shader_gles2.cpp 27 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052
  1. /*************************************************************************/
  2. /* shader_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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_gles2.h"
  31. #include "core/os/memory.h"
  32. #include "core/print_string.h"
  33. #include "core/string_builder.h"
  34. #include "rasterizer_gles2.h"
  35. #include "rasterizer_storage_gles2.h"
  36. // #define DEBUG_OPENGL
  37. // #include "shaders/copy.glsl.gen.h"
  38. #ifdef DEBUG_OPENGL
  39. #define DEBUG_TEST_ERROR(m_section) \
  40. { \
  41. uint32_t err = glGetError(); \
  42. if (err) { \
  43. print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
  44. } \
  45. }
  46. #else
  47. #define DEBUG_TEST_ERROR(m_section)
  48. #endif
  49. ShaderGLES2 *ShaderGLES2::active = NULL;
  50. //#define DEBUG_SHADER
  51. #ifdef DEBUG_SHADER
  52. #define DEBUG_PRINT(m_text) print_line(m_text);
  53. #else
  54. #define DEBUG_PRINT(m_text)
  55. #endif
  56. void ShaderGLES2::bind_uniforms() {
  57. if (!uniforms_dirty)
  58. return;
  59. // regular uniforms
  60. const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
  61. while (E) {
  62. int idx = E->key();
  63. int location = version->uniform_location[idx];
  64. if (location < 0) {
  65. E = E->next();
  66. continue;
  67. }
  68. Variant v;
  69. v = E->value();
  70. _set_uniform_variant(location, v);
  71. E = E->next();
  72. }
  73. // camera uniforms
  74. const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
  75. while (C) {
  76. int idx = C->key();
  77. int location = version->uniform_location[idx];
  78. if (location < 0) {
  79. C = C->next();
  80. continue;
  81. }
  82. glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0]));
  83. C = C->next();
  84. }
  85. uniforms_dirty = false;
  86. }
  87. GLint ShaderGLES2::get_uniform_location(int p_index) const {
  88. ERR_FAIL_COND_V(!version, -1);
  89. return version->uniform_location[p_index];
  90. }
  91. bool ShaderGLES2::bind() {
  92. if (active != this || !version || new_conditional_version.key != conditional_version.key) {
  93. conditional_version = new_conditional_version;
  94. version = get_current_version();
  95. } else {
  96. return false;
  97. }
  98. ERR_FAIL_COND_V(!version, false);
  99. if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
  100. glUseProgram(0);
  101. return false;
  102. }
  103. glUseProgram(version->id);
  104. // find out uniform names and locations
  105. int count;
  106. glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count);
  107. version->uniform_names.resize(count);
  108. for (int i = 0; i < count; i++) {
  109. GLchar uniform_name[1024];
  110. int len = 0;
  111. GLint size = 0;
  112. GLenum type;
  113. glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name);
  114. uniform_name[len] = '\0';
  115. String name = String((const char *)uniform_name);
  116. version->uniform_names.write[i] = name;
  117. }
  118. bind_uniforms();
  119. DEBUG_TEST_ERROR("use program");
  120. active = this;
  121. uniforms_dirty = true;
  122. return true;
  123. }
  124. void ShaderGLES2::unbind() {
  125. version = NULL;
  126. glUseProgram(0);
  127. uniforms_dirty = true;
  128. active = NULL;
  129. }
  130. static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
  131. int line = 1;
  132. String total_code;
  133. for (int i = 0; i < p_code.size(); i++) {
  134. total_code += String(p_code[i]);
  135. }
  136. Vector<String> lines = String(total_code).split("\n");
  137. for (int j = 0; j < lines.size(); j++) {
  138. print_line(itos(line) + ": " + lines[j]);
  139. line++;
  140. }
  141. ERR_PRINTS(p_error);
  142. }
  143. static String _mkid(const String &p_id) {
  144. String id = "m_" + p_id;
  145. return id.replace("__", "_dus_"); //doubleunderscore is reserverd in glsl
  146. }
  147. ShaderGLES2::Version *ShaderGLES2::get_current_version() {
  148. Version *_v = version_map.getptr(conditional_version);
  149. if (_v) {
  150. if (conditional_version.code_version != 0) {
  151. CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
  152. ERR_FAIL_COND_V(!cc, _v);
  153. if (cc->version == _v->code_version)
  154. return _v;
  155. } else {
  156. return _v;
  157. }
  158. }
  159. if (!_v)
  160. version_map[conditional_version] = Version();
  161. Version &v = version_map[conditional_version];
  162. if (!_v) {
  163. v.uniform_location = memnew_arr(GLint, uniform_count);
  164. } else {
  165. if (v.ok) {
  166. glDeleteShader(v.vert_id);
  167. glDeleteShader(v.frag_id);
  168. glDeleteProgram(v.id);
  169. v.id = 0;
  170. }
  171. }
  172. v.ok = false;
  173. Vector<const char *> strings;
  174. #ifdef GLES_OVER_GL
  175. strings.push_back("#version 120\n");
  176. strings.push_back("#define USE_GLES_OVER_GL\n");
  177. #else
  178. strings.push_back("#version 100\n");
  179. #endif
  180. int define_line_ofs = 1;
  181. for (int j = 0; j < conditional_count; j++) {
  182. bool enable = (conditional_version.version & (1 << j)) > 0;
  183. if (enable) {
  184. strings.push_back(conditional_defines[j]);
  185. define_line_ofs++;
  186. DEBUG_PRINT(conditional_defines[j]);
  187. }
  188. }
  189. // keep them around during the function
  190. CharString code_string;
  191. CharString code_string2;
  192. CharString code_globals;
  193. CustomCode *cc = NULL;
  194. if (conditional_version.code_version > 0) {
  195. cc = custom_code_map.getptr(conditional_version.code_version);
  196. ERR_FAIL_COND_V(!cc, NULL);
  197. v.code_version = cc->version;
  198. define_line_ofs += 2;
  199. }
  200. // program
  201. v.id = glCreateProgram();
  202. ERR_FAIL_COND_V(v.id == 0, NULL);
  203. if (cc) {
  204. for (int i = 0; i < cc->custom_defines.size(); i++) {
  205. strings.push_back(cc->custom_defines.write[i]);
  206. DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
  207. }
  208. }
  209. // vertex shader
  210. int string_base_size = strings.size();
  211. strings.push_back(vertex_code0.get_data());
  212. if (cc) {
  213. code_globals = cc->vertex_globals.ascii();
  214. strings.push_back(code_globals.get_data());
  215. }
  216. strings.push_back(vertex_code1.get_data());
  217. if (cc) {
  218. code_string = cc->vertex.ascii();
  219. strings.push_back(code_string.get_data());
  220. }
  221. strings.push_back(vertex_code2.get_data());
  222. #ifdef DEBUG_SHADER
  223. DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
  224. #endif
  225. v.vert_id = glCreateShader(GL_VERTEX_SHADER);
  226. glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
  227. glCompileShader(v.vert_id);
  228. GLint status;
  229. glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
  230. if (status == GL_FALSE) {
  231. GLsizei iloglen;
  232. glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
  233. if (iloglen < 0) {
  234. glDeleteShader(v.vert_id);
  235. glDeleteProgram(v.id);
  236. v.id = 0;
  237. ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
  238. } else {
  239. if (iloglen == 0) {
  240. iloglen = 4096; // buggy driver (Adreno 220+)
  241. }
  242. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  243. ilogmem[iloglen] = '\0';
  244. glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
  245. String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
  246. err_string += ilogmem;
  247. _display_error_with_code(err_string, strings);
  248. Memory::free_static(ilogmem);
  249. glDeleteShader(v.vert_id);
  250. glDeleteProgram(v.id);
  251. v.id = 0;
  252. }
  253. ERR_FAIL_V(NULL);
  254. }
  255. strings.resize(string_base_size);
  256. // fragment shader
  257. strings.push_back(fragment_code0.get_data());
  258. if (cc) {
  259. code_globals = cc->fragment_globals.ascii();
  260. strings.push_back(code_globals.get_data());
  261. }
  262. strings.push_back(fragment_code1.get_data());
  263. if (cc) {
  264. code_string = cc->light.ascii();
  265. strings.push_back(code_string.get_data());
  266. }
  267. strings.push_back(fragment_code2.get_data());
  268. if (cc) {
  269. code_string2 = cc->fragment.ascii();
  270. strings.push_back(code_string2.get_data());
  271. }
  272. strings.push_back(fragment_code3.get_data());
  273. #ifdef DEBUG_SHADER
  274. if (cc) {
  275. DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
  276. }
  277. DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
  278. #endif
  279. v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  280. glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
  281. glCompileShader(v.frag_id);
  282. glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
  283. if (status == GL_FALSE) {
  284. GLsizei iloglen;
  285. glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
  286. if (iloglen < 0) {
  287. glDeleteShader(v.frag_id);
  288. glDeleteShader(v.vert_id);
  289. glDeleteProgram(v.id);
  290. v.id = 0;
  291. ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
  292. } else {
  293. if (iloglen == 0) {
  294. iloglen = 4096; // buggy driver (Adreno 220+)
  295. }
  296. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  297. ilogmem[iloglen] = '\0';
  298. glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
  299. String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
  300. err_string += ilogmem;
  301. _display_error_with_code(err_string, strings);
  302. Memory::free_static(ilogmem);
  303. glDeleteShader(v.frag_id);
  304. glDeleteShader(v.vert_id);
  305. glDeleteProgram(v.id);
  306. v.id = 0;
  307. }
  308. ERR_FAIL_V(NULL);
  309. }
  310. glAttachShader(v.id, v.frag_id);
  311. glAttachShader(v.id, v.vert_id);
  312. // bind the attribute locations. This has to be done before linking so that the
  313. // linker doesn't assign some random indices
  314. for (int i = 0; i < attribute_pair_count; i++) {
  315. glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
  316. }
  317. glLinkProgram(v.id);
  318. glGetProgramiv(v.id, GL_LINK_STATUS, &status);
  319. if (status == GL_FALSE) {
  320. GLsizei iloglen;
  321. glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
  322. if (iloglen < 0) {
  323. glDeleteShader(v.frag_id);
  324. glDeleteShader(v.vert_id);
  325. glDeleteProgram(v.id);
  326. v.id = 0;
  327. ERR_PRINT("No OpenGL program link log. What the frick?");
  328. ERR_FAIL_V(NULL);
  329. }
  330. if (iloglen == 0) {
  331. iloglen = 4096; // buggy driver (Adreno 220+)
  332. }
  333. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  334. ilogmem[iloglen] = '\0';
  335. glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
  336. String err_string = get_shader_name() + ": Program linking failed:\n";
  337. err_string += ilogmem;
  338. _display_error_with_code(err_string, strings);
  339. Memory::free_static(ilogmem);
  340. glDeleteShader(v.frag_id);
  341. glDeleteShader(v.vert_id);
  342. glDeleteProgram(v.id);
  343. v.id = 0;
  344. ERR_FAIL_V(NULL);
  345. }
  346. // get uniform locations
  347. glUseProgram(v.id);
  348. for (int i = 0; i < uniform_count; i++) {
  349. v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
  350. }
  351. for (int i = 0; i < texunit_pair_count; i++) {
  352. GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
  353. if (loc >= 0) {
  354. if (texunit_pairs[i].index < 0) {
  355. glUniform1i(loc, max_image_units + texunit_pairs[i].index);
  356. } else {
  357. glUniform1i(loc, texunit_pairs[i].index);
  358. }
  359. }
  360. }
  361. if (cc) {
  362. // uniforms
  363. for (int i = 0; i < cc->custom_uniforms.size(); i++) {
  364. String native_uniform_name = _mkid(cc->custom_uniforms[i]);
  365. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  366. v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
  367. }
  368. // textures
  369. for (int i = 0; i < cc->texture_uniforms.size(); i++) {
  370. String native_uniform_name = _mkid(cc->texture_uniforms[i]);
  371. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  372. v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
  373. }
  374. }
  375. glUseProgram(0);
  376. v.ok = true;
  377. return &v;
  378. }
  379. GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
  380. ERR_FAIL_COND_V(!version, -1);
  381. return glGetUniformLocation(version->id, p_name.ascii().get_data());
  382. }
  383. void ShaderGLES2::setup(
  384. const char **p_conditional_defines,
  385. int p_conditional_count,
  386. const char **p_uniform_names,
  387. int p_uniform_count,
  388. const AttributePair *p_attribute_pairs,
  389. int p_attribute_count,
  390. const TexUnitPair *p_texunit_pairs,
  391. int p_texunit_pair_count,
  392. const char *p_vertex_code,
  393. const char *p_fragment_code,
  394. int p_vertex_code_start,
  395. int p_fragment_code_start) {
  396. ERR_FAIL_COND(version);
  397. conditional_version.key = 0;
  398. new_conditional_version.key = 0;
  399. uniform_count = p_uniform_count;
  400. conditional_count = p_conditional_count;
  401. conditional_defines = p_conditional_defines;
  402. uniform_names = p_uniform_names;
  403. vertex_code = p_vertex_code;
  404. fragment_code = p_fragment_code;
  405. texunit_pairs = p_texunit_pairs;
  406. texunit_pair_count = p_texunit_pair_count;
  407. vertex_code_start = p_vertex_code_start;
  408. fragment_code_start = p_fragment_code_start;
  409. attribute_pairs = p_attribute_pairs;
  410. attribute_pair_count = p_attribute_count;
  411. {
  412. String globals_tag = "\nVERTEX_SHADER_GLOBALS";
  413. String code_tag = "\nVERTEX_SHADER_CODE";
  414. String code = vertex_code;
  415. int cpos = code.find(globals_tag);
  416. if (cpos == -1) {
  417. vertex_code0 = code.ascii();
  418. } else {
  419. vertex_code0 = code.substr(0, cpos).ascii();
  420. code = code.substr(cpos + globals_tag.length(), code.length());
  421. cpos = code.find(code_tag);
  422. if (cpos == -1) {
  423. vertex_code1 = code.ascii();
  424. } else {
  425. vertex_code1 = code.substr(0, cpos).ascii();
  426. vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
  427. }
  428. }
  429. }
  430. {
  431. String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
  432. String code_tag = "\nFRAGMENT_SHADER_CODE";
  433. String light_code_tag = "\nLIGHT_SHADER_CODE";
  434. String code = fragment_code;
  435. int cpos = code.find(globals_tag);
  436. if (cpos == -1) {
  437. fragment_code0 = code.ascii();
  438. } else {
  439. fragment_code0 = code.substr(0, cpos).ascii();
  440. code = code.substr(cpos + globals_tag.length(), code.length());
  441. cpos = code.find(light_code_tag);
  442. String code2;
  443. if (cpos != -1) {
  444. fragment_code1 = code.substr(0, cpos).ascii();
  445. code2 = code.substr(cpos + light_code_tag.length(), code.length());
  446. } else {
  447. code2 = code;
  448. }
  449. cpos = code2.find(code_tag);
  450. if (cpos == -1) {
  451. fragment_code2 = code2.ascii();
  452. } else {
  453. fragment_code2 = code2.substr(0, cpos).ascii();
  454. fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
  455. }
  456. }
  457. }
  458. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
  459. }
  460. void ShaderGLES2::finish() {
  461. const VersionKey *V = NULL;
  462. while ((V = version_map.next(V))) {
  463. Version &v = version_map[*V];
  464. glDeleteShader(v.vert_id);
  465. glDeleteShader(v.frag_id);
  466. glDeleteProgram(v.id);
  467. memdelete_arr(v.uniform_location);
  468. }
  469. }
  470. void ShaderGLES2::clear_caches() {
  471. const VersionKey *V = NULL;
  472. while ((V = version_map.next(V))) {
  473. Version &v = version_map[*V];
  474. glDeleteShader(v.vert_id);
  475. glDeleteShader(v.frag_id);
  476. glDeleteProgram(v.id);
  477. memdelete_arr(v.uniform_location);
  478. }
  479. version_map.clear();
  480. custom_code_map.clear();
  481. version = NULL;
  482. last_custom_code = 1;
  483. uniforms_dirty = true;
  484. }
  485. uint32_t ShaderGLES2::create_custom_shader() {
  486. custom_code_map[last_custom_code] = CustomCode();
  487. custom_code_map[last_custom_code].version = 1;
  488. return last_custom_code++;
  489. }
  490. void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id,
  491. const String &p_vertex,
  492. const String &p_vertex_globals,
  493. const String &p_fragment,
  494. const String &p_light,
  495. const String &p_fragment_globals,
  496. const Vector<StringName> &p_uniforms,
  497. const Vector<StringName> &p_texture_uniforms,
  498. const Vector<CharString> &p_custom_defines) {
  499. CustomCode *cc = custom_code_map.getptr(p_code_id);
  500. ERR_FAIL_COND(!cc);
  501. cc->vertex = p_vertex;
  502. cc->vertex_globals = p_vertex_globals;
  503. cc->fragment = p_fragment;
  504. cc->fragment_globals = p_fragment_globals;
  505. cc->light = p_light;
  506. cc->custom_uniforms = p_uniforms;
  507. cc->custom_defines = p_custom_defines;
  508. cc->texture_uniforms = p_texture_uniforms;
  509. cc->version++;
  510. }
  511. void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
  512. new_conditional_version.code_version = p_code_id;
  513. }
  514. void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
  515. ERR_FAIL_COND(!custom_code_map.has(p_code_id));
  516. if (conditional_version.code_version == p_code_id)
  517. conditional_version.code_version = 0;
  518. custom_code_map.erase(p_code_id);
  519. }
  520. void ShaderGLES2::use_material(void *p_material) {
  521. RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
  522. if (!material) {
  523. return;
  524. }
  525. if (!material->shader) {
  526. return;
  527. }
  528. Version *v = version_map.getptr(conditional_version);
  529. // bind uniforms
  530. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
  531. if (E->get().texture_order >= 0)
  532. continue; // this is a texture, doesn't go here
  533. Map<StringName, Variant>::Element *V = material->params.find(E->key());
  534. Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
  535. value.first = E->get().type;
  536. value.second = E->get().default_value;
  537. if (V) {
  538. value.second = Vector<ShaderLanguage::ConstantNode::Value>();
  539. value.second.resize(E->get().default_value.size());
  540. switch (E->get().type) {
  541. case ShaderLanguage::TYPE_BOOL: {
  542. if (value.second.size() < 1)
  543. value.second.resize(1);
  544. value.second.write[0].boolean = V->get();
  545. } break;
  546. case ShaderLanguage::TYPE_BVEC2: {
  547. if (value.second.size() < 2)
  548. value.second.resize(2);
  549. int flags = V->get();
  550. value.second.write[0].boolean = flags & 1;
  551. value.second.write[1].boolean = flags & 2;
  552. } break;
  553. case ShaderLanguage::TYPE_BVEC3: {
  554. if (value.second.size() < 3)
  555. value.second.resize(3);
  556. int flags = V->get();
  557. value.second.write[0].boolean = flags & 1;
  558. value.second.write[1].boolean = flags & 2;
  559. value.second.write[2].boolean = flags & 4;
  560. } break;
  561. case ShaderLanguage::TYPE_BVEC4: {
  562. if (value.second.size() < 4)
  563. value.second.resize(4);
  564. int flags = V->get();
  565. value.second.write[0].boolean = flags & 1;
  566. value.second.write[1].boolean = flags & 2;
  567. value.second.write[2].boolean = flags & 4;
  568. value.second.write[3].boolean = flags & 8;
  569. } break;
  570. case ShaderLanguage::TYPE_INT: {
  571. if (value.second.size() < 1)
  572. value.second.resize(1);
  573. int val = V->get();
  574. value.second.write[0].sint = val;
  575. } break;
  576. case ShaderLanguage::TYPE_IVEC2: {
  577. if (value.second.size() < 2)
  578. value.second.resize(2);
  579. PoolIntArray val = V->get();
  580. for (int i = 0; i < val.size(); i++) {
  581. value.second.write[i].sint = val[i];
  582. }
  583. } break;
  584. case ShaderLanguage::TYPE_IVEC3: {
  585. if (value.second.size() < 3)
  586. value.second.resize(3);
  587. PoolIntArray val = V->get();
  588. for (int i = 0; i < val.size(); i++) {
  589. value.second.write[i].sint = val[i];
  590. }
  591. } break;
  592. case ShaderLanguage::TYPE_IVEC4: {
  593. if (value.second.size() < 4)
  594. value.second.resize(4);
  595. PoolIntArray val = V->get();
  596. for (int i = 0; i < val.size(); i++) {
  597. value.second.write[i].sint = val[i];
  598. }
  599. } break;
  600. case ShaderLanguage::TYPE_UINT: {
  601. if (value.second.size() < 1)
  602. value.second.resize(1);
  603. uint32_t val = V->get();
  604. value.second.write[0].uint = val;
  605. } break;
  606. case ShaderLanguage::TYPE_UVEC2: {
  607. if (value.second.size() < 2)
  608. value.second.resize(2);
  609. PoolIntArray val = V->get();
  610. for (int i = 0; i < val.size(); i++) {
  611. value.second.write[i].uint = val[i];
  612. }
  613. } break;
  614. case ShaderLanguage::TYPE_UVEC3: {
  615. if (value.second.size() < 3)
  616. value.second.resize(3);
  617. PoolIntArray val = V->get();
  618. for (int i = 0; i < val.size(); i++) {
  619. value.second.write[i].uint = val[i];
  620. }
  621. } break;
  622. case ShaderLanguage::TYPE_UVEC4: {
  623. if (value.second.size() < 4)
  624. value.second.resize(4);
  625. PoolIntArray val = V->get();
  626. for (int i = 0; i < val.size(); i++) {
  627. value.second.write[i].uint = val[i];
  628. }
  629. } break;
  630. case ShaderLanguage::TYPE_FLOAT: {
  631. if (value.second.size() < 1)
  632. value.second.resize(1);
  633. value.second.write[0].real = V->get();
  634. } break;
  635. case ShaderLanguage::TYPE_VEC2: {
  636. if (value.second.size() < 2)
  637. value.second.resize(2);
  638. Vector2 val = V->get();
  639. value.second.write[0].real = val.x;
  640. value.second.write[1].real = val.y;
  641. } break;
  642. case ShaderLanguage::TYPE_VEC3: {
  643. if (value.second.size() < 3)
  644. value.second.resize(3);
  645. Vector3 val = V->get();
  646. value.second.write[0].real = val.x;
  647. value.second.write[1].real = val.y;
  648. value.second.write[2].real = val.z;
  649. } break;
  650. case ShaderLanguage::TYPE_VEC4: {
  651. if (value.second.size() < 4)
  652. value.second.resize(4);
  653. if (V->get().get_type() == Variant::PLANE) {
  654. Plane val = V->get();
  655. value.second.write[0].real = val.normal.x;
  656. value.second.write[1].real = val.normal.y;
  657. value.second.write[2].real = val.normal.z;
  658. value.second.write[3].real = val.d;
  659. } else {
  660. Color val = V->get();
  661. value.second.write[0].real = val.r;
  662. value.second.write[1].real = val.g;
  663. value.second.write[2].real = val.b;
  664. value.second.write[3].real = val.a;
  665. }
  666. } break;
  667. case ShaderLanguage::TYPE_MAT2: {
  668. Transform2D val = V->get();
  669. if (value.second.size() < 4) {
  670. value.second.resize(4);
  671. }
  672. value.second.write[0].real = val.elements[0][0];
  673. value.second.write[1].real = val.elements[0][1];
  674. value.second.write[2].real = val.elements[1][0];
  675. value.second.write[3].real = val.elements[1][1];
  676. } break;
  677. case ShaderLanguage::TYPE_MAT3: {
  678. Basis val = V->get();
  679. if (value.second.size() < 9) {
  680. value.second.resize(9);
  681. }
  682. value.second.write[0].real = val.elements[0][0];
  683. value.second.write[1].real = val.elements[0][1];
  684. value.second.write[2].real = val.elements[0][2];
  685. value.second.write[3].real = val.elements[1][0];
  686. value.second.write[4].real = val.elements[1][1];
  687. value.second.write[5].real = val.elements[1][2];
  688. value.second.write[6].real = val.elements[2][0];
  689. value.second.write[7].real = val.elements[2][1];
  690. value.second.write[8].real = val.elements[2][2];
  691. } break;
  692. case ShaderLanguage::TYPE_MAT4: {
  693. Transform val = V->get();
  694. if (value.second.size() < 16) {
  695. value.second.resize(16);
  696. }
  697. value.second.write[0].real = val.basis.elements[0][0];
  698. value.second.write[1].real = val.basis.elements[0][1];
  699. value.second.write[2].real = val.basis.elements[0][2];
  700. value.second.write[3].real = 0;
  701. value.second.write[4].real = val.basis.elements[1][0];
  702. value.second.write[5].real = val.basis.elements[1][1];
  703. value.second.write[6].real = val.basis.elements[1][2];
  704. value.second.write[7].real = 0;
  705. value.second.write[8].real = val.basis.elements[2][0];
  706. value.second.write[9].real = val.basis.elements[2][1];
  707. value.second.write[10].real = val.basis.elements[2][2];
  708. value.second.write[11].real = 0;
  709. value.second.write[12].real = val.origin[0];
  710. value.second.write[13].real = val.origin[1];
  711. value.second.write[14].real = val.origin[2];
  712. value.second.write[15].real = 1;
  713. } break;
  714. default: {
  715. } break;
  716. }
  717. } else {
  718. if (value.second.size() == 0) {
  719. // No default value set... weird, let's just use zero for everything
  720. size_t default_arg_size = 1;
  721. bool is_float = false;
  722. switch (E->get().type) {
  723. case ShaderLanguage::TYPE_BOOL:
  724. case ShaderLanguage::TYPE_INT:
  725. case ShaderLanguage::TYPE_UINT: {
  726. default_arg_size = 1;
  727. } break;
  728. case ShaderLanguage::TYPE_FLOAT: {
  729. default_arg_size = 1;
  730. is_float = true;
  731. } break;
  732. case ShaderLanguage::TYPE_BVEC2:
  733. case ShaderLanguage::TYPE_IVEC2:
  734. case ShaderLanguage::TYPE_UVEC2: {
  735. default_arg_size = 2;
  736. } break;
  737. case ShaderLanguage::TYPE_VEC2: {
  738. default_arg_size = 2;
  739. is_float = true;
  740. } break;
  741. case ShaderLanguage::TYPE_BVEC3:
  742. case ShaderLanguage::TYPE_IVEC3:
  743. case ShaderLanguage::TYPE_UVEC3: {
  744. default_arg_size = 3;
  745. } break;
  746. case ShaderLanguage::TYPE_VEC3: {
  747. default_arg_size = 3;
  748. is_float = true;
  749. } break;
  750. case ShaderLanguage::TYPE_BVEC4:
  751. case ShaderLanguage::TYPE_IVEC4:
  752. case ShaderLanguage::TYPE_UVEC4: {
  753. default_arg_size = 4;
  754. } break;
  755. case ShaderLanguage::TYPE_VEC4: {
  756. default_arg_size = 4;
  757. is_float = true;
  758. } break;
  759. default: {
  760. // TODO matricies and all that stuff
  761. default_arg_size = 1;
  762. } break;
  763. }
  764. value.second.resize(default_arg_size);
  765. for (size_t i = 0; i < default_arg_size; i++) {
  766. if (is_float) {
  767. value.second.write[i].real = 0.0;
  768. } else {
  769. value.second.write[i].uint = 0;
  770. }
  771. }
  772. }
  773. }
  774. GLint location;
  775. if (v->custom_uniform_locations.has(E->key())) {
  776. location = v->custom_uniform_locations[E->key()];
  777. } else {
  778. int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map?
  779. if (idx < 0) {
  780. location = -1;
  781. } else {
  782. location = v->uniform_location[idx];
  783. }
  784. }
  785. _set_uniform_value(location, value);
  786. }
  787. // bind textures
  788. int tc = material->textures.size();
  789. Pair<StringName, RID> *textures = material->textures.ptrw();
  790. for (int i = 0; i < tc; i++) {
  791. Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
  792. value.first = ShaderLanguage::TYPE_INT;
  793. value.second.resize(1);
  794. value.second.write[0].sint = i;
  795. // GLint location = get_uniform_location(textures[i].first);
  796. // if (location < 0) {
  797. // location = material->shader->uniform_locations[textures[i].first];
  798. // }
  799. GLint location = -1;
  800. if (v->custom_uniform_locations.has(textures[i].first)) {
  801. location = v->custom_uniform_locations[textures[i].first];
  802. } else {
  803. location = get_uniform_location(textures[i].first);
  804. }
  805. _set_uniform_value(location, value);
  806. }
  807. }
  808. void ShaderGLES2::set_base_material_tex_index(int p_idx) {
  809. }
  810. ShaderGLES2::ShaderGLES2() {
  811. version = NULL;
  812. last_custom_code = 1;
  813. uniforms_dirty = true;
  814. }
  815. ShaderGLES2::~ShaderGLES2() {
  816. finish();
  817. }