godot/drivers/gles2/shader_gles2.cpp
2017-04-08 00:11:42 +02:00

737 lines
19 KiB
C++

/*************************************************************************/
/* shader_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_gles2.h"
#ifdef GLES2_ENABLED
#include "print_string.h"
//#define DEBUG_OPENGL
#ifdef DEBUG_OPENGL
#define DEBUG_TEST_ERROR(m_section) \
{ \
uint32_t err = glGetError(); \
if (err) { \
print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
} \
}
#else
#define DEBUG_TEST_ERROR(m_section)
#endif
ShaderGLES2 *ShaderGLES2::active = NULL;
//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
#define DEBUG_PRINT(m_text) print_line(m_text);
#else
#define DEBUG_PRINT(m_text)
#endif
void ShaderGLES2::bind_uniforms() {
if (!uniforms_dirty) {
return;
};
// upload default uniforms
const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
while (E) {
int idx = E->key();
int location = version->uniform_location[idx];
if (location < 0) {
E = E->next();
continue;
}
const Variant &v = E->value();
_set_uniform_variant(location, v);
//print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type()));
E = E->next();
};
const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
while (C) {
int location = version->uniform_location[C->key()];
if (location < 0) {
C = C->next();
continue;
}
glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0]));
C = C->next();
};
uniforms_dirty = false;
};
GLint ShaderGLES2::get_uniform_location(int p_idx) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_idx];
};
bool ShaderGLES2::bind() {
if (active != this || !version || new_conditional_version.key != conditional_version.key) {
conditional_version = new_conditional_version;
version = get_current_version();
} else {
return false;
}
ERR_FAIL_COND_V(!version, false);
glUseProgram(version->id);
DEBUG_TEST_ERROR("Use Program");
active = this;
uniforms_dirty = true;
/*
* why on earth is this code here?
for (int i=0;i<texunit_pair_count;i++) {
glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
DEBUG_TEST_ERROR("Uniform 1 i");
}
*/
return true;
}
void ShaderGLES2::unbind() {
version = NULL;
glUseProgram(0);
uniforms_dirty = true;
active = NULL;
}
static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
int last_find_pos = -1;
// NVIDIA
String error = p_error;
while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
int end_pos = last_find_pos + 1;
while (true) {
if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
end_pos++;
continue;
} else if (p_error[end_pos] == ')') {
break;
} else {
end_pos = -1;
break;
}
}
if (end_pos == -1)
continue;
String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
String begin = error.substr(0, last_find_pos + 1);
String end = error.substr(end_pos, error.length());
int num = numstr.to_int() + p_code_start - p_offset;
error = begin + itos(num) + end;
}
// ATI
last_find_pos = -1;
while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
last_find_pos += 6;
int end_pos = last_find_pos + 1;
while (true) {
if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
end_pos++;
continue;
} else if (p_error[end_pos] == ':') {
break;
} else {
end_pos = -1;
break;
}
}
continue;
if (end_pos == -1)
continue;
String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
print_line("numstr: " + numstr);
String begin = error.substr(0, last_find_pos + 1);
String end = error.substr(end_pos, error.length());
int num = numstr.to_int() + p_code_start - p_offset;
error = begin + itos(num) + end;
}
return error;
}
ShaderGLES2::Version *ShaderGLES2::get_current_version() {
Version *_v = version_map.getptr(conditional_version);
if (_v) {
if (conditional_version.code_version != 0) {
CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, _v);
if (cc->version == _v->code_version)
return _v;
} else {
return _v;
}
}
if (!_v)
version_map[conditional_version] = Version();
Version &v = version_map[conditional_version];
if (!_v) {
v.uniform_location = memnew_arr(GLint, uniform_count);
} else {
if (v.ok) {
//bye bye shaders
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
v.id = 0;
}
}
v.ok = false;
/* SETUP CONDITIONALS */
Vector<const char *> strings;
#ifdef GLEW_ENABLED
strings.push_back("#version 120\n"); //ATI requieres this before anything
#endif
int define_line_ofs = 1;
for (int j = 0; j < conditional_count; j++) {
bool enable = ((1 << j) & conditional_version.version);
strings.push_back(enable ? conditional_defines[j] : "");
if (enable)
define_line_ofs++;
if (enable) {
DEBUG_PRINT(conditional_defines[j]);
}
}
//keep them around during the function
CharString code_string;
CharString code_string2;
CharString code_globals;
//print_line("code version? "+itos(conditional_version.code_version));
CustomCode *cc = NULL;
if (conditional_version.code_version > 0) {
//do custom code related stuff
ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL);
cc = &custom_code_map[conditional_version.code_version];
v.code_version = cc->version;
define_line_ofs += 2;
}
/* CREATE PROGRAM */
v.id = glCreateProgram();
ERR_FAIL_COND_V(v.id == 0, NULL);
/* VERTEX SHADER */
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings.push_back(cc->custom_defines[i]);
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
}
}
int strings_base_size = strings.size();
#if 0
if (cc) {
String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n";
String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n";
code_string=_code_string.ascii();
code_globals=_code_globals.ascii();
DEBUG_PRINT( code_globals.get_data() );
DEBUG_PRINT( code_string.get_data() );
strings.push_back(code_globals);
strings.push_back(code_string);
}
#endif
strings.push_back(vertex_code0.get_data());
if (cc) {
code_globals = cc->vertex_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(vertex_code1.get_data());
if (cc) {
code_string = cc->vertex.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(vertex_code2.get_data());
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
for (int i = 0; i < strings.size(); i++) {
//print_line("vert strings "+itos(i)+":"+String(strings[i]));
}
#endif
v.vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
glCompileShader(v.vert_id);
GLint status;
glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
// error compiling
GLsizei iloglen;
glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("NO LOG, WTF");
} else {
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = 0;
glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n";
err_string += ilogmem;
err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
ERR_PRINT(err_string.ascii().get_data());
Memory::free_static(ilogmem);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
/* FRAGMENT SHADER */
strings.resize(strings_base_size);
#if 0
if (cc) {
String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n";
String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n";
code_string=_code_string.ascii();
code_globals=_code_globals.ascii();
DEBUG_PRINT( code_globals.get_data() );
DEBUG_PRINT( code_string.get_data() );
strings.push_back(code_globals);
strings.push_back(code_string);
}
#endif
strings.push_back(fragment_code0.get_data());
if (cc) {
code_globals = cc->fragment_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(fragment_code1.get_data());
if (cc) {
code_string = cc->fragment.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string2 = cc->light.ascii();
strings.push_back(code_string2.get_data());
}
strings.push_back(fragment_code3.get_data());
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
for (int i = 0; i < strings.size(); i++) {
//print_line("frag strings "+itos(i)+":"+String(strings[i]));
}
#endif
v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
glCompileShader(v.frag_id);
glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
// error compiling
GLsizei iloglen;
glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("NO LOG, WTF");
} else {
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = 0;
glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n";
err_string += ilogmem;
err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
ERR_PRINT(err_string.ascii().get_data());
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
glAttachShader(v.id, v.frag_id);
glAttachShader(v.id, v.vert_id);
// bind attributes before linking
for (int i = 0; i < attribute_pair_count; i++) {
glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
}
glLinkProgram(v.id);
glGetProgramiv(v.id, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
// error linking
GLsizei iloglen;
glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_FAIL_COND_V(iloglen <= 0, NULL);
}
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = 0;
glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Program LINK FAILED:\n";
err_string += ilogmem;
err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
ERR_PRINT(err_string.ascii().get_data());
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_FAIL_V(NULL);
}
/* UNIFORMS */
glUseProgram(v.id);
//print_line("uniforms: ");
for (int j = 0; j < uniform_count; j++) {
v.uniform_location[j] = glGetUniformLocation(v.id, uniform_names[j]);
//print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
}
// set texture uniforms
for (int i = 0; i < texunit_pair_count; i++) {
GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
if (loc >= 0)
glUniform1i(loc, texunit_pairs[i].index);
}
if (cc) {
v.custom_uniform_locations.resize(cc->custom_uniforms.size());
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
v.custom_uniform_locations[i] = glGetUniformLocation(v.id, String(cc->custom_uniforms[i]).ascii().get_data());
}
}
glUseProgram(0);
v.ok = true;
return &v;
}
GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
ERR_FAIL_COND_V(!version, -1);
return glGetUniformLocation(version->id, p_name.ascii().get_data());
}
void ShaderGLES2::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) {
ERR_FAIL_COND(version);
conditional_version.key = 0;
new_conditional_version.key = 0;
uniform_count = p_uniform_count;
conditional_count = p_conditional_count;
conditional_defines = p_conditional_defines;
uniform_names = p_uniform_names;
vertex_code = p_vertex_code;
fragment_code = p_fragment_code;
texunit_pairs = p_texunit_pairs;
texunit_pair_count = p_texunit_pair_count;
vertex_code_start = p_vertex_code_start;
fragment_code_start = p_fragment_code_start;
attribute_pairs = p_attribute_pairs;
attribute_pair_count = p_attribute_count;
//split vertex and shader code (thank you, retarded shader compiler programmers from you know what company).
{
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = vertex_code;
int cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + globals_tag.length(), code.length());
cpos = code.find(code_tag);
if (cpos == -1) {
vertex_code1 = code.ascii();
} else {
vertex_code1 = code.substr(0, cpos).ascii();
vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
}
}
}
{
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
String code_tag = "\nFRAGMENT_SHADER_CODE";
String light_code_tag = "\nLIGHT_SHADER_CODE";
String code = fragment_code;
int cpos = code.find(globals_tag);
if (cpos == -1) {
fragment_code0 = code.ascii();
} else {
fragment_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + globals_tag.length(), code.length());
cpos = code.find(code_tag);
if (cpos == -1) {
fragment_code1 = code.ascii();
} else {
fragment_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + code_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();
fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii();
}
}
}
}
}
void ShaderGLES2::finish() {
const VersionKey *V = NULL;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
}
}
void ShaderGLES2::clear_caches() {
const VersionKey *V = NULL;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
}
version_map.clear();
custom_code_map.clear();
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
}
uint32_t ShaderGLES2::create_custom_shader() {
custom_code_map[last_custom_code] = CustomCode();
custom_code_map[last_custom_code].version = 1;
return last_custom_code++;
}
void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const Vector<StringName> &p_uniforms, const Vector<const char *> &p_custom_defines) {
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
CustomCode *cc = &custom_code_map[p_code_id];
cc->vertex = p_vertex;
cc->vertex_globals = p_vertex_globals;
cc->fragment = p_fragment;
cc->fragment_globals = p_fragment_globals;
cc->light = p_light;
cc->custom_uniforms = p_uniforms;
cc->custom_defines = p_custom_defines;
cc->version++;
}
void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
new_conditional_version.code_version = p_code_id;
}
void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
/* if (! custom_code_map.has( p_code_id )) {
print_line("no code id "+itos(p_code_id));
} else {
print_line("freed code id "+itos(p_code_id));
}*/
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
if (conditional_version.code_version == p_code_id)
conditional_version.code_version = 0; //bye
custom_code_map.erase(p_code_id);
}
ShaderGLES2::ShaderGLES2() {
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
}
ShaderGLES2::~ShaderGLES2() {
finish();
}
#endif