgba16i: return PIXELFORMAT_RGBA16_INT;
- case ElfRgba8i: return PIXELFORMAT_RGBA8_INT;
- case ElfR32i: return PIXELFORMAT_R32_INT;
- case ElfRg32i: return PIXELFORMAT_RG32_INT;
- case ElfRg16i: return PIXELFORMAT_RG16_INT;
- case ElfRg8i: return PIXELFORMAT_RG8_INT;
- case ElfR16i: return PIXELFORMAT_R16_INT;
- case ElfR8i: return PIXELFORMAT_R8_INT;
- case ElfRgba32ui: return PIXELFORMAT_RGBA32_UINT;
- case ElfRgba16ui: return PIXELFORMAT_RGBA16_UINT;
- case ElfRgba8ui: return PIXELFORMAT_RGBA8_UINT;
- case ElfR32ui: return PIXELFORMAT_R32_UINT;
- case ElfRg32ui: return PIXELFORMAT_RG32_UINT;
- case ElfRg16ui: return PIXELFORMAT_RG16_UINT;
- case ElfRgb10a2ui: return PIXELFORMAT_UNKNOWN;
- case ElfRg8ui: return PIXELFORMAT_RG8_UINT;
- case ElfR16ui: return PIXELFORMAT_R16_UINT;
- case ElfR8ui: return PIXELFORMAT_R8_UINT;
- default: return PIXELFORMAT_UNKNOWN;
- }
- }
- template <typename T>
- static T convertData(const glslang::TConstUnion &data)
- {
- switch (data.getType())
- {
- case glslang::EbtInt: return (T) data.getIConst();
- case glslang::EbtUint: return (T) data.getUConst();
- case glslang::EbtDouble: return (T) data.getDConst();
- case glslang::EbtInt8: return (T) data.getI8Const();
- case glslang::EbtInt16: return (T) data.getI16Const();
- case glslang::EbtInt64: return (T) data.getI64Const();
- case glslang::EbtUint8: return (T) data.getU8Const();
- case glslang::EbtUint16: return (T) data.getU16Const();
- case glslang::EbtUint64: return (T) data.getU64Const();
- default: return 0;
- }
- }
- bool Shader::validateInternal(StrongRef<ShaderStage> stages[], std::string &err, ValidationReflection &reflection)
- {
- glslang::TProgram program;
- for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
- {
- if (stages[i] != nullptr)
- program.addShader(stages[i]->getGLSLangValidationShader());
- }
- if (!program.link(EShMsgDefault))
- {
- err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog());
- return false;
- }
- if (!program.buildReflection(EShReflectionSeparateBuffers))
- {
- err = "Cannot get reflection information for shader.";
- return false;
- }
- const auto *vertintermediate = program.getIntermediate(EShLangVertex);
- if (vertintermediate != nullptr)
- {
- // NOTE: this doesn't check whether the use affects final output...
- reflection.usesPointSize = vertintermediate->inIoAccessed("gl_PointSize");
- }
- if (stages[SHADERSTAGE_COMPUTE] != nullptr)
- {
- for (int i = 0; i < 3; i++)
- {
- reflection.localThreadgroupSize[i] = program.getLocalSize(i);
- if (reflection.localThreadgroupSize[i] <= 0)
- {
- err = "Shader validation error:\nNegative local threadgroup size.";
- return false;
- }
- }
- }
- for (int i = 0; i < program.getNumUniformVariables(); i++)
- {
- const glslang::TObjectReflection &info = program.getUniform(i);
- const glslang::TType *type = info.getType();
- if (type == nullptr)
- continue;
- const glslang::TQualifier &qualifiers = type->getQualifier();
- if (type->isImage())
- {
- if ((info.stages & EShLangComputeMask) == 0)
- {
- err = "Shader validation error:\nStorage Texture uniform variables (image2D, etc) are only allowed in compute shaders.";
- return false;
- }
- if (!qualifiers.hasFormat())
- {
- err = "Shader validation error:\nStorage Texture '" + info.name + "' must have an explicit format set in its layout declaration.";
- return false;
- }
- StorageTextureReflection texreflection = {};
- texreflection.format = getPixelFormat(qualifiers.getFormat());
- if (qualifiers.isReadOnly())
- texreflection.access = ACCESS_READ;
- else if (qualifiers.isWriteOnly())
- texreflection.access = ACCESS_WRITE;
- else
- texreflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
- reflection.storageTextures[info.name] = texreflection;
- }
- else if (!type->isOpaque())
- {
- LocalUniform u = {};
- auto &values = u.initializerValues;
- // const glslang::TConstUnionArray *constarray = info.getConstArray(); was this function deprecated in a later version?
- const glslang::TConstUnionArray* constarray = nullptr;
- // Store initializer values for local uniforms. Some love graphics
- // backends strip these out of the shader so we need to be able to
- // access them (to re-send them) by getting them here.
- switch (type->getBasicType())
- {
- case glslang::EbtFloat:
- u.dataType = DATA_BASETYPE_FLOAT;
- if (constarray != nullptr)
- {
- values.resize(constarray->size());
- for (int i = 0; i < constarray->size(); i++)
- values[i].f = convertData<float>((*constarray)[i]);
- }
- break;
- case glslang::EbtUint:
- u.dataType = DATA_BASETYPE_UINT;
- if (constarray != nullptr)
- {
- values.resize(constarray->size());
- for (int i = 0; i < constarray->size(); i++)
- values[i].u = convertData<uint32>((*constarray)[i]);
- }
- break;
- case glslang::EbtInt:
- case glslang::EbtBool:
- default:
- u.dataType = DATA_BASETYPE_INT;
- if (constarray != nullptr)
- {
- values.resize(constarray->size());
- for (int i = 0; i < constarray->size(); i++)
- values[i].i = convertData<int32>((*constarray)[i]);
- }
- break;
- }
- reflection.localUniforms[info.name] = u;
- }
- }
- for (int i = 0; i < program.getNumBufferBlocks(); i++)
- {
- const glslang::TObjectReflection &info = program.getBufferBlock(i);
- const glslang::TType *type = info.getType();
- if (type != nullptr)
- {
- const glslang::TQualifier &qualifiers = type->getQualifier();
- if ((!qualifiers.isReadOnly() || qualifiers.isWriteOnly()) && (info.stages & EShLangComputeMask) == 0)
- {
- err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must be marked as readonly in vertex and pixel shaders.";
- return false;
- }
- if (qualifiers.layoutPacking != glslang::ElpStd430)
- {
- err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must use the std430 packing layout.";
- return false;
- }
- const glslang::TTypeList *structure = type->getStruct();
- if (structure == nullptr || structure->size() != 1)
- {
- err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of base types or structs.";
- return false;
- }
- const glslang::TType* elementtype = (*structure)[0].type;
- if (elementtype == nullptr || !elementtype->isUnsizedArray())
- {
- err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of base types or structs.";
- return false;
- }
- BufferReflection bufferReflection = {};
- bufferReflection.stride = (size_t) info.size;
- bufferReflection.memberCount = (size_t) info.numMembers;
- if (qualifiers.isReadOnly())
- bufferReflection.access = ACCESS_READ;
- else if (qualifiers.isWriteOnly())
- bufferReflection.access = ACCESS_WRITE;
- else
- bufferReflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
- reflection.storageBuffers[info.name] = bufferReflection;
- }
- else
- {
- err = "Shader validation error:\nCannot retrieve type information for Storage Buffer Block '" + info.name + "'.";
- return false;
- }
- }
- return true;
- }
- bool Shader::validateTexture(const UniformInfo *info, Texture *tex, bool internalUpdate)
- {
- const SamplerState &sampler = tex->getSamplerState();
- bool isstoragetex = info->baseType == UNIFORM_STORAGETEXTURE;
- if (!tex->isReadable())
- {
- if (internalUpdate)
- return false;
- else
- throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader.");
- }
- else if (info->isDepthSampler != sampler.depthSampleMode.hasValue)
- {
- if (internalUpdate)
- return false;
- else if (info->isDepthSampler)
- throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set.");
- else
- throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders.");
- }
- else if (tex->getTextureType() != info->textureType)
- {
- if (internalUpdate)
- return false;
- else
- {
- const char *textypestr = "unknown";
- const char *shadertextypestr = "unknown";
- Texture::getConstant(tex->getTextureType(), textypestr);
- Texture::getConstant(info->textureType, shadertextypestr);
- throw love::Exception("Texture's type (%s) must match the type of %s (%s).", textypestr, info->name.c_str(), shadertextypestr);
- }
- }
- else if (!isResourceBaseTypeCompatible(info->dataBaseType, getDataBaseType(tex->getPixelFormat())))
- {
- if (internalUpdate)
- return false;
- else
- throw love::Exception("Texture's data format base type must match the uniform variable declared in the shader (float, int, or uint).");
- }
- else if (isstoragetex && !tex->isComputeWritable())
- {
- if (internalUpdate)
- return false;
- else
- throw love::Exception("Texture must be created with the computewrite flag set to true in order to be used with a storage texture (image2D etc) shader uniform variable.");
- }
- else if (isstoragetex && info->storageTextureFormat != getLinearPixelFormat(tex->getPixelFormat()))
- {
- if (internalUpdate)
- return false;
- else
- {
- const char *texpfstr = "unknown";
- const char *shaderpfstr = "unknown";
- love::getConstant(getLinearPixelFormat(tex->getPixelFormat()), texpfstr);
- love::getConstant(info->storageTextureFormat, shaderpfstr);
- throw love::Exception("Texture's pixel format (%s) must match the shader uniform variable %s's pixel format (%s)", texpfstr, info->name.c_str(), shaderpfstr);
- }
- }
- return true;
- }
- bool Shader::validateBuffer(const UniformInfo *info, Buffer *buffer, bool internalUpdate)
- {
- uint32 requiredtypeflags = 0;
- bool texelbinding = info->baseType == UNIFORM_TEXELBUFFER;
- bool storagebinding = info->baseType == UNIFORM_STORAGEBUFFER;
- if (texelbinding)
- requiredtypeflags = BUFFERUSAGEFLAG_TEXEL;
- else if (storagebinding)
- requiredtypeflags = BUFFERUSAGEFLAG_SHADER_STORAGE;
- if ((buffer->getUsageFlags() & requiredtypeflags) == 0)
- {
- if (internalUpdate)
- return false;
- else if (texelbinding)
- throw love::Exception("Shader uniform '%s' is a texel buffer, but the given Buffer was not created with texel buffer capabilities.", info->name.c_str());
- else if (storagebinding)
- throw love::Exception("Shader uniform '%s' is a shader storage buffer block, but the given Buffer was not created with shader storage buffer capabilities.", info->name.c_str());
- else
- throw love::Exception("Shader uniform '%s' does not match the types supported by the given Buffer.", info->name.c_str());
- }
- if (texelbinding)
- {
- DataBaseType basetype = buffer->getDataMember(0).info.baseType;
- if (!isResourceBaseTypeCompatible(basetype, info->dataBaseType))
- {
- if (internalUpdate)
- return false;
- else
- throw love::Exception("Texel buffer's data format base type must match the variable declared in the shader.");
- }
- }
- else if (storagebinding)
- {
- if (info->bufferStride != buffer->getArrayStride())
- {
- if (internalUpdate)
- return false;
- else
- throw love::Exception("Shader storage block '%s' has an array stride of %d bytes, but the given Buffer has an array stride of %d bytes.",
- info->name.c_str(), info->bufferStride, buffer->getArrayStride());
- }
- else if (info->bufferMemberCount != buffer->getDataMembers().size())
- {
- if (internalUpdate)
- return false;
- else
- throw love::Exception("Shader storage block '%s' has a struct with %d fields, but the given Buffer has a format with %d members.",
- info->name.c_str(), info->bufferMemberCount, buffer->getDataMembers().size());
- }
- }
- return true;
- }
- bool Shader::initialize()
- {
- return glslang::InitializeProcess();
- }
- void Shader::deinitialize()
- {
- glslang::FinalizeProcess();
- }
- static const std::string defaultVertex = R"(
- vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
- {
- return clipSpaceFromLocal * localPosition;
- }
- )";
- static const std::string defaultPointsVertex = R"(
- vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
- {
- love_PointSize = ConstantPointSize * CurrentDPIScale;
- return clipSpaceFromLocal * localPosition;
- }
- )";
- static const std::string defaultStandardPixel = R"(
- vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord)
- {
- return Texel(tex, texcoord) * vcolor;
- }
- )";
- static const std::string defaultVideoPixel = R"(
- void effect()
- {
- love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
- }
- )";
- static const std::string defaultArrayPixel = R"(
- uniform ArrayImage MainTex;
- void effect()
- {
- love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
- }
- )";
- const std::string &Shader::getDefaultCode(StandardShader shader, ShaderStageType stage)
- {
- if (stage == SHADERSTAGE_VERTEX)
- {
- if (shader == STANDARD_POINTS)
- return defaultPointsVertex;
- else
- return defaultVertex;
- }
- static std::string nocode = "";
- switch (shader)
- {
- case STANDARD_DEFAULT: return defaultStandardPixel;
- case STANDARD_VIDEO: return defaultVideoPixel;
- case STANDARD_ARRAY: return defaultArrayPixel;
- case STANDARD_POINTS: return defaultStandardPixel;
- case STANDARD_MAX_ENUM: return nocode;
- }
- return nocode;
- }
- static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry languageEntries[] =
- {
- { "glsl1", Shader::LANGUAGE_GLSL1 },
- { "glsl3", Shader::LANGUAGE_GLSL3 },
- { "glsl4", Shader::LANGUAGE_GLSL4 },
- };
- static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> languages(languageEntries, sizeof(languageEntries));
- static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry builtinNameEntries[] =
- {
- { "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
- { "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
- { "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
- { "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
- { "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
- };
- static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> builtinNames(builtinNameEntries, sizeof(builtinNameEntries));
- bool Shader::getConstant(const char *in, Language &out)
- {
- return languages.find(in, out);
- }
- bool Shader::getConstant(Language in, const char *&out)
- {
- return languages.find(in, out);
- }
- bool Shader::getConstant(const char *in, BuiltinUniform &out)
- {
- return builtinNames.find(in, out);
- }
- bool Shader::getConstant(BuiltinUniform in, const char *&out)
- {
- return builtinNames.find(in, out);
- }
- } // graphics
- } // love
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