0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
135 lines
4.8 KiB
C++
135 lines
4.8 KiB
C++
/*************************************************************************/
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/* shader_rd.h */
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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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#ifndef SHADER_RD_H
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#define SHADER_RD_H
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#include "core/hash_map.h"
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#include "core/map.h"
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#include "core/os/mutex.h"
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#include "core/rid_owner.h"
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#include "core/variant.h"
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#include <stdio.h>
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ShaderRD {
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//versions
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CharString general_defines;
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Vector<CharString> variant_defines;
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struct Version {
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CharString uniforms;
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CharString vertex_globals;
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CharString vertex_code;
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CharString compute_globals;
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CharString compute_code;
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CharString fragment_light;
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CharString fragment_globals;
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CharString fragment_code;
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Vector<CharString> custom_defines;
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RID *variants; //same size as version defines
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bool valid;
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bool dirty;
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bool initialize_needed;
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};
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Mutex variant_set_mutex;
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void _compile_variant(uint32_t p_variant, Version *p_version);
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void _clear_version(Version *p_version);
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void _compile_version(Version *p_version);
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RID_Owner<Version> version_owner;
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CharString fragment_codev; //for version and extensions
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CharString fragment_code0;
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CharString fragment_code1;
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CharString fragment_code2;
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CharString fragment_code3;
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CharString fragment_code4;
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CharString vertex_codev; //for version and extensions
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CharString vertex_code0;
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CharString vertex_code1;
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CharString vertex_code2;
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CharString vertex_code3;
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bool is_compute = false;
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CharString compute_codev; //for version and extensions
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CharString compute_code0;
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CharString compute_code1;
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CharString compute_code2;
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CharString compute_code3;
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const char *name;
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protected:
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ShaderRD() {}
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void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
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public:
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RID version_create();
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void 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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void 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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_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
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ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
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Version *version = version_owner.getornull(p_version);
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ERR_FAIL_COND_V(!version, RID());
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if (version->dirty) {
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_compile_version(version);
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}
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if (!version->valid) {
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return RID();
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}
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return version->variants[p_variant];
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}
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bool version_is_valid(RID p_version);
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bool version_free(RID p_version);
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void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
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virtual ~ShaderRD();
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};
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#endif
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