virtualx-engine/drivers/gles3/shader_gles3.cpp
Rémi Verschelde 1426cd3b3a
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".

Backported from #70885.
2023-01-10 15:26:54 +01:00

1329 lines
45 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"
#include "core/local_vector.h"
#include "core/os/os.h"
#include "core/print_string.h"
#include "core/threaded_callable_queue.h"
#include "drivers/gles3/shader_cache_gles3.h"
#include "servers/visual_server.h"
//#define DEBUG_OPENGL
#ifdef DEBUG_OPENGL
#define DEBUG_TEST_ERROR(m_section) \
{ \
uint32_t err = glGetError(); \
if (err) { \
print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
} \
}
#else
#define DEBUG_TEST_ERROR(m_section)
#endif
ShaderGLES3 *ShaderGLES3::active = nullptr;
SelfList<ShaderGLES3::Version>::List ShaderGLES3::versions_compiling;
ShaderCacheGLES3 *ShaderGLES3::shader_cache;
ThreadedCallableQueue<GLuint> *ShaderGLES3::cache_write_queue;
ThreadedCallableQueue<GLuint> *ShaderGLES3::compile_queue;
bool ShaderGLES3::parallel_compile_supported;
bool ShaderGLES3::async_hidden_forbidden;
uint32_t *ShaderGLES3::compiles_started_this_frame;
uint32_t *ShaderGLES3::max_frame_compiles_in_progress;
uint32_t ShaderGLES3::max_simultaneous_compiles;
uint32_t ShaderGLES3::active_compiles_count;
#ifdef DEBUG_ENABLED
bool ShaderGLES3::log_active_async_compiles_count;
#endif
uint64_t ShaderGLES3::current_frame;
//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
#define DEBUG_PRINT(m_text) print_line(m_text);
#else
#define DEBUG_PRINT(m_text)
#endif
#define _EXT_COMPLETION_STATUS 0x91B1
GLint ShaderGLES3::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_index];
}
bool ShaderGLES3::bind() {
return _bind(false);
}
bool ShaderGLES3::_bind(bool p_binding_fallback) {
// Same base shader and version valid version?
if (active == this && version) {
if (new_conditional_version.code_version == conditional_version.code_version) {
if (new_conditional_version.version == conditional_version.version) {
return false;
}
// From ubershader to ubershader of the same code?
if ((conditional_version.version & VersionKey::UBERSHADER_FLAG) && (new_conditional_version.version & VersionKey::UBERSHADER_FLAG)) {
conditional_version.version = new_conditional_version.version;
return false;
}
}
}
bool must_be_ready_now = !is_async_compilation_supported() || p_binding_fallback;
conditional_version = new_conditional_version;
version = get_current_version(must_be_ready_now);
ERR_FAIL_COND_V(!version, false);
bool ready = false;
ready = _process_program_state(version, must_be_ready_now);
if (version->compile_status == Version::COMPILE_STATUS_RESTART_NEEDED) {
get_current_version(must_be_ready_now); // Trigger recompile
ready = _process_program_state(version, must_be_ready_now);
}
#ifdef DEBUG_ENABLED
if (ready) {
if (VS::get_singleton()->is_force_shader_fallbacks_enabled() && !must_be_ready_now && get_ubershader_flags_uniform() != -1) {
ready = false;
}
}
#endif
if (ready) {
glUseProgram(version->ids.main);
if (!version->uniforms_ready) {
_setup_uniforms(custom_code_map.getptr(conditional_version.code_version));
version->uniforms_ready = true;
}
DEBUG_TEST_ERROR("Use Program");
active = this;
return true;
} else if (!must_be_ready_now && version->async_mode == ASYNC_MODE_VISIBLE && !p_binding_fallback && get_ubershader_flags_uniform() != -1) {
// We can and have to fall back to the ubershader
return _bind_ubershader();
} else {
// We have a compile error or must fall back by skipping render
unbind();
return false;
}
}
bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) {
if (p_code_id == 0) {
return true;
}
if (!is_async_compilation_supported() || get_ubershader_flags_uniform() == -1) {
return true;
}
CustomCode *cc = custom_code_map.getptr(p_code_id);
ERR_FAIL_COND_V(!cc, false);
if (cc->async_mode == ASYNC_MODE_HIDDEN) {
#ifdef DEBUG_ENABLED
if (VS::get_singleton()->is_force_shader_fallbacks_enabled()) {
return false;
}
#endif
VersionKey effective_version;
effective_version.version = new_conditional_version.version;
effective_version.code_version = p_code_id;
Version *v = version_map.getptr(effective_version);
if (!v || cc->version != v->code_version || v->compile_status != Version::COMPILE_STATUS_OK) {
return false;
}
}
return true;
}
bool ShaderGLES3::_bind_ubershader(bool p_for_warmup) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!is_async_compilation_supported(), false);
ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false);
#endif
new_conditional_version.version |= VersionKey::UBERSHADER_FLAG;
bool bound = _bind(true);
new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
if (p_for_warmup) {
// Avoid GL UB message id 131222 caused by shadow samplers not properly set up yet
unbind();
return bound;
}
int conditionals_uniform = _get_uniform(get_ubershader_flags_uniform());
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(conditionals_uniform == -1, false);
#endif
#ifdef DEV_ENABLED
// So far we don't need bit 31 for conditionals. That allows us to use signed integers,
// which are more compatible across GL driver vendors.
CRASH_COND(new_conditional_version.version >= 0x80000000);
#endif
glUniform1i(conditionals_uniform, new_conditional_version.version);
return bound;
}
void ShaderGLES3::advance_async_shaders_compilation() {
SelfList<ShaderGLES3::Version> *curr = versions_compiling.first();
while (curr) {
SelfList<ShaderGLES3::Version> *next = curr->next();
ShaderGLES3::Version *v = curr->self();
// Only if it didn't already have a chance to be processed in this frame
if (v->last_frame_processed != current_frame) {
v->shader->_process_program_state(v, false);
}
curr = next;
}
}
void ShaderGLES3::_log_active_compiles() {
#ifdef DEBUG_ENABLED
if (log_active_async_compiles_count) {
if (parallel_compile_supported) {
print_line("Async. shader compiles: " + itos(active_compiles_count));
} else if (compile_queue) {
print_line("Queued shader compiles: " + itos(active_compiles_count));
} else {
CRASH_NOW();
}
}
#endif
}
bool ShaderGLES3::_process_program_state(Version *p_version, bool p_async_forbidden) {
bool ready = false;
bool run_next_step = true;
while (run_next_step) {
run_next_step = false;
switch (p_version->compile_status) {
case Version::COMPILE_STATUS_OK: {
// Yeaaah!
ready = true;
} break;
case Version::COMPILE_STATUS_ERROR: {
// Sad, but we have to accept it
} break;
case Version::COMPILE_STATUS_PENDING:
case Version::COMPILE_STATUS_RESTART_NEEDED: {
// These lead to nowhere unless other piece of code starts the compile process
} break;
case Version::COMPILE_STATUS_SOURCE_PROVIDED: {
uint32_t start_compiles_count = p_async_forbidden ? 2 : 0;
if (!start_compiles_count) {
uint32_t used_async_slots = MAX(active_compiles_count, *compiles_started_this_frame);
uint32_t free_async_slots = used_async_slots < max_simultaneous_compiles ? max_simultaneous_compiles - used_async_slots : 0;
start_compiles_count = MIN(2, free_async_slots);
}
if (start_compiles_count >= 1) {
glCompileShader(p_version->ids.vert);
if (start_compiles_count == 1) {
p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX;
} else {
glCompileShader(p_version->ids.frag);
p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT;
}
if (!p_async_forbidden) {
versions_compiling.add_last(&p_version->compiling_list);
// Vertex and fragment shaders take independent compile slots
active_compiles_count += start_compiles_count;
*max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
_log_active_compiles();
}
(*compiles_started_this_frame) += start_compiles_count;
run_next_step = p_async_forbidden;
}
} break;
case Version::COMPILE_STATUS_COMPILING_VERTEX: {
bool must_compile_frag_now = p_async_forbidden;
if (!must_compile_frag_now) {
if (active_compiles_count < max_simultaneous_compiles && *compiles_started_this_frame < max_simultaneous_compiles) {
must_compile_frag_now = true;
}
}
if (must_compile_frag_now) {
glCompileShader(p_version->ids.frag);
if (p_version->compiling_list.in_list()) {
active_compiles_count++;
*max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
_log_active_compiles();
}
p_version->compile_status = Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT;
} else if (parallel_compile_supported) {
GLint completed = 0;
glGetShaderiv(p_version->ids.vert, _EXT_COMPLETION_STATUS, &completed);
if (completed) {
// Not touching compiles count since the same slot used for vertex is now used for fragment
glCompileShader(p_version->ids.frag);
p_version->compile_status = Version::COMPILE_STATUS_COMPILING_FRAGMENT;
}
}
run_next_step = p_async_forbidden;
} break;
case Version::COMPILE_STATUS_COMPILING_FRAGMENT:
case Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT: {
bool must_complete_now = p_async_forbidden;
if (!must_complete_now && parallel_compile_supported) {
GLint vertex_completed = 0;
if (p_version->compile_status == Version::COMPILE_STATUS_COMPILING_FRAGMENT) {
vertex_completed = true;
} else {
glGetShaderiv(p_version->ids.vert, _EXT_COMPLETION_STATUS, &vertex_completed);
if (p_version->compiling_list.in_list()) {
active_compiles_count--;
#ifdef DEV_ENABLED
CRASH_COND(active_compiles_count == UINT32_MAX);
#endif
*max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
_log_active_compiles();
}
p_version->compile_status = Version::COMPILE_STATUS_COMPILING_FRAGMENT;
}
if (vertex_completed) {
GLint frag_completed = 0;
glGetShaderiv(p_version->ids.frag, _EXT_COMPLETION_STATUS, &frag_completed);
if (frag_completed) {
must_complete_now = true;
}
}
}
if (must_complete_now) {
bool must_save_to_cache = p_version->version_key.is_subject_to_caching() && p_version->program_binary.source != Version::ProgramBinary::SOURCE_CACHE && shader_cache;
bool ok = p_version->shader->_complete_compile(p_version->ids, must_save_to_cache);
if (ok) {
p_version->compile_status = Version::COMPILE_STATUS_LINKING;
run_next_step = p_async_forbidden;
} else {
p_version->compile_status = Version::COMPILE_STATUS_ERROR;
if (p_version->compiling_list.in_list()) {
p_version->compiling_list.remove_from_list();
active_compiles_count--;
#ifdef DEV_ENABLED
CRASH_COND(active_compiles_count == UINT32_MAX);
#endif
_log_active_compiles();
}
}
}
} break;
case Version::COMPILE_STATUS_PROCESSING_AT_QUEUE: {
// This is from the async. queue
switch (p_version->program_binary.result_from_queue.get()) {
case -1: { // Error
p_version->compile_status = Version::COMPILE_STATUS_ERROR;
p_version->compiling_list.remove_from_list();
active_compiles_count--;
#ifdef DEV_ENABLED
CRASH_COND(active_compiles_count == UINT32_MAX);
#endif
_log_active_compiles();
} break;
case 0: { // In progress
if (p_async_forbidden) {
OS::get_singleton()->delay_usec(1000);
run_next_step = true;
}
} break;
case 1: { // Complete
p_version->compile_status = Version::COMPILE_STATUS_BINARY_READY;
run_next_step = true;
} break;
}
} break;
case Version::COMPILE_STATUS_BINARY_READY_FROM_CACHE: {
bool eat_binary_now = p_async_forbidden;
if (!eat_binary_now) {
if (active_compiles_count < max_simultaneous_compiles && *compiles_started_this_frame < max_simultaneous_compiles) {
eat_binary_now = true;
}
}
if (eat_binary_now) {
p_version->compile_status = Version::COMPILE_STATUS_BINARY_READY;
run_next_step = true;
if (!p_async_forbidden) {
versions_compiling.add_last(&p_version->compiling_list);
active_compiles_count++;
*max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
_log_active_compiles();
(*compiles_started_this_frame)++;
}
}
} break;
case Version::COMPILE_STATUS_BINARY_READY: {
PoolByteArray::Read r = p_version->program_binary.data.read();
glProgramBinary(p_version->ids.main, static_cast<GLenum>(p_version->program_binary.format), r.ptr(), p_version->program_binary.data.size());
p_version->compile_status = Version::COMPILE_STATUS_LINKING;
run_next_step = true;
} break;
case Version::COMPILE_STATUS_LINKING: {
bool must_complete_now = p_async_forbidden || p_version->program_binary.source == Version::ProgramBinary::SOURCE_QUEUE;
if (!must_complete_now && parallel_compile_supported) {
GLint link_completed;
glGetProgramiv(p_version->ids.main, _EXT_COMPLETION_STATUS, &link_completed);
must_complete_now = link_completed;
}
if (must_complete_now) {
bool must_save_to_cache = p_version->version_key.is_subject_to_caching() && p_version->program_binary.source != Version::ProgramBinary::SOURCE_CACHE && shader_cache;
bool ok = false;
if (must_save_to_cache && p_version->program_binary.source == Version::ProgramBinary::SOURCE_LOCAL) {
ok = p_version->shader->_complete_link(p_version->ids, &p_version->program_binary.format, &p_version->program_binary.data);
} else {
ok = p_version->shader->_complete_link(p_version->ids);
#ifdef DEBUG_ENABLED
#if 0
// Simulate GL rejecting program from cache
if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_CACHE) {
ok = false;
}
#endif
#endif
}
if (ok) {
if (must_save_to_cache) {
String &tmp_hash = p_version->program_binary.cache_hash;
GLenum &tmp_format = p_version->program_binary.format;
PoolByteArray &tmp_data = p_version->program_binary.data;
cache_write_queue->enqueue(p_version->ids.main, [=]() {
shader_cache->store(tmp_hash, static_cast<uint32_t>(tmp_format), tmp_data);
});
}
p_version->compile_status = Version::COMPILE_STATUS_OK;
ready = true;
} else {
if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_CACHE) {
#ifdef DEBUG_ENABLED
WARN_PRINT("Program binary from cache has been rejected by the GL. Removing from cache.");
#endif
shader_cache->remove(p_version->program_binary.cache_hash);
p_version->compile_status = Version::COMPILE_STATUS_RESTART_NEEDED;
} else {
if (p_version->program_binary.source == Version::ProgramBinary::SOURCE_QUEUE) {
ERR_PRINT("Program binary from compile queue has been rejected by the GL. Bug?");
}
p_version->compile_status = Version::COMPILE_STATUS_ERROR;
}
}
p_version->program_binary.data = PoolByteArray();
p_version->program_binary.cache_hash.clear();
if (p_version->compiling_list.in_list()) {
p_version->compiling_list.remove_from_list();
active_compiles_count--;
#ifdef DEV_ENABLED
CRASH_COND(active_compiles_count == UINT32_MAX);
#endif
_log_active_compiles();
}
}
} break;
}
}
return ready;
}
void ShaderGLES3::unbind() {
version = nullptr;
glUseProgram(0);
active = nullptr;
}
static void _display_error_with_code(const String &p_error, GLuint p_shader_id) {
int line = 1;
GLint source_len;
glGetShaderiv(p_shader_id, GL_SHADER_SOURCE_LENGTH, &source_len);
LocalVector<GLchar> source_buffer;
source_buffer.resize(source_len);
glGetShaderSource(p_shader_id, source_len, NULL, source_buffer.ptr());
String total_code(source_buffer.ptr());
Vector<String> lines = String(total_code).split("\n");
for (int j = 0; j < lines.size(); j++) {
print_line(vformat("%4d | %s", line, lines[j]));
line++;
}
ERR_PRINT(p_error);
}
static CharString _prepare_ubershader_chunk(const CharString &p_chunk) {
String s(p_chunk.get_data());
Vector<String> lines = s.split("\n");
s.clear();
for (int i = 0; i < lines.size(); ++i) {
if (lines[i].ends_with("//ubershader-skip")) {
continue;
} else if (lines[i].ends_with("//ubershader-runtime")) {
// Move from the preprocessor world to the true code realm
String l = lines[i].trim_suffix("//ubershader-runtime").strip_edges();
{
// Ignore other comments
Vector<String> pieces = l.split("//");
l = pieces[0].strip_edges();
}
if (l == "#else") {
s += "} else {\n";
} else if (l == "#endif") {
s += "}\n";
} else if (l.begins_with("#ifdef")) {
Vector<String> pieces = l.split_spaces();
CRASH_COND(pieces.size() != 2);
s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") != 0) {\n";
} else if (l.begins_with("#ifndef")) {
Vector<String> pieces = l.split_spaces();
CRASH_COND(pieces.size() != 2);
s += "if ((ubershader_flags & FLAG_" + pieces[1] + ") == 0) {\n";
} else {
CRASH_NOW_MSG("The shader template is using too complex syntax in a line marked with ubershader-runtime.");
}
continue;
}
s += lines[i] + "\n";
}
return s.ascii();
}
// Possible source-status pairs after this:
// Local - Source provided
// Queue - Processing / Binary ready / Error
// Cache - Binary ready
ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden) {
VersionKey effective_version;
effective_version.key = conditional_version.key;
// Store and look up ubershader with all other version bits set to zero
if ((conditional_version.version & VersionKey::UBERSHADER_FLAG)) {
effective_version.version = VersionKey::UBERSHADER_FLAG;
}
Version *_v = version_map.getptr(effective_version);
CustomCode *cc = nullptr;
if (_v) {
if (_v->compile_status == Version::COMPILE_STATUS_RESTART_NEEDED) {
_v->program_binary.source = Version::ProgramBinary::SOURCE_NONE;
} else {
if (effective_version.code_version != 0) {
cc = custom_code_map.getptr(effective_version.code_version);
ERR_FAIL_COND_V(!cc, _v);
if (cc->version == _v->code_version) {
return _v;
}
} else {
return _v;
}
}
}
if (!_v) {
_v = &version_map[effective_version];
_v->version_key = effective_version;
_v->shader = this;
_v->uniform_location = memnew_arr(GLint, uniform_count);
}
Version &v = *_v;
/* SETUP CONDITIONALS */
LocalVector<const char *> strings_common;
#ifdef GLES_OVER_GL
strings_common.push_back("#version 330\n");
strings_common.push_back("#define GLES_OVER_GL\n");
#else
strings_common.push_back("#version 300 es\n");
#endif
#ifdef ANDROID_ENABLED
strings_common.push_back("#define ANDROID_ENABLED\n");
#endif
for (int i = 0; i < custom_defines.size(); i++) {
strings_common.push_back(custom_defines[i].get_data());
strings_common.push_back("\n");
}
if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
// Indicate that this shader may be used both as ubershader and conditioned during the session
strings_common.push_back("#define UBERSHADER_COMPAT\n");
}
LocalVector<CharString> flag_macros;
bool build_ubershader = get_ubershader_flags_uniform() != -1 && (effective_version.version & VersionKey::UBERSHADER_FLAG);
if (build_ubershader) {
strings_common.push_back("#define IS_UBERSHADER\n");
for (int i = 0; i < conditional_count; i++) {
String s = vformat("#define FLAG_%s (1 << %d)\n", String(conditional_defines[i]).strip_edges().trim_prefix("#define "), i);
CharString cs = s.ascii();
flag_macros.push_back(cs);
strings_common.push_back(cs.ptr());
}
strings_common.push_back("\n");
} else {
for (int i = 0; i < conditional_count; i++) {
bool enable = ((1 << i) & effective_version.version);
strings_common.push_back(enable ? conditional_defines[i] : "");
if (enable) {
DEBUG_PRINT(conditional_defines[i]);
}
}
}
//keep them around during the function
struct {
CharString code_string;
CharString code_globals;
CharString material_string;
} vert;
struct {
CharString code_string;
CharString code_string2;
CharString code_globals;
CharString material_string;
} frag;
if (effective_version.code_version != 0) {
ERR_FAIL_COND_V(!custom_code_map.has(effective_version.code_version), nullptr);
if (!cc) {
cc = &custom_code_map[effective_version.code_version];
}
if (cc->version != v.code_version) {
v.code_version = cc->version;
v.async_mode = cc->async_mode;
v.uniforms_ready = false;
}
}
/* CREATE PROGRAM */
v.ids.main = glCreateProgram();
ERR_FAIL_COND_V(v.ids.main == 0, nullptr);
// To create the ubershader we need to modify the static strings;
// they'll go in this array
LocalVector<CharString> filtered_strings;
/* VERTEX SHADER */
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings_common.push_back(cc->custom_defines[i].get_data());
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
}
}
LocalVector<const char *> strings_vertex(strings_common);
//vertex precision is high
strings_vertex.push_back("precision highp float;\n");
strings_vertex.push_back("precision highp int;\n");
#ifndef GLES_OVER_GL
strings_vertex.push_back("precision highp sampler2D;\n");
strings_vertex.push_back("precision highp samplerCube;\n");
strings_vertex.push_back("precision highp sampler2DArray;\n");
#endif
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(vertex_code0);
filtered_strings.push_back(s);
strings_vertex.push_back(s.get_data());
} else {
strings_vertex.push_back(vertex_code0.get_data());
}
if (cc) {
vert.material_string = cc->uniforms.ascii();
strings_vertex.push_back(vert.material_string.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(vertex_code1);
filtered_strings.push_back(s);
strings_vertex.push_back(s.get_data());
} else {
strings_vertex.push_back(vertex_code1.get_data());
}
if (cc) {
vert.code_globals = cc->vertex_globals.ascii();
strings_vertex.push_back(vert.code_globals.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(vertex_code2);
filtered_strings.push_back(s);
strings_vertex.push_back(s.get_data());
} else {
strings_vertex.push_back(vertex_code2.get_data());
}
if (cc) {
vert.code_string = cc->vertex.ascii();
strings_vertex.push_back(vert.code_string.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(vertex_code3);
filtered_strings.push_back(s);
strings_vertex.push_back(s.get_data());
} else {
strings_vertex.push_back(vertex_code3.get_data());
}
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
for (int i = 0; i < strings_vertex.size(); i++) {
//print_line("vert strings "+itos(i)+":"+String(strings_vertex[i]));
}
#endif
/* FRAGMENT SHADER */
LocalVector<const char *> strings_fragment(strings_common);
//fragment precision is medium
strings_fragment.push_back("precision highp float;\n");
strings_fragment.push_back("precision highp int;\n");
#ifndef GLES_OVER_GL
strings_fragment.push_back("precision highp sampler2D;\n");
strings_fragment.push_back("precision highp samplerCube;\n");
strings_fragment.push_back("precision highp sampler2DArray;\n");
#endif
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(fragment_code0);
filtered_strings.push_back(s);
strings_fragment.push_back(s.get_data());
} else {
strings_fragment.push_back(fragment_code0.get_data());
}
if (cc) {
frag.material_string = cc->uniforms.ascii();
strings_fragment.push_back(frag.material_string.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(fragment_code1);
filtered_strings.push_back(s);
strings_fragment.push_back(s.get_data());
} else {
strings_fragment.push_back(fragment_code1.get_data());
}
if (cc) {
frag.code_globals = cc->fragment_globals.ascii();
strings_fragment.push_back(frag.code_globals.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(fragment_code2);
filtered_strings.push_back(s);
strings_fragment.push_back(s.get_data());
} else {
strings_fragment.push_back(fragment_code2.get_data());
}
if (cc) {
frag.code_string = cc->light.ascii();
strings_fragment.push_back(frag.code_string.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(fragment_code3);
filtered_strings.push_back(s);
strings_fragment.push_back(s.get_data());
} else {
strings_fragment.push_back(fragment_code3.get_data());
}
if (cc) {
frag.code_string2 = cc->fragment.ascii();
strings_fragment.push_back(frag.code_string2.get_data());
}
if (build_ubershader) {
CharString s = _prepare_ubershader_chunk(fragment_code4);
filtered_strings.push_back(s);
strings_fragment.push_back(s.get_data());
} else {
strings_fragment.push_back(fragment_code4.get_data());
}
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data()));
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data()));
for (int i = 0; i < strings_fragment.size(); i++) {
//print_line("frag strings "+itos(i)+":"+String(strings_fragment[i]));
}
#endif
if (!r_async_forbidden) {
r_async_forbidden =
(v.async_mode == ASYNC_MODE_HIDDEN && async_hidden_forbidden) ||
(v.async_mode == ASYNC_MODE_VISIBLE && get_ubershader_flags_uniform() == -1);
}
bool in_cache = false;
if (shader_cache && effective_version.is_subject_to_caching()) {
const char *strings_platform[] = {
reinterpret_cast<const char *>(glGetString(GL_VENDOR)),
reinterpret_cast<const char *>(glGetString(GL_RENDERER)),
reinterpret_cast<const char *>(glGetString(GL_VERSION)),
nullptr,
};
v.program_binary.cache_hash = ShaderCacheGLES3::hash_program(strings_platform, strings_vertex, strings_fragment);
if (shader_cache->retrieve(v.program_binary.cache_hash, &v.program_binary.format, &v.program_binary.data)) {
in_cache = true;
v.program_binary.source = Version::ProgramBinary::SOURCE_CACHE;
v.compile_status = Version::COMPILE_STATUS_BINARY_READY_FROM_CACHE;
}
}
if (!in_cache) {
if (compile_queue && !r_async_forbidden) {
// Asynchronous compilation via queue (secondary context)
// Remarks:
// 1. We need to save vertex and fragment strings because they will not live beyond this function.
// 2. We'll create another program since the other GL context is not shared.
// We are doing it that way since GL drivers can implement context sharing via locking, which
// would render (no pun intended) this whole effort to asynchronous useless.
auto concat_shader_strings = [](const LocalVector<const char *> &p_shader_strings, LocalVector<char> *r_out) {
r_out->clear();
for (uint32_t i = 0; i < p_shader_strings.size(); i++) {
uint32_t initial_size = r_out->size();
uint32_t piece_len = strlen(reinterpret_cast<const char *>(p_shader_strings[i]));
r_out->resize(initial_size + piece_len + 1);
memcpy(r_out->ptr() + initial_size, p_shader_strings[i], piece_len);
*(r_out->ptr() + initial_size + piece_len) = '\n';
}
*(r_out->ptr() + r_out->size() - 1) = '\0';
};
LocalVector<char> vertex_code;
concat_shader_strings(strings_vertex, &vertex_code);
LocalVector<char> fragment_code;
concat_shader_strings(strings_fragment, &fragment_code);
v.program_binary.source = Version::ProgramBinary::SOURCE_QUEUE;
v.compile_status = Version::COMPILE_STATUS_PROCESSING_AT_QUEUE;
versions_compiling.add_last(&v.compiling_list);
active_compiles_count++;
*max_frame_compiles_in_progress = MAX(*max_frame_compiles_in_progress, active_compiles_count);
_log_active_compiles();
(*compiles_started_this_frame)++;
compile_queue->enqueue(v.ids.main, [this, &v, vertex_code, fragment_code]() {
Version::Ids async_ids;
async_ids.main = glCreateProgram();
async_ids.vert = glCreateShader(GL_VERTEX_SHADER);
async_ids.frag = glCreateShader(GL_FRAGMENT_SHADER);
LocalVector<const char *> async_strings_vertex;
async_strings_vertex.push_back(vertex_code.ptr());
LocalVector<const char *> async_strings_fragment;
async_strings_fragment.push_back(fragment_code.ptr());
_set_source(async_ids, async_strings_vertex, async_strings_fragment);
glCompileShader(async_ids.vert);
glCompileShader(async_ids.frag);
if (_complete_compile(async_ids, true) && _complete_link(async_ids, &v.program_binary.format, &v.program_binary.data)) {
glDeleteShader(async_ids.frag);
glDeleteShader(async_ids.vert);
glDeleteProgram(async_ids.main);
v.program_binary.result_from_queue.set(1);
} else {
v.program_binary.result_from_queue.set(0);
}
});
} else {
// Synchronous compilation, or async. via native support
v.ids.vert = glCreateShader(GL_VERTEX_SHADER);
v.ids.frag = glCreateShader(GL_FRAGMENT_SHADER);
_set_source(v.ids, strings_vertex, strings_fragment);
v.program_binary.source = Version::ProgramBinary::SOURCE_LOCAL;
v.compile_status = Version::COMPILE_STATUS_SOURCE_PROVIDED;
}
}
if (cc) {
cc->versions.insert(effective_version.version);
}
return &v;
}
void ShaderGLES3::_set_source(Version::Ids p_ids, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) const {
glShaderSource(p_ids.vert, p_vertex_strings.size(), p_vertex_strings.ptr(), nullptr);
glShaderSource(p_ids.frag, p_fragment_strings.size(), p_fragment_strings.ptr(), nullptr);
}
bool ShaderGLES3::_complete_compile(Version::Ids p_ids, bool p_retrievable) const {
GLint status;
glGetShaderiv(p_ids.vert, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
// error compiling
GLsizei iloglen;
glGetShaderiv(p_ids.vert, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(p_ids.frag);
glDeleteShader(p_ids.vert);
glDeleteProgram(p_ids.main);
ERR_PRINT("Vertex shader compilation failed with empty log");
} else {
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)memalloc(iloglen + 1);
ilogmem[iloglen] = 0;
glGetShaderInfoLog(p_ids.vert, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, p_ids.vert);
ERR_PRINT(err_string.ascii().get_data());
memfree(ilogmem);
glDeleteShader(p_ids.frag);
glDeleteShader(p_ids.vert);
glDeleteProgram(p_ids.main);
}
return false;
}
glGetShaderiv(p_ids.frag, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
// error compiling
GLsizei iloglen;
glGetShaderiv(p_ids.frag, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(p_ids.frag);
glDeleteShader(p_ids.vert);
glDeleteProgram(p_ids.main);
ERR_PRINT("Fragment shader compilation failed with empty log");
} else {
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)memalloc(iloglen + 1);
ilogmem[iloglen] = 0;
glGetShaderInfoLog(p_ids.frag, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, p_ids.frag);
ERR_PRINT(err_string.ascii().get_data());
memfree(ilogmem);
glDeleteShader(p_ids.frag);
glDeleteShader(p_ids.vert);
glDeleteProgram(p_ids.main);
}
return false;
}
glAttachShader(p_ids.main, p_ids.frag);
glAttachShader(p_ids.main, p_ids.vert);
// bind attributes before linking
for (int i = 0; i < attribute_pair_count; i++) {
glBindAttribLocation(p_ids.main, attribute_pairs[i].index, attribute_pairs[i].name);
}
//if feedback exists, set it up
if (feedback_count) {
Vector<const char *> feedback;
for (int i = 0; i < feedback_count; i++) {
if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) {
//conditional for this feedback is enabled
feedback.push_back(feedbacks[i].name);
}
}
if (feedback.size()) {
glTransformFeedbackVaryings(p_ids.main, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
}
}
if (p_retrievable) {
glProgramParameteri(p_ids.main, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
}
glLinkProgram(p_ids.main);
return true;
}
bool ShaderGLES3::_complete_link(Version::Ids p_ids, GLenum *r_program_format, PoolByteArray *r_program_binary) const {
GLint status;
glGetProgramiv(p_ids.main, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
// error linking
GLsizei iloglen;
glGetProgramiv(p_ids.main, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(p_ids.frag);
glDeleteShader(p_ids.vert);
glDeleteProgram(p_ids.main);
ERR_FAIL_COND_V(iloglen < 0, false);
}
if (iloglen == 0) {
iloglen = 4096; //buggy driver (Adreno 220+....)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = 0;
glGetProgramInfoLog(p_ids.main, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Program LINK FAILED:\n";
err_string += ilogmem;
ERR_PRINT(err_string.ascii().get_data());
Memory::free_static(ilogmem);
glDeleteShader(p_ids.frag);
glDeleteShader(p_ids.vert);
glDeleteProgram(p_ids.main);
return false;
}
if (r_program_binary) {
GLint program_len;
glGetProgramiv(p_ids.main, GL_PROGRAM_BINARY_LENGTH, &program_len);
r_program_binary->resize(program_len);
PoolByteArray::Write w = r_program_binary->write();
glGetProgramBinary(p_ids.main, program_len, NULL, r_program_format, w.ptr());
}
return true;
}
void ShaderGLES3::_setup_uniforms(CustomCode *p_cc) const {
//print_line("uniforms: ");
for (int j = 0; j < uniform_count; j++) {
version->uniform_location[j] = glGetUniformLocation(version->ids.main, uniform_names[j]);
//print_line("uniform "+String(uniform_names[j])+" location "+itos(version->uniform_location[j]));
}
// set texture uniforms
for (int i = 0; i < texunit_pair_count; i++) {
GLint loc = glGetUniformLocation(version->ids.main, texunit_pairs[i].name);
if (loc >= 0) {
if (texunit_pairs[i].index < 0) {
glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down
} else {
glUniform1i(loc, texunit_pairs[i].index);
}
}
}
// assign uniform block bind points
for (int i = 0; i < ubo_count; i++) {
GLint loc = glGetUniformBlockIndex(version->ids.main, ubo_pairs[i].name);
if (loc >= 0)
glUniformBlockBinding(version->ids.main, loc, ubo_pairs[i].index);
}
if (p_cc) {
version->texture_uniform_locations.resize(p_cc->texture_uniforms.size());
for (int i = 0; i < p_cc->texture_uniforms.size(); i++) {
version->texture_uniform_locations.write[i] = glGetUniformLocation(version->ids.main, String(p_cc->texture_uniforms[i]).ascii().get_data());
glUniform1i(version->texture_uniform_locations[i], i + base_material_tex_index);
}
}
}
void ShaderGLES3::_dispose_program(Version *p_version) {
if (compile_queue) {
if (p_version->compile_status == Version::COMPILE_STATUS_PROCESSING_AT_QUEUE) {
compile_queue->cancel(p_version->ids.main);
}
}
glDeleteShader(p_version->ids.vert);
glDeleteShader(p_version->ids.frag);
glDeleteProgram(p_version->ids.main);
if (p_version->compiling_list.in_list()) {
p_version->compiling_list.remove_from_list();
active_compiles_count--;
#ifdef DEV_ENABLED
CRASH_COND(active_compiles_count == UINT32_MAX);
#endif
if (p_version->compile_status == Version::COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT) {
active_compiles_count--;
#ifdef DEV_ENABLED
CRASH_COND(active_compiles_count == UINT32_MAX);
#endif
}
_log_active_compiles();
}
p_version->compile_status = Version::COMPILE_STATUS_ERROR;
}
GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
ERR_FAIL_COND_V(!version, -1);
return glGetUniformLocation(version->ids.main, p_name.ascii().get_data());
}
void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) {
ERR_FAIL_COND(version);
conditional_version.key = 0;
new_conditional_version.key = 0;
uniform_count = p_uniform_count;
conditional_count = p_conditional_count;
conditional_defines = p_conditional_defines;
uniform_names = p_uniform_names;
vertex_code = p_vertex_code;
fragment_code = p_fragment_code;
texunit_pairs = p_texunit_pairs;
texunit_pair_count = p_texunit_pair_count;
vertex_code_start = p_vertex_code_start;
fragment_code_start = p_fragment_code_start;
attribute_pairs = p_attribute_pairs;
attribute_pair_count = p_attribute_count;
ubo_pairs = p_ubo_pairs;
ubo_count = p_ubo_pair_count;
feedbacks = p_feedback;
feedback_count = p_feedback_count;
//split vertex and shader code (thank you, shader compiler programmers from you know what company).
{
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = vertex_code;
int cpos = code.find(material_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code1 = code.ascii();
} else {
vertex_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(code_tag);
if (cpos == -1) {
vertex_code2 = code2.ascii();
} else {
vertex_code2 = code2.substr(0, cpos).ascii();
vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
}
}
}
}
{
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nFRAGMENT_SHADER_CODE";
String light_code_tag = "\nLIGHT_SHADER_CODE";
String code = fragment_code;
int cpos = code.find(material_tag);
if (cpos == -1) {
fragment_code0 = code.ascii();
} else {
fragment_code0 = code.substr(0, cpos).ascii();
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
fragment_code1 = code.ascii();
} else {
fragment_code1 = code.substr(0, cpos).ascii();
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(light_code_tag);
if (cpos == -1) {
fragment_code2 = code2.ascii();
} else {
fragment_code2 = code2.substr(0, cpos).ascii();
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
cpos = code3.find(code_tag);
if (cpos == -1) {
fragment_code3 = code3.ascii();
} else {
fragment_code3 = code3.substr(0, cpos).ascii();
//print_line("CODE3:\n"+String(fragment_code3.get_data()));
fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
}
}
}
}
}
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
}
void ShaderGLES3::init_async_compilation() {
if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
// Warm up the ubershader for the case of no custom code
new_conditional_version.code_version = 0;
_bind_ubershader(true);
}
}
bool ShaderGLES3::is_async_compilation_supported() {
return max_simultaneous_compiles > 0 && (compile_queue || parallel_compile_supported);
}
void ShaderGLES3::finish() {
const VersionKey *V = nullptr;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
_dispose_program(&v);
memdelete_arr(v.uniform_location);
}
ERR_FAIL_COND(versions_compiling.first());
ERR_FAIL_COND(active_compiles_count != 0);
}
void ShaderGLES3::clear_caches() {
const VersionKey *V = nullptr;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
_dispose_program(&v);
memdelete_arr(v.uniform_location);
}
ERR_FAIL_COND(versions_compiling.first());
ERR_FAIL_COND(active_compiles_count != 0);
version_map.clear();
custom_code_map.clear();
version = nullptr;
last_custom_code = 1;
}
uint32_t ShaderGLES3::create_custom_shader() {
custom_code_map[last_custom_code] = CustomCode();
custom_code_map[last_custom_code].version = 1;
return last_custom_code++;
}
void ShaderGLES3::set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines, AsyncMode p_async_mode) {
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
CustomCode *cc = &custom_code_map[p_code_id];
cc->vertex = p_vertex;
cc->vertex_globals = p_vertex_globals;
cc->fragment = p_fragment;
cc->fragment_globals = p_fragment_globals;
cc->light = p_light;
cc->texture_uniforms = p_texture_uniforms;
cc->uniforms = p_uniforms;
cc->custom_defines = p_custom_defines;
cc->async_mode = p_async_mode;
cc->version++;
if (p_async_mode == ASYNC_MODE_VISIBLE && is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
// Warm up the ubershader for this custom code
new_conditional_version.code_version = p_code_id;
_bind_ubershader(true);
}
}
void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
new_conditional_version.code_version = p_code_id;
}
void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
if (conditional_version.code_version == p_code_id) {
conditional_version.code_version = 0; //do not keep using a version that is going away
unbind();
}
VersionKey key;
key.code_version = p_code_id;
for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
key.version = E->get();
ERR_CONTINUE(!version_map.has(key));
Version &v = version_map[key];
_dispose_program(&v);
memdelete_arr(v.uniform_location);
version_map.erase(key);
}
custom_code_map.erase(p_code_id);
}
void ShaderGLES3::set_base_material_tex_index(int p_idx) {
base_material_tex_index = p_idx;
}
ShaderGLES3::ShaderGLES3() {
version = nullptr;
last_custom_code = 1;
base_material_tex_index = 0;
}
ShaderGLES3::~ShaderGLES3() {
finish();
}