/**************************************************************************/ /* shader_gles3.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef SHADER_GLES3_H #define SHADER_GLES3_H #include "core/containers/hash_map.h" #include "core/containers/local_vector.h" #include "core/containers/rb_map.h" #include "core/containers/og_hash_map.h" #include "core/math/projection.h" #include "core/os/safe_refcount.h" #include "core/containers/self_list.h" #include "core/variant/variant.h" #include "platform_config.h" #ifndef GLES3_INCLUDE_H #include #else #include GLES3_INCLUDE_H #endif #include template class ThreadedCallableQueue; class ShaderCacheGLES3; class ShaderGLES3 { protected: struct Enum { uint64_t mask; uint64_t shift; const char *defines[16]; }; struct EnumValue { uint64_t set_mask; uint64_t clear_mask; }; struct AttributePair { const char *name; int index; }; struct UniformPair { const char *name; Variant::Type type_hint; }; struct TexUnitPair { const char *name; int index; }; struct UBOPair { const char *name; int index; }; struct Feedback { const char *name; int conditional; }; virtual int get_ubershader_flags_uniform() const { return -1; } private: //@TODO Optimize to a fixed set of shader pools and use a LRU int uniform_count; int texunit_pair_count; int conditional_count; int ubo_count; int feedback_count; int vertex_code_start; int fragment_code_start; int attribute_pair_count; public: enum AsyncMode { ASYNC_MODE_VISIBLE, ASYNC_MODE_HIDDEN, }; private: struct CustomCode { String vertex; String vertex_globals; String fragment; String fragment_globals; String light; String uniforms; AsyncMode async_mode; uint32_t version; Vector texture_uniforms; Vector custom_defines; RBSet versions; }; public: static ShaderCacheGLES3 *shader_cache; static ThreadedCallableQueue *cache_write_queue; static ThreadedCallableQueue *compile_queue; // Non-null if using queued asynchronous compilation (via secondary context) static bool parallel_compile_supported; // True if using natively supported asyncrhonous compilation static bool async_hidden_forbidden; static uint32_t *compiles_started_this_frame; static uint32_t *max_frame_compiles_in_progress; static uint32_t max_simultaneous_compiles; static uint32_t active_compiles_count; #ifdef DEBUG_ENABLED static bool log_active_async_compiles_count; #endif static uint64_t current_frame; static void advance_async_shaders_compilation(); private: union VersionKey { static const uint32_t UBERSHADER_FLAG = ((uint32_t)1) << 31; struct { uint32_t version; uint32_t code_version; }; uint64_t key; bool operator==(const VersionKey &p_key) const { return key == p_key.key; } bool operator<(const VersionKey &p_key) const { return key < p_key.key; } VersionKey() {} VersionKey(uint64_t p_key) : key(p_key) {} _FORCE_INLINE_ bool is_subject_to_caching() const { return (version & UBERSHADER_FLAG); } }; struct Version { VersionKey version_key; // Set by the render thread upfront; the compile thread (for queued async.) reads them struct Ids { GLuint main; GLuint vert; GLuint frag; } ids; ShaderGLES3 *shader; uint32_t code_version; AsyncMode async_mode; GLint *uniform_location; Vector texture_uniform_locations; bool uniforms_ready; uint64_t last_frame_processed; enum CompileStatus { COMPILE_STATUS_PENDING, COMPILE_STATUS_SOURCE_PROVIDED, COMPILE_STATUS_COMPILING_VERTEX, COMPILE_STATUS_COMPILING_FRAGMENT, COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT, COMPILE_STATUS_PROCESSING_AT_QUEUE, COMPILE_STATUS_BINARY_READY, COMPILE_STATUS_BINARY_READY_FROM_CACHE, COMPILE_STATUS_LINKING, COMPILE_STATUS_ERROR, COMPILE_STATUS_RESTART_NEEDED, COMPILE_STATUS_OK, }; CompileStatus compile_status; SelfList compiling_list; struct ProgramBinary { String cache_hash; enum Source { SOURCE_NONE, SOURCE_LOCAL, // Binary data will only be available if cache enabled SOURCE_QUEUE, SOURCE_CACHE, } source; // Shared with the compile thread (for queued async.); otherwise render thread only GLenum format; PoolByteArray data; SafeNumeric result_from_queue; } program_binary; Version() : version_key(0), ids(), shader(nullptr), code_version(0), async_mode(ASYNC_MODE_VISIBLE), uniform_location(nullptr), uniforms_ready(false), last_frame_processed(UINT64_MAX), compile_status(COMPILE_STATUS_PENDING), compiling_list(this), program_binary() {} }; static SelfList::List versions_compiling; Version *version; struct VersionKeyHash { static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); }; }; //this should use a way more cachefriendly version.. OGHashMap version_map; HashMap custom_code_map; uint32_t last_custom_code; VersionKey conditional_version; VersionKey new_conditional_version; virtual String get_shader_name() const = 0; const char **conditional_defines; const char **uniform_names; const AttributePair *attribute_pairs; const TexUnitPair *texunit_pairs; const UBOPair *ubo_pairs; const Feedback *feedbacks; const char *vertex_code; const char *fragment_code; CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; CharString fragment_code3; CharString fragment_code4; CharString vertex_code0; CharString vertex_code1; CharString vertex_code2; CharString vertex_code3; Vector custom_defines; int base_material_tex_index; Version *get_current_version(bool &r_async_forbidden); // These will run on the shader compile thread if using que compile queue approach to async. void _set_source(Version::Ids p_ids, const LocalVector &p_vertex_strings, const LocalVector &p_fragment_strings) const; bool _complete_compile(Version::Ids p_ids, bool p_retrievable) const; bool _complete_link(Version::Ids p_ids, GLenum *r_program_format = nullptr, PoolByteArray *r_program_binary = nullptr) const; // --- static void _log_active_compiles(); static bool _process_program_state(Version *p_version, bool p_async_forbidden); void _setup_uniforms(CustomCode *p_cc) const; void _dispose_program(Version *p_version); static ShaderGLES3 *active; int max_image_units; _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) { if (p_uniform < 0) { return; // do none } switch (p_value.get_type()) { case Variant::BOOL: case Variant::INT: { int val = p_value; glUniform1i(p_uniform, val); } break; case Variant::REAL: { real_t val = p_value; glUniform1f(p_uniform, val); } break; case Variant::COLOR: { Color val = p_value; glUniform4f(p_uniform, val.r, val.g, val.b, val.a); } break; case Variant::VECTOR2: { Vector2 val = p_value; glUniform2f(p_uniform, val.x, val.y); } break; case Variant::VECTOR3: { Vector3 val = p_value; glUniform3f(p_uniform, val.x, val.y, val.z); } break; case Variant::PLANE: { Plane val = p_value; glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d); } break; case Variant::QUATERNION: { Quaternion val = p_value; glUniform4f(p_uniform, val.x, val.y, val.z, val.w); } break; case Variant::TRANSFORM2D: { Transform2D tr = p_value; GLfloat matrix[16] = { /* build a 16x16 matrix */ tr.columns[0][0], tr.columns[0][1], 0, 0, tr.columns[1][0], tr.columns[1][1], 0, 0, 0, 0, 1, 0, tr.columns[2][0], tr.columns[2][1], 0, 1 }; glUniformMatrix4fv(p_uniform, 1, false, matrix); } break; case Variant::BASIS: case Variant::TRANSFORM: { Transform tr = p_value; GLfloat matrix[16] = { /* build a 16x16 matrix */ tr.basis.rows[0][0], tr.basis.rows[1][0], tr.basis.rows[2][0], 0, tr.basis.rows[0][1], tr.basis.rows[1][1], tr.basis.rows[2][1], 0, tr.basis.rows[0][2], tr.basis.rows[1][2], tr.basis.rows[2][2], 0, tr.origin.x, tr.origin.y, tr.origin.z, 1 }; glUniformMatrix4fv(p_uniform, 1, false, matrix); } break; default: { ERR_FAIL(); } // do nothing } } bool _bind(bool p_binding_fallback); bool _bind_ubershader(bool p_for_warmrup = false); protected: _FORCE_INLINE_ int _get_uniform(int p_which) const; _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); void 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); ShaderGLES3(); public: enum { CUSTOM_SHADER_DISABLED = 0 }; GLint get_uniform_location(const String &p_name) const; GLint get_uniform_location(int p_index) const; static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; }; bool bind(); void unbind(); void clear_caches(); uint32_t create_custom_shader(); void 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 &p_texture_uniforms, const Vector &p_custom_defines, AsyncMode p_async_mode); void set_custom_shader(uint32_t p_code_id); void free_custom_shader(uint32_t p_code_id); bool is_custom_code_ready_for_render(uint32_t p_code_id); uint32_t get_version() const { return new_conditional_version.version; } _FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; } virtual void init() = 0; void init_async_compilation(); bool is_async_compilation_supported(); void finish(); void set_base_material_tex_index(int p_idx); void add_custom_define(const String &p_define) { custom_defines.push_back(p_define.utf8()); } void get_custom_defines(Vector *p_defines) { for (int i = 0; i < custom_defines.size(); i++) { p_defines->push_back(custom_defines[i].get_data()); } } void remove_custom_define(const String &p_define) { custom_defines.erase(p_define.utf8()); } virtual ~ShaderGLES3(); }; // called a lot, made inline int ShaderGLES3::_get_uniform(int p_which) const { ERR_FAIL_INDEX_V(p_which, uniform_count, -1); ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_which]; } void ShaderGLES3::_set_conditional(int p_which, bool p_value) { ERR_FAIL_INDEX(p_which, conditional_count); if (p_value) { new_conditional_version.version |= (1 << p_which); } else { new_conditional_version.version &= ~(1 << p_which); } } #endif // SHADER_GLES3_H