godot/drivers/gles3/shader_gles3.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

778 lines
20 KiB
C++

/*************************************************************************/
/* shader_gles3.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_gles3.h"
#include "core/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
ShaderGLES3 *ShaderGLES3::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 ShaderGLES3::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 ShaderGLES3::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_index];
}
bool ShaderGLES3::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);
if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
glUseProgram(0);
return false;
}
glUseProgram(version->id);
DEBUG_TEST_ERROR("Use Program");
active = this;
uniforms_dirty = true;
return true;
}
void ShaderGLES3::unbind() {
version = NULL;
glUseProgram(0);
uniforms_dirty = true;
active = NULL;
}
static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
int line = 1;
String total_code;
for (int i = 0; i < p_code.size(); i++) {
total_code += String(p_code[i]);
}
Vector<String> lines = String(total_code).split("\n");
for (int j = 0; j < lines.size(); j++) {
print_line(itos(line) + ": " + lines[j]);
line++;
}
ERR_PRINTS(p_error);
}
ShaderGLES3::Version *ShaderGLES3::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 GLES_OVER_GL
strings.push_back("#version 330\n");
strings.push_back("#define GLES_OVER_GL\n");
#else
strings.push_back("#version 300 es\n");
#endif
for (int i = 0; i < custom_defines.size(); i++) {
strings.push_back(custom_defines[i].get_data());
}
for (int j = 0; j < conditional_count; j++) {
bool enable = ((1 << j) & conditional_version.version);
strings.push_back(enable ? conditional_defines[j] : "");
if (enable) {
DEBUG_PRINT(conditional_defines[j]);
}
}
//keep them around during the function
CharString code_string;
CharString code_string2;
CharString code_globals;
CharString material_string;
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;
}
/* 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].get_data());
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
}
}
int strings_base_size = strings.size();
//vertex precision is high
strings.push_back("precision highp float;\n");
strings.push_back("precision highp int;\n");
#ifndef GLES_OVER_GL
strings.push_back("precision highp sampler2D;\n");
strings.push_back("precision highp samplerCube;\n");
strings.push_back("precision highp sampler2DArray;\n");
#endif
strings.push_back(vertex_code0.get_data());
if (cc) {
material_string = cc->uniforms.ascii();
strings.push_back(material_string.get_data());
}
strings.push_back(vertex_code1.get_data());
if (cc) {
code_globals = cc->vertex_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(vertex_code2.get_data());
if (cc) {
code_string = cc->vertex.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(vertex_code3.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("Vertex shader compilation failed with empty log");
} else {
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)memalloc(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;
_display_error_with_code(err_string, strings);
memfree(ilogmem);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
//_display_error_with_code("pepo", strings);
/* FRAGMENT SHADER */
strings.resize(strings_base_size);
//fragment precision is medium
strings.push_back("precision highp float;\n");
strings.push_back("precision highp int;\n");
#ifndef GLES_OVER_GL
strings.push_back("precision highp sampler2D;\n");
strings.push_back("precision highp samplerCube;\n");
strings.push_back("precision highp sampler2DArray;\n");
#endif
strings.push_back(fragment_code0.get_data());
if (cc) {
material_string = cc->uniforms.ascii();
strings.push_back(material_string.get_data());
}
strings.push_back(fragment_code1.get_data());
if (cc) {
code_globals = cc->fragment_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string = cc->light.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code3.get_data());
if (cc) {
code_string2 = cc->fragment.ascii();
strings.push_back(code_string2.get_data());
}
strings.push_back(fragment_code4.get_data());
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data()));
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.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("Fragment shader compilation failed with empty log");
} else {
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)memalloc(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;
_display_error_with_code(err_string, strings);
ERR_PRINT(err_string.ascii().get_data());
memfree(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);
}
//if feedback exists, set it up
if (feedback_count) {
Vector<const char *> feedback;
for (int i = 0; i < feedback_count; i++) {
if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) {
//conditional for this feedback is enabled
feedback.push_back(feedbacks[i].name);
}
}
if (feedback.size()) {
glTransformFeedbackVaryings(v.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
}
}
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;
_display_error_with_code(err_string, strings);
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) {
if (texunit_pairs[i].index < 0) {
glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down
} else {
glUniform1i(loc, texunit_pairs[i].index);
}
}
}
// assign uniform block bind points
for (int i = 0; i < ubo_count; i++) {
GLint loc = glGetUniformBlockIndex(v.id, ubo_pairs[i].name);
if (loc >= 0)
glUniformBlockBinding(v.id, loc, ubo_pairs[i].index);
}
if (cc) {
v.texture_uniform_locations.resize(cc->texture_uniforms.size());
for (int i = 0; i < cc->texture_uniforms.size(); i++) {
v.texture_uniform_locations.write[i] = glGetUniformLocation(v.id, String(cc->texture_uniforms[i]).ascii().get_data());
glUniform1i(v.texture_uniform_locations[i], i + base_material_tex_index);
}
}
glUseProgram(0);
v.ok = true;
if (cc) {
cc->versions.insert(conditional_version.version);
}
return &v;
}
GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
ERR_FAIL_COND_V(!version, -1);
return glGetUniformLocation(version->id, p_name.ascii().get_data());
}
void ShaderGLES3::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 UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_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;
ubo_pairs = p_ubo_pairs;
ubo_count = p_ubo_pair_count;
feedbacks = p_feedback;
feedback_count = p_feedback_count;
//split vertex and shader code (thank you, shader compiler programmers from you know what company).
{
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = vertex_code;
int 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();
}
}
}
}
{
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 = fragment_code;
int 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()));
}
}
}
}
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
}
void ShaderGLES3::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 ShaderGLES3::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 ShaderGLES3::create_custom_shader() {
custom_code_map[last_custom_code] = CustomCode();
custom_code_map[last_custom_code].version = 1;
return last_custom_code++;
}
void ShaderGLES3::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 String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &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->texture_uniforms = p_texture_uniforms;
cc->uniforms = p_uniforms;
cc->custom_defines = p_custom_defines;
cc->version++;
}
void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
new_conditional_version.code_version = p_code_id;
}
void ShaderGLES3::free_custom_shader(uint32_t 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; //do not keep using a version that is going away
unbind();
}
VersionKey key;
key.code_version = p_code_id;
for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
key.version = E->get();
ERR_CONTINUE(!version_map.has(key));
Version &v = version_map[key];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
v.id = 0;
version_map.erase(key);
}
custom_code_map.erase(p_code_id);
}
void ShaderGLES3::set_base_material_tex_index(int p_idx) {
base_material_tex_index = p_idx;
}
ShaderGLES3::ShaderGLES3() {
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
base_material_tex_index = 0;
}
ShaderGLES3::~ShaderGLES3() {
finish();
}