906882ee66
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
484 lines
16 KiB
C++
484 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "renderer_compositor_rd.h"
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#include "servers/rendering/rendering_device.h"
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void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
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Vector<String> lines = String(p_code).split("\n");
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String text;
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for (int i = 0; i < lines.size(); i++) {
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String l = lines[i];
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bool push_chunk = false;
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StageTemplate::Chunk chunk;
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if (l.begins_with("#VERSION_DEFINES")) {
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chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
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push_chunk = true;
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} else if (l.begins_with("#GLOBALS")) {
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switch (p_stage_type) {
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case STAGE_TYPE_VERTEX:
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chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
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break;
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case STAGE_TYPE_FRAGMENT:
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chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
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break;
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case STAGE_TYPE_COMPUTE:
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chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
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break;
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default: {
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}
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}
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push_chunk = true;
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} else if (l.begins_with("#MATERIAL_UNIFORMS")) {
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chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
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push_chunk = true;
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} else if (l.begins_with("#CODE")) {
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chunk.type = StageTemplate::Chunk::TYPE_CODE;
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push_chunk = true;
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chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
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} else {
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text += l + "\n";
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}
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if (push_chunk) {
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if (text != String()) {
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StageTemplate::Chunk text_chunk;
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text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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text_chunk.text = text.utf8();
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stage_templates[p_stage_type].chunks.push_back(text_chunk);
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text = String();
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}
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stage_templates[p_stage_type].chunks.push_back(chunk);
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}
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}
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if (text != String()) {
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StageTemplate::Chunk text_chunk;
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text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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text_chunk.text = text.utf8();
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stage_templates[p_stage_type].chunks.push_back(text_chunk);
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text = String();
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}
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}
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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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if (p_compute_code) {
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_add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
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is_compute = true;
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} else {
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is_compute = false;
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if (p_vertex_code) {
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_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
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}
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if (p_fragment_code) {
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_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
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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::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
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for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
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const StageTemplate::Chunk &chunk = p_template.chunks[i];
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switch (chunk.type) {
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case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
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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("\n"); //make sure defines begin at newline
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if (p_version->uniforms.size()) {
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builder.append("#define MATERIAL_UNIFORMS_USED\n");
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}
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for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
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builder.append(String("#define ") + String(E->key()) + "_CODE_USED\n");
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}
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} break;
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case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
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builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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} break;
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case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
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builder.append(p_version->vertex_globals.get_data()); // vertex globals
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} break;
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case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
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builder.append(p_version->fragment_globals.get_data()); // fragment globals
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} break;
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case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
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builder.append(p_version->compute_globals.get_data()); // compute globals
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} break;
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case StageTemplate::Chunk::TYPE_CODE: {
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if (p_version->code_sections.has(chunk.code)) {
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builder.append(p_version->code_sections[chunk.code].get_data());
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}
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} break;
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case StageTemplate::Chunk::TYPE_TEXT: {
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builder.append(chunk.text.get_data());
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} break;
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}
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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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_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_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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_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_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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_build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_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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RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
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Version *version = version_owner.getornull(p_version);
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RS::ShaderNativeSourceCode source_code;
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ERR_FAIL_COND_V(!version, source_code);
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source_code.versions.resize(variant_defines.size());
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for (int i = 0; i < source_code.versions.size(); i++) {
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if (!is_compute) {
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//vertex stage
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "vertex";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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if (!is_compute) {
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//fragment stage
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "fragment";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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if (is_compute) {
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//compute stage
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "compute";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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}
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return source_code;
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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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RendererThreadPool::singleton->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 Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, 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->fragment_globals = p_fragment_globals.utf8();
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version->uniforms = p_uniforms.utf8();
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version->code_sections.clear();
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for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
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version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
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}
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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 Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, 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->uniforms = p_uniforms.utf8();
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version->code_sections.clear();
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for (Map<String, String>::Element *E = p_code.front(); E; E = E->next()) {
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version->code_sections[StringName(E->key().to_upper())] = E->get().utf8();
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}
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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 {
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ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
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return variants_enabled[p_variant];
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}
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ShaderRD::ShaderRD() {
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// Do not feel forced to use this, in most cases it makes little to no difference.
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bool use_32_threads = false;
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if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
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use_32_threads = true;
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}
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String base_compute_define_text;
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if (use_32_threads) {
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base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 32\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 4\n";
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} else {
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base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 64\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 8\n";
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}
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base_compute_defines = base_compute_define_text.ascii();
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}
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void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
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ERR_FAIL_COND(variant_defines.size());
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ERR_FAIL_COND(p_variant_defines.size() == 0);
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general_defines = p_general_defines.utf8();
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for (int i = 0; i < p_variant_defines.size(); i++) {
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variant_defines.push_back(p_variant_defines[i].utf8());
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variants_enabled.push_back(true);
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}
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|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|