virtualx-engine/drivers/gles3/shader_gles3.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

749 lines
23 KiB
C++

/**************************************************************************/
/* shader_gles3.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "shader_gles3.h"
#ifdef GLES3_ENABLED
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
static String _mkid(const String &p_id) {
String id = "m_" + p_id.replace("__", "_dus_");
return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
}
void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
Vector<String> lines = String(p_code).split("\n");
String text;
for (int i = 0; i < lines.size(); i++) {
String l = lines[i];
bool push_chunk = false;
StageTemplate::Chunk chunk;
if (l.begins_with("#GLOBALS")) {
switch (p_stage_type) {
case STAGE_TYPE_VERTEX:
chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
break;
case STAGE_TYPE_FRAGMENT:
chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
break;
default: {
}
}
push_chunk = true;
} else if (l.begins_with("#MATERIAL_UNIFORMS")) {
chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
push_chunk = true;
} else if (l.begins_with("#CODE")) {
chunk.type = StageTemplate::Chunk::TYPE_CODE;
push_chunk = true;
chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
} else {
text += l + "\n";
}
if (push_chunk) {
if (text != String()) {
StageTemplate::Chunk text_chunk;
text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
text_chunk.text = text.utf8();
stage_templates[p_stage_type].chunks.push_back(text_chunk);
text = String();
}
stage_templates[p_stage_type].chunks.push_back(chunk);
}
if (text != String()) {
StageTemplate::Chunk text_chunk;
text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
text_chunk.text = text.utf8();
stage_templates[p_stage_type].chunks.push_back(text_chunk);
text = String();
}
}
}
void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
name = p_name;
if (p_vertex_code) {
_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
}
if (p_fragment_code) {
_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
}
uniform_names = p_uniform_names;
uniform_count = p_uniform_count;
ubo_pairs = p_ubos;
ubo_count = p_ubo_count;
texunit_pairs = p_tex_units;
texunit_pair_count = p_texture_count;
specializations = p_specializations;
specialization_count = p_specialization_count;
specialization_default_mask = 0;
for (int i = 0; i < specialization_count; i++) {
if (specializations[i].default_value) {
specialization_default_mask |= (uint64_t(1) << uint64_t(i));
}
}
variant_defines = p_variants;
variant_count = p_variant_count;
feedbacks = p_feedback;
feedback_count = p_feedback_count;
StringBuilder tohash;
/*
tohash.append("[SpirvCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
tohash.append("[BinaryCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
*/
tohash.append("[Vertex]");
tohash.append(p_vertex_code ? p_vertex_code : "");
tohash.append("[Fragment]");
tohash.append(p_fragment_code ? p_fragment_code : "");
base_sha256 = tohash.as_string().sha256_text();
}
RID ShaderGLES3::version_create() {
//initialize() was never called
ERR_FAIL_COND_V(variant_count == 0, RID());
Version version;
return version_owner.make_rid(version);
}
void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization) {
#ifdef GLES_OVER_GL
builder.append("#version 330\n");
builder.append("#define USE_GLES_OVER_GL\n");
#else
builder.append("#version 300 es\n");
#endif
for (int i = 0; i < specialization_count; i++) {
if (p_specialization & (uint64_t(1) << uint64_t(i))) {
builder.append("#define " + String(specializations[i].name) + "\n");
}
}
if (p_version->uniforms.size()) {
builder.append("#define MATERIAL_UNIFORMS_USED\n");
}
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
}
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant]);
builder.append("\n");
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append("\n"); //make sure defines begin at newline
// Insert multiview extension loading, because it needs to appear before
// any non-preprocessor code (like the "precision highp..." lines below).
builder.append("#ifdef USE_MULTIVIEW\n");
builder.append("#if defined(GL_OVR_multiview2)\n");
builder.append("#extension GL_OVR_multiview2 : require\n");
builder.append("#elif defined(GL_OVR_multiview)\n");
builder.append("#extension GL_OVR_multiview : require\n");
builder.append("#endif\n");
if (p_stage_type == StageType::STAGE_TYPE_VERTEX) {
builder.append("layout(num_views=2) in;\n");
}
builder.append("#define ViewIndex gl_ViewID_OVR\n");
builder.append("#define MAX_VIEWS 2\n");
builder.append("#else\n");
builder.append("#define ViewIndex 0\n");
builder.append("#define MAX_VIEWS 1\n");
builder.append("#endif\n");
// Default to highp precision unless specified otherwise.
builder.append("precision highp float;\n");
builder.append("precision highp int;\n");
#ifndef GLES_OVER_GL
builder.append("precision highp sampler2D;\n");
builder.append("precision highp samplerCube;\n");
builder.append("precision highp sampler2DArray;\n");
#endif
const StageTemplate &stage_template = stage_templates[p_stage_type];
for (uint32_t i = 0; i < stage_template.chunks.size(); i++) {
const StageTemplate::Chunk &chunk = stage_template.chunks[i];
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
} break;
case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
builder.append(p_version->vertex_globals.get_data()); // vertex globals
} break;
case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
builder.append(p_version->fragment_globals.get_data()); // fragment globals
} break;
case StageTemplate::Chunk::TYPE_CODE: {
if (p_version->code_sections.has(chunk.code)) {
builder.append(p_version->code_sections[chunk.code].get_data());
}
} break;
case StageTemplate::Chunk::TYPE_TEXT: {
builder.append(chunk.text.get_data());
} break;
}
}
}
static void _display_error_with_code(const String &p_error, const String &p_code) {
int line = 1;
Vector<String> lines = p_code.split("\n");
for (int j = 0; j < lines.size(); j++) {
print_line(itos(line) + ": " + lines[j]);
line++;
}
ERR_PRINT(p_error);
}
void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) {
spec.id = glCreateProgram();
spec.ok = false;
GLint status;
//vertex stage
{
StringBuilder builder;
_build_variant_code(builder, p_variant, p_version, STAGE_TYPE_VERTEX, p_specialization);
spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
String builder_string = builder.as_string();
CharString cs = builder_string.utf8();
const char *cstr = cs.ptr();
glShaderSource(spec.vert_id, 1, &cstr, nullptr);
glCompileShader(spec.vert_id);
glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(spec.vert_id);
glDeleteProgram(spec.id);
spec.id = 0;
ERR_PRINT("No OpenGL vertex shader compiler log.");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
String err_string = name + ": Vertex shader compilation failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, builder_string);
Memory::free_static(ilogmem);
glDeleteShader(spec.vert_id);
glDeleteProgram(spec.id);
spec.id = 0;
}
ERR_FAIL();
}
}
//fragment stage
{
StringBuilder builder;
_build_variant_code(builder, p_variant, p_version, STAGE_TYPE_FRAGMENT, p_specialization);
spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
String builder_string = builder.as_string();
CharString cs = builder_string.utf8();
const char *cstr = cs.ptr();
glShaderSource(spec.frag_id, 1, &cstr, nullptr);
glCompileShader(spec.frag_id);
glGetShaderiv(spec.frag_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(spec.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(spec.frag_id);
glDeleteProgram(spec.id);
spec.id = 0;
ERR_PRINT("No OpenGL fragment shader compiler log.");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(spec.frag_id, iloglen, &iloglen, ilogmem);
String err_string = name + ": Fragment shader compilation failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, builder_string);
Memory::free_static(ilogmem);
glDeleteShader(spec.frag_id);
glDeleteProgram(spec.id);
spec.id = 0;
}
ERR_FAIL();
}
}
glAttachShader(spec.id, spec.frag_id);
glAttachShader(spec.id, spec.vert_id);
// If feedback exists, set it up.
if (feedback_count) {
Vector<const char *> feedback;
for (int i = 0; i < feedback_count; i++) {
if (feedbacks[i].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
// Specialization for this feedback is enabled
feedback.push_back(feedbacks[i].name);
}
}
if (feedback.size()) {
glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
}
}
glLinkProgram(spec.id);
glGetProgramiv(spec.id, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetProgramiv(spec.id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(spec.frag_id);
glDeleteShader(spec.vert_id);
glDeleteProgram(spec.id);
spec.id = 0;
ERR_PRINT("No OpenGL program link log. Something is wrong.");
ERR_FAIL();
}
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetProgramInfoLog(spec.id, iloglen, &iloglen, ilogmem);
String err_string = name + ": Program linking failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, String());
Memory::free_static(ilogmem);
glDeleteShader(spec.frag_id);
glDeleteShader(spec.vert_id);
glDeleteProgram(spec.id);
spec.id = 0;
ERR_FAIL();
}
// get uniform locations
glUseProgram(spec.id);
spec.uniform_location.resize(uniform_count);
for (int i = 0; i < uniform_count; i++) {
spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
}
for (int i = 0; i < texunit_pair_count; i++) {
GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
if (loc >= 0) {
if (texunit_pairs[i].index < 0) {
glUniform1i(loc, max_image_units + texunit_pairs[i].index);
} else {
glUniform1i(loc, texunit_pairs[i].index);
}
}
}
for (int i = 0; i < ubo_count; i++) {
GLint loc = glGetUniformBlockIndex(spec.id, ubo_pairs[i].name);
if (loc >= 0) {
glUniformBlockBinding(spec.id, loc, ubo_pairs[i].index);
}
}
// textures
for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
String native_uniform_name = _mkid(p_version->texture_uniforms[i]);
GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
glUniform1i(location, i + base_texture_index);
}
glUseProgram(0);
spec.ok = true;
}
RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_version) {
Version *version = version_owner.get_or_null(p_version);
RS::ShaderNativeSourceCode source_code;
ERR_FAIL_COND_V(!version, source_code);
source_code.versions.resize(variant_count);
for (int i = 0; i < source_code.versions.size(); i++) {
//vertex stage
{
StringBuilder builder;
_build_variant_code(builder, i, version, STAGE_TYPE_VERTEX, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "vertex";
stage.code = builder.as_string();
source_code.versions.write[i].stages.push_back(stage);
}
//fragment stage
{
StringBuilder builder;
_build_variant_code(builder, i, version, STAGE_TYPE_FRAGMENT, specialization_default_mask);
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "fragment";
stage.code = builder.as_string();
source_code.versions.write[i].stages.push_back(stage);
}
}
return source_code;
}
String ShaderGLES3::_version_get_sha1(Version *p_version) const {
StringBuilder hash_build;
hash_build.append("[uniforms]");
hash_build.append(p_version->uniforms.get_data());
hash_build.append("[vertex_globals]");
hash_build.append(p_version->vertex_globals.get_data());
hash_build.append("[fragment_globals]");
hash_build.append(p_version->fragment_globals.get_data());
Vector<StringName> code_sections;
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
code_sections.push_back(E.key);
}
code_sections.sort_custom<StringName::AlphCompare>();
for (int i = 0; i < code_sections.size(); i++) {
hash_build.append(String("[code:") + String(code_sections[i]) + "]");
hash_build.append(p_version->code_sections[code_sections[i]].get_data());
}
for (int i = 0; i < p_version->custom_defines.size(); i++) {
hash_build.append("[custom_defines:" + itos(i) + "]");
hash_build.append(p_version->custom_defines[i].get_data());
}
return hash_build.as_string().sha1_text();
}
//static const char *shader_file_header = "GLSC";
//static const uint32_t cache_file_version = 2;
bool ShaderGLES3::_load_from_cache(Version *p_version) {
#if 0
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
if (f.is_null()) {
return false;
}
char header[5] = { 0, 0, 0, 0, 0 };
f->get_buffer((uint8_t *)header, 4);
ERR_FAIL_COND_V(header != String(shader_file_header), false);
uint32_t file_version = f->get_32();
if (file_version != cache_file_version) {
return false; // wrong version
}
uint32_t variant_count = f->get_32();
ERR_FAIL_COND_V(variant_count != (uint32_t)variant_count, false); //should not happen but check
for (uint32_t i = 0; i < variant_count; i++) {
uint32_t variant_size = f->get_32();
ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false);
if (!variants_enabled[i]) {
continue;
}
Vector<uint8_t> variant_bytes;
variant_bytes.resize(variant_size);
uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
ERR_FAIL_COND_V(br != variant_size, false);
p_version->variant_data[i] = variant_bytes;
}
for (uint32_t i = 0; i < variant_count; i++) {
if (!variants_enabled[i]) {
MutexLock lock(variant_set_mutex);
p_version->variants[i] = RID();
continue;
}
RID shader = GLES3::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]);
if (shader.is_null()) {
for (uint32_t j = 0; j < i; j++) {
GLES3::get_singleton()->free(p_version->variants[i]);
}
ERR_FAIL_COND_V(shader.is_null(), false);
}
{
MutexLock lock(variant_set_mutex);
p_version->variants[i] = shader;
}
}
memdelete_arr(p_version->variant_data); //clear stages
p_version->variant_data = nullptr;
p_version->valid = true;
return true;
#endif
return false;
}
void ShaderGLES3::_save_to_cache(Version *p_version) {
#if 0
String sha1 = _version_get_sha1(p_version);
String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
ERR_FAIL_COND(f.is_null());
f->store_buffer((const uint8_t *)shader_file_header, 4);
f->store_32(cache_file_version); //file version
uint32_t variant_count = variant_count;
f->store_32(variant_count); //variant count
for (uint32_t i = 0; i < variant_count; i++) {
f->store_32(p_version->variant_data[i].size()); //stage count
f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
}
#endif
}
void ShaderGLES3::_clear_version(Version *p_version) {
// Variants not compiled yet, just return
if (p_version->variants.size() == 0) {
return;
}
for (int i = 0; i < variant_count; i++) {
for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
if (it.value->id != 0) {
glDeleteShader(it.value->vert_id);
glDeleteShader(it.value->frag_id);
glDeleteProgram(it.value->id);
}
}
}
p_version->variants.clear();
}
void ShaderGLES3::_initialize_version(Version *p_version) {
ERR_FAIL_COND(p_version->variants.size() > 0);
p_version->variants.reserve(variant_count);
for (int i = 0; i < variant_count; i++) {
OAHashMap<uint64_t, Version::Specialization> variant;
p_version->variants.push_back(variant);
Version::Specialization spec;
_compile_specialization(spec, i, p_version, specialization_default_mask);
p_version->variants[i].insert(specialization_default_mask, spec);
}
}
void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize) {
Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND(!version);
_clear_version(version); //clear if existing
version->vertex_globals = p_vertex_globals.utf8();
version->fragment_globals = p_fragment_globals.utf8();
version->uniforms = p_uniforms.utf8();
version->code_sections.clear();
version->texture_uniforms = p_texture_uniforms;
for (const KeyValue<String, String> &E : p_code) {
version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
}
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
version->custom_defines.push_back(p_custom_defines[i].utf8());
}
if (p_initialize) {
_initialize_version(version);
}
}
bool ShaderGLES3::version_is_valid(RID p_version) {
Version *version = version_owner.get_or_null(p_version);
return version != nullptr;
}
bool ShaderGLES3::version_free(RID p_version) {
if (version_owner.owns(p_version)) {
Version *version = version_owner.get_or_null(p_version);
_clear_version(version);
version_owner.free(p_version);
} else {
return false;
}
return true;
}
bool ShaderGLES3::shader_cache_cleanup_on_start = false;
ShaderGLES3::ShaderGLES3() {
}
void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture_index) {
general_defines = p_general_defines.utf8();
base_texture_index = p_base_texture_index;
_init();
if (shader_cache_dir != String()) {
StringBuilder hash_build;
hash_build.append("[base_hash]");
hash_build.append(base_sha256);
hash_build.append("[general_defines]");
hash_build.append(general_defines.get_data());
for (int i = 0; i < variant_count; i++) {
hash_build.append("[variant_defines:" + itos(i) + "]");
hash_build.append(variant_defines[i]);
}
base_sha256 = hash_build.as_string().sha256_text();
Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
ERR_FAIL_COND(d.is_null());
if (d->change_dir(name) != OK) {
Error err = d->make_dir(name);
ERR_FAIL_COND(err != OK);
d->change_dir(name);
}
//erase other versions?
if (shader_cache_cleanup_on_start) {
}
//
if (d->change_dir(base_sha256) != OK) {
Error err = d->make_dir(base_sha256);
ERR_FAIL_COND(err != OK);
}
shader_cache_dir_valid = true;
print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
}
void ShaderGLES3::set_shader_cache_dir(const String &p_dir) {
shader_cache_dir = p_dir;
}
void ShaderGLES3::set_shader_cache_save_compressed(bool p_enable) {
shader_cache_save_compressed = p_enable;
}
void ShaderGLES3::set_shader_cache_save_compressed_zstd(bool p_enable) {
shader_cache_save_compressed_zstd = p_enable;
}
void ShaderGLES3::set_shader_cache_save_debug(bool p_enable) {
shader_cache_save_debug = p_enable;
}
String ShaderGLES3::shader_cache_dir;
bool ShaderGLES3::shader_cache_save_compressed = true;
bool ShaderGLES3::shader_cache_save_compressed_zstd = true;
bool ShaderGLES3::shader_cache_save_debug = true;
ShaderGLES3::~ShaderGLES3() {
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();
}
}
}
#endif