mirror of
https://github.com/godotengine/godot.git
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2748b9a10d
-Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
501 lines
16 KiB
C++
501 lines
16 KiB
C++
/*************************************************************************/
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/* shader_rd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_rd.h"
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#include "core/string/string_builder.h"
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#include "renderer_compositor_rd.h"
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#include "servers/rendering/rendering_device.h"
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void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
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name = p_name;
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//split vertex and shader code (thank you, shader compiler programmers from you know what company).
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if (p_vertex_code) {
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String defines_tag = "\nVERSION_DEFINES";
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String globals_tag = "\nVERTEX_SHADER_GLOBALS";
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String material_tag = "\nMATERIAL_UNIFORMS";
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String code_tag = "\nVERTEX_SHADER_CODE";
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String code = p_vertex_code;
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int cpos = code.find(defines_tag);
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if (cpos != -1) {
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vertex_codev = code.substr(0, cpos).ascii();
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code = code.substr(cpos + defines_tag.length(), code.length());
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}
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cpos = code.find(material_tag);
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if (cpos == -1) {
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vertex_code0 = code.ascii();
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} else {
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vertex_code0 = code.substr(0, cpos).ascii();
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code = code.substr(cpos + material_tag.length(), code.length());
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cpos = code.find(globals_tag);
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if (cpos == -1) {
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vertex_code1 = code.ascii();
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} else {
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vertex_code1 = code.substr(0, cpos).ascii();
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String code2 = code.substr(cpos + globals_tag.length(), code.length());
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cpos = code2.find(code_tag);
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if (cpos == -1) {
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vertex_code2 = code2.ascii();
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} else {
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vertex_code2 = code2.substr(0, cpos).ascii();
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vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
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}
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}
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}
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}
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if (p_fragment_code) {
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String defines_tag = "\nVERSION_DEFINES";
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String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
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String material_tag = "\nMATERIAL_UNIFORMS";
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String code_tag = "\nFRAGMENT_SHADER_CODE";
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String light_code_tag = "\nLIGHT_SHADER_CODE";
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String code = p_fragment_code;
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int cpos = code.find(defines_tag);
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if (cpos != -1) {
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fragment_codev = code.substr(0, cpos).ascii();
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code = code.substr(cpos + defines_tag.length(), code.length());
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}
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cpos = code.find(material_tag);
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if (cpos == -1) {
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fragment_code0 = code.ascii();
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} else {
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fragment_code0 = code.substr(0, cpos).ascii();
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//print_line("CODE0:\n"+String(fragment_code0.get_data()));
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code = code.substr(cpos + material_tag.length(), code.length());
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cpos = code.find(globals_tag);
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if (cpos == -1) {
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fragment_code1 = code.ascii();
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} else {
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fragment_code1 = code.substr(0, cpos).ascii();
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//print_line("CODE1:\n"+String(fragment_code1.get_data()));
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String code2 = code.substr(cpos + globals_tag.length(), code.length());
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cpos = code2.find(light_code_tag);
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if (cpos == -1) {
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fragment_code2 = code2.ascii();
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} else {
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fragment_code2 = code2.substr(0, cpos).ascii();
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//print_line("CODE2:\n"+String(fragment_code2.get_data()));
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String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
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cpos = code3.find(code_tag);
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if (cpos == -1) {
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fragment_code3 = code3.ascii();
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} else {
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fragment_code3 = code3.substr(0, cpos).ascii();
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//print_line("CODE3:\n"+String(fragment_code3.get_data()));
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fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
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//print_line("CODE4:\n"+String(fragment_code4.get_data()));
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}
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}
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}
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}
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}
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if (p_compute_code) {
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is_compute = true;
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String defines_tag = "\nVERSION_DEFINES";
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String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
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String material_tag = "\nMATERIAL_UNIFORMS";
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String code_tag = "\nCOMPUTE_SHADER_CODE";
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String code = p_compute_code;
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int cpos = code.find(defines_tag);
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if (cpos != -1) {
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compute_codev = code.substr(0, cpos).ascii();
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code = code.substr(cpos + defines_tag.length(), code.length());
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}
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cpos = code.find(material_tag);
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if (cpos == -1) {
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compute_code0 = code.ascii();
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} else {
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compute_code0 = code.substr(0, cpos).ascii();
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code = code.substr(cpos + material_tag.length(), code.length());
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cpos = code.find(globals_tag);
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if (cpos == -1) {
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compute_code1 = code.ascii();
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} else {
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compute_code1 = code.substr(0, cpos).ascii();
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String code2 = code.substr(cpos + globals_tag.length(), code.length());
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cpos = code2.find(code_tag);
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if (cpos == -1) {
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compute_code2 = code2.ascii();
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} else {
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compute_code2 = code2.substr(0, cpos).ascii();
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compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
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}
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}
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}
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}
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}
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RID ShaderRD::version_create() {
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//initialize() was never called
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ERR_FAIL_COND_V(variant_defines.size() == 0, RID());
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Version version;
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version.dirty = true;
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version.valid = false;
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version.initialize_needed = true;
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version.variants = nullptr;
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return version_owner.make_rid(version);
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}
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void ShaderRD::_clear_version(Version *p_version) {
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//clear versions if they exist
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if (p_version->variants) {
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for (int i = 0; i < variant_defines.size(); i++) {
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RD::get_singleton()->free(p_version->variants[i]);
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}
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memdelete_arr(p_version->variants);
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p_version->variants = nullptr;
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}
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}
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void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
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if (!variants_enabled[p_variant]) {
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return; //variant is disabled, return
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}
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Vector<RD::ShaderStageData> stages;
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String error;
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String current_source;
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RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
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bool build_ok = true;
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if (!is_compute) {
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//vertex stage
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StringBuilder builder;
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builder.append(vertex_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(vertex_code0.get_data()); //first part of vertex
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builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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builder.append(vertex_code1.get_data()); //second part of vertex
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builder.append(p_version->vertex_globals.get_data()); // vertex globals
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builder.append(vertex_code2.get_data()); //third part of vertex
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builder.append(p_version->vertex_code.get_data()); // code
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builder.append(vertex_code3.get_data()); //fourth of vertex
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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stages.push_back(stage);
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}
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}
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if (!is_compute && build_ok) {
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//fragment stage
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current_stage = RD::SHADER_STAGE_FRAGMENT;
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StringBuilder builder;
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builder.append(fragment_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(fragment_code0.get_data()); //first part of fragment
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builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
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builder.append(fragment_code1.get_data()); //first part of fragment
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builder.append(p_version->fragment_globals.get_data()); // fragment globals
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builder.append(fragment_code2.get_data()); //third part of fragment
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builder.append(p_version->fragment_light.get_data()); // fragment light
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builder.append(fragment_code3.get_data()); //fourth part of fragment
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builder.append(p_version->fragment_code.get_data()); // fragment code
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builder.append(fragment_code4.get_data()); //fourth part of fragment
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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stages.push_back(stage);
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}
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}
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if (is_compute) {
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//compute stage
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current_stage = RD::SHADER_STAGE_COMPUTE;
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StringBuilder builder;
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builder.append(compute_codev.get_data()); // version info (if exists)
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant].get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append(compute_code0.get_data()); //first part of compute
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builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
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builder.append(compute_code1.get_data()); //second part of compute
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builder.append(p_version->compute_globals.get_data()); // compute globals
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builder.append(compute_code2.get_data()); //third part of compute
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builder.append(p_version->compute_code.get_data()); // code
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builder.append(compute_code3.get_data()); //fourth of compute
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current_source = builder.as_string();
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RD::ShaderStageData stage;
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stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spir_v.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
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stages.push_back(stage);
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}
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}
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if (!build_ok) {
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MutexLock lock(variant_set_mutex); //properly print the errors
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ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
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ERR_PRINT(error);
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#ifdef DEBUG_ENABLED
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ERR_PRINT("code:\n" + current_source.get_with_code_lines());
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#endif
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return;
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}
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RID shader = RD::get_singleton()->shader_create(stages);
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{
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MutexLock lock(variant_set_mutex);
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p_version->variants[p_variant] = shader;
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}
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}
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void ShaderRD::_compile_version(Version *p_version) {
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_clear_version(p_version);
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p_version->valid = false;
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p_version->dirty = false;
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p_version->variants = memnew_arr(RID, variant_defines.size());
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#if 1
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RendererCompositorRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
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#else
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for (int i = 0; i < variant_defines.size(); i++) {
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_compile_variant(i, p_version);
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}
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#endif
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bool all_valid = true;
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for (int i = 0; i < variant_defines.size(); i++) {
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if (!variants_enabled[i]) {
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continue; //disabled
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}
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if (p_version->variants[i].is_null()) {
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all_valid = false;
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break;
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}
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}
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if (!all_valid) {
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//clear versions if they exist
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for (int i = 0; i < variant_defines.size(); i++) {
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if (!variants_enabled[i]) {
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continue; //disabled
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}
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if (!p_version->variants[i].is_null()) {
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RD::get_singleton()->free(p_version->variants[i]);
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}
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}
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memdelete_arr(p_version->variants);
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p_version->variants = nullptr;
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return;
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}
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p_version->valid = true;
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}
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void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines) {
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ERR_FAIL_COND(is_compute);
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Version *version = version_owner.getornull(p_version);
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ERR_FAIL_COND(!version);
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version->vertex_globals = p_vertex_globals.utf8();
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version->vertex_code = p_vertex_code.utf8();
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version->fragment_light = p_fragment_light.utf8();
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version->fragment_globals = p_fragment_globals.utf8();
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version->fragment_code = p_fragment_code.utf8();
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version->uniforms = p_uniforms.utf8();
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version->custom_defines.clear();
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for (int i = 0; i < p_custom_defines.size(); i++) {
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version->custom_defines.push_back(p_custom_defines[i].utf8());
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}
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version->dirty = true;
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if (version->initialize_needed) {
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_compile_version(version);
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version->initialize_needed = false;
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}
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}
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void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines) {
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ERR_FAIL_COND(!is_compute);
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Version *version = version_owner.getornull(p_version);
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ERR_FAIL_COND(!version);
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version->compute_globals = p_compute_globals.utf8();
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version->compute_code = p_compute_code.utf8();
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version->uniforms = p_uniforms.utf8();
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version->custom_defines.clear();
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for (int i = 0; i < p_custom_defines.size(); i++) {
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version->custom_defines.push_back(p_custom_defines[i].utf8());
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}
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version->dirty = true;
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if (version->initialize_needed) {
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_compile_version(version);
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version->initialize_needed = false;
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}
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}
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bool ShaderRD::version_is_valid(RID p_version) {
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Version *version = version_owner.getornull(p_version);
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ERR_FAIL_COND_V(!version, false);
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if (version->dirty) {
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_compile_version(version);
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}
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return version->valid;
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}
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bool ShaderRD::version_free(RID p_version) {
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if (version_owner.owns(p_version)) {
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Version *version = version_owner.getornull(p_version);
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_clear_version(version);
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version_owner.free(p_version);
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} else {
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return false;
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}
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return true;
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}
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void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
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ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
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ERR_FAIL_INDEX(p_variant, variants_enabled.size());
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variants_enabled.write[p_variant] = p_enabled;
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}
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bool ShaderRD::is_variant_enabled(int p_variant) const {
|
|
ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
|
|
return variants_enabled[p_variant];
|
|
}
|
|
|
|
void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
|
|
ERR_FAIL_COND(variant_defines.size());
|
|
ERR_FAIL_COND(p_variant_defines.size() == 0);
|
|
|
|
general_defines = p_general_defines.utf8();
|
|
|
|
for (int i = 0; i < p_variant_defines.size(); i++) {
|
|
variant_defines.push_back(p_variant_defines[i].utf8());
|
|
variants_enabled.push_back(true);
|
|
}
|
|
}
|
|
|
|
ShaderRD::~ShaderRD() {
|
|
List<RID> remaining;
|
|
version_owner.get_owned_list(&remaining);
|
|
if (remaining.size()) {
|
|
ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
|
|
while (remaining.size()) {
|
|
version_free(remaining.front()->get());
|
|
remaining.pop_front();
|
|
}
|
|
}
|
|
}
|