d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
772 lines
19 KiB
C++
772 lines
19 KiB
C++
/*************************************************************************/
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/* shader_gles2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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_gles2.h"
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#ifdef GLES2_ENABLED
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#include "print_string.h"
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//#define DEBUG_OPENGL
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#ifdef DEBUG_OPENGL
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#define DEBUG_TEST_ERROR(m_section)\
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{\
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uint32_t err = glGetError();\
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if (err) {\
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print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
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}\
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}
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#else
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#define DEBUG_TEST_ERROR(m_section)
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#endif
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ShaderGLES2 *ShaderGLES2::active=NULL;
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//#define DEBUG_SHADER
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#ifdef DEBUG_SHADER
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#define DEBUG_PRINT(m_text) print_line(m_text);
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#else
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#define DEBUG_PRINT(m_text)
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#endif
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void ShaderGLES2::bind_uniforms() {
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if (!uniforms_dirty) {
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return;
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};
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// upload default uniforms
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const Map<uint32_t,Variant>::Element *E =uniform_defaults.front();
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while(E) {
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int idx=E->key();
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int location=version->uniform_location[idx];
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if (location<0) {
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E=E->next();
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continue;
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}
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const Variant &v=E->value();
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_set_uniform_variant(location, v);
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//print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type()));
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E=E->next();
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};
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const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front();
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while (C) {
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int location = version->uniform_location[C->key()];
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if (location<0) {
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C=C->next();
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continue;
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}
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glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0]));
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C = C->next();
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};
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uniforms_dirty = false;
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};
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GLint ShaderGLES2::get_uniform_location(int p_idx) const {
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_idx];
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};
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bool ShaderGLES2::bind() {
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if (active!=this || !version || new_conditional_version.key!=conditional_version.key) {
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conditional_version=new_conditional_version;
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version = get_current_version();
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} else {
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return false;
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}
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ERR_FAIL_COND_V(!version,false);
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glUseProgram( version->id );
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DEBUG_TEST_ERROR("Use Program");
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active=this;
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uniforms_dirty = true;
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/*
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* why on earth is this code here?
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for (int i=0;i<texunit_pair_count;i++) {
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glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
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DEBUG_TEST_ERROR("Uniform 1 i");
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}
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*/
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return true;
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}
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void ShaderGLES2::unbind() {
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version=NULL;
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glUseProgram(0);
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uniforms_dirty = true;
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active=NULL;
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}
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static String _fix_error_code_line(const String& p_error,int p_code_start,int p_offset) {
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int last_find_pos=-1;
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// NVIDIA
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String error=p_error;
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while((last_find_pos=p_error.find("(",last_find_pos+1))!=-1) {
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int end_pos=last_find_pos+1;
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while(true) {
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if (p_error[end_pos]>='0' && p_error[end_pos]<='9') {
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end_pos++;
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continue;
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} else if (p_error[end_pos]==')') {
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break;
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} else {
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end_pos=-1;
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break;
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}
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}
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if (end_pos==-1)
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continue;
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String numstr = error.substr(last_find_pos+1,(end_pos-last_find_pos)-1);
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String begin = error.substr(0,last_find_pos+1);
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String end = error.substr(end_pos,error.length());
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int num = numstr.to_int()+p_code_start-p_offset;
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error = begin+itos(num)+end;
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}
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// ATI
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last_find_pos=-1;
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while((last_find_pos=p_error.find("ERROR: ",last_find_pos+1))!=-1) {
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last_find_pos+=6;
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int end_pos=last_find_pos+1;
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while(true) {
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if (p_error[end_pos]>='0' && p_error[end_pos]<='9') {
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end_pos++;
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continue;
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} else if (p_error[end_pos]==':') {
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break;
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} else {
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end_pos=-1;
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break;
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}
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}
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continue;
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if (end_pos==-1)
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continue;
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String numstr = error.substr(last_find_pos+1,(end_pos-last_find_pos)-1);
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print_line("numstr: "+numstr);
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String begin = error.substr(0,last_find_pos+1);
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String end = error.substr(end_pos,error.length());
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int num = numstr.to_int()+p_code_start-p_offset;
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error = begin+itos(num)+end;
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}
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return error;
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}
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ShaderGLES2::Version* ShaderGLES2::get_current_version() {
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Version *_v=version_map.getptr(conditional_version);
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if (_v) {
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if (conditional_version.code_version!=0) {
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CustomCode *cc=custom_code_map.getptr(conditional_version.code_version);
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ERR_FAIL_COND_V(!cc,_v);
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if (cc->version==_v->code_version)
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return _v;
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} else {
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return _v;
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}
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}
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if (!_v)
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version_map[conditional_version]=Version();
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Version &v = version_map[conditional_version];
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if (!_v) {
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v.uniform_location = memnew_arr( GLint, uniform_count );
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} else {
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if (v.ok) {
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//bye bye shaders
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glDeleteShader( v.vert_id );
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glDeleteShader( v.frag_id );
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glDeleteProgram( v.id );
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v.id=0;
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}
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}
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v.ok=false;
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/* SETUP CONDITIONALS */
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Vector<const char*> strings;
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#ifdef GLEW_ENABLED
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strings.push_back("#version 120\n"); //ATI requieres this before anything
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#endif
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int define_line_ofs=1;
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for(int j=0;j<conditional_count;j++) {
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bool enable=((1<<j)&conditional_version.version);
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strings.push_back(enable?conditional_defines[j]:"");
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if (enable)
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define_line_ofs++;
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if (enable) {
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DEBUG_PRINT(conditional_defines[j]);
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}
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}
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//keep them around during the function
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CharString code_string;
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CharString code_string2;
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CharString code_globals;
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//print_line("code version? "+itos(conditional_version.code_version));
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CustomCode *cc=NULL;
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if ( conditional_version.code_version>0 ) {
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//do custom code related stuff
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ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL );
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cc=&custom_code_map[conditional_version.code_version];
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v.code_version=cc->version;
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define_line_ofs+=2;
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}
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/* CREATE PROGRAM */
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v.id = glCreateProgram();
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ERR_FAIL_COND_V(v.id==0, NULL);
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/* VERTEX SHADER */
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if (cc) {
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for(int i=0;i<cc->custom_defines.size();i++) {
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strings.push_back(cc->custom_defines[i]);
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DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i]));
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}
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}
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int strings_base_size=strings.size();
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#if 0
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if (cc) {
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String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n";
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String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n";
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code_string=_code_string.ascii();
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code_globals=_code_globals.ascii();
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DEBUG_PRINT( code_globals.get_data() );
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DEBUG_PRINT( code_string.get_data() );
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strings.push_back(code_globals);
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strings.push_back(code_string);
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}
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#endif
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strings.push_back(vertex_code0.get_data());
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if (cc) {
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code_globals=cc->vertex_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(vertex_code1.get_data());
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if (cc) {
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code_string=cc->vertex.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(vertex_code2.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data()));
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for(int i=0;i<strings.size();i++) {
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//print_line("vert strings "+itos(i)+":"+String(strings[i]));
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}
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#endif
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v.vert_id = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v.vert_id,strings.size(),&strings[0],NULL);
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glCompileShader(v.vert_id);
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GLint status;
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glGetShaderiv(v.vert_id,GL_COMPILE_STATUS,&status);
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if (status==GL_FALSE) {
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// error compiling
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GLsizei iloglen;
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glGetShaderiv(v.vert_id,GL_INFO_LOG_LENGTH,&iloglen);
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if (iloglen<0) {
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glDeleteShader(v.vert_id);
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glDeleteProgram( v.id );
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v.id=0;
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ERR_PRINT("NO LOG, WTF");
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} else {
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if (iloglen==0) {
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iloglen = 4096; //buggy driver (Adreno 220+....)
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}
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char *ilogmem = (char*)Memory::alloc_static(iloglen+1);
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ilogmem[iloglen]=0;
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glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
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String err_string=get_shader_name()+": Vertex Program Compilation Failed:\n";
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err_string+=ilogmem;
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err_string=_fix_error_code_line(err_string,vertex_code_start,define_line_ofs);
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ERR_PRINT(err_string.ascii().get_data());
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Memory::free_static(ilogmem);
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glDeleteShader(v.vert_id);
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glDeleteProgram( v.id );
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v.id=0;
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}
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ERR_FAIL_V(NULL);
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}
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/* FRAGMENT SHADER */
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strings.resize(strings_base_size);
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#if 0
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if (cc) {
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String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n";
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String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n";
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code_string=_code_string.ascii();
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code_globals=_code_globals.ascii();
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DEBUG_PRINT( code_globals.get_data() );
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DEBUG_PRINT( code_string.get_data() );
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strings.push_back(code_globals);
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strings.push_back(code_string);
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}
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#endif
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strings.push_back(fragment_code0.get_data());
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if (cc) {
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code_globals=cc->fragment_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(fragment_code1.get_data());
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if (cc) {
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code_string=cc->fragment.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(fragment_code2.get_data());
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if (cc) {
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code_string2=cc->light.ascii();
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strings.push_back(code_string2.get_data());
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}
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strings.push_back(fragment_code3.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data()));
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for(int i=0;i<strings.size();i++) {
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//print_line("frag strings "+itos(i)+":"+String(strings[i]));
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}
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#endif
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v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(v.frag_id,strings.size(),&strings[0],NULL);
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glCompileShader(v.frag_id);
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glGetShaderiv(v.frag_id,GL_COMPILE_STATUS,&status);
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if (status==GL_FALSE) {
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// error compiling
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GLsizei iloglen;
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glGetShaderiv(v.frag_id,GL_INFO_LOG_LENGTH,&iloglen);
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if (iloglen<0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram( v.id );
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v.id=0;
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ERR_PRINT("NO LOG, WTF");
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} else {
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if (iloglen==0) {
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iloglen = 4096; //buggy driver (Adreno 220+....)
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}
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char *ilogmem = (char*)Memory::alloc_static(iloglen+1);
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ilogmem[iloglen]=0;
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glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
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String err_string=get_shader_name()+": Fragment Program Compilation Failed:\n";
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err_string+=ilogmem;
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err_string=_fix_error_code_line(err_string,fragment_code_start,define_line_ofs);
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ERR_PRINT(err_string.ascii().get_data());
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram( v.id );
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v.id=0;
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}
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ERR_FAIL_V( NULL );
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}
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glAttachShader(v.id,v.frag_id);
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glAttachShader(v.id,v.vert_id);
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// bind attributes before linking
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for (int i=0;i<attribute_pair_count;i++) {
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glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name );
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}
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glLinkProgram(v.id);
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glGetProgramiv(v.id, GL_LINK_STATUS, &status);
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if (status==GL_FALSE) {
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// error linking
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GLsizei iloglen;
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glGetProgramiv(v.id,GL_INFO_LOG_LENGTH,&iloglen);
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if (iloglen<0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram( v.id );
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v.id=0;
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ERR_FAIL_COND_V(iloglen<=0, NULL);
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}
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if (iloglen==0) {
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iloglen = 4096; //buggy driver (Adreno 220+....)
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}
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char *ilogmem = (char*)Memory::alloc_static(iloglen+1);
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ilogmem[iloglen]=0;
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glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
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String err_string=get_shader_name()+": Program LINK FAILED:\n";
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err_string+=ilogmem;
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err_string=_fix_error_code_line(err_string,fragment_code_start,define_line_ofs);
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ERR_PRINT(err_string.ascii().get_data());
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram( v.id );
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v.id=0;
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ERR_FAIL_V(NULL);
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}
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/* UNIFORMS */
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glUseProgram(v.id);
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//print_line("uniforms: ");
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for(int j=0;j<uniform_count;j++) {
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v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]);
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// print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
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}
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// set texture uniforms
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for (int i=0;i<texunit_pair_count;i++) {
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GLint loc = glGetUniformLocation(v.id,texunit_pairs[i].name);
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if (loc>=0)
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glUniform1i(loc,texunit_pairs[i].index);
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}
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if ( cc ) {
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v.custom_uniform_locations.resize(cc->custom_uniforms.size());
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for(int i=0;i<cc->custom_uniforms.size();i++) {
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v.custom_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->custom_uniforms[i]).ascii().get_data());
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}
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}
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glUseProgram(0);
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v.ok=true;
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return &v;
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}
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GLint ShaderGLES2::get_uniform_location(const String& p_name) const {
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ERR_FAIL_COND_V(!version,-1);
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return glGetUniformLocation(version->id,p_name.ascii().get_data());
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}
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void ShaderGLES2::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 char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start) {
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ERR_FAIL_COND(version);
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conditional_version.key=0;
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new_conditional_version.key=0;
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uniform_count=p_uniform_count;
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conditional_count=p_conditional_count;
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conditional_defines=p_conditional_defines;
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uniform_names=p_uniform_names;
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vertex_code=p_vertex_code;
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fragment_code=p_fragment_code;
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texunit_pairs=p_texunit_pairs;
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texunit_pair_count=p_texunit_pair_count;
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vertex_code_start=p_vertex_code_start;
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fragment_code_start=p_fragment_code_start;
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attribute_pairs=p_attribute_pairs;
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attribute_pair_count=p_attribute_count;
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//split vertex and shader code (thank you, retarded shader compiler programmers from you know what company).
|
|
{
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|
String globals_tag="\nVERTEX_SHADER_GLOBALS";
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String code_tag="\nVERTEX_SHADER_CODE";
|
|
String code = vertex_code;
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int cpos = code.find(globals_tag);
|
|
if (cpos==-1) {
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|
vertex_code0=code.ascii();
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|
} else {
|
|
vertex_code0=code.substr(0,cpos).ascii();
|
|
code = code.substr(cpos+globals_tag.length(),code.length());
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cpos = code.find(code_tag);
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if (cpos==-1) {
|
|
vertex_code1=code.ascii();
|
|
} else {
|
|
|
|
vertex_code1=code.substr(0,cpos).ascii();
|
|
vertex_code2=code.substr(cpos+code_tag.length(),code.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
String globals_tag="\nFRAGMENT_SHADER_GLOBALS";
|
|
String code_tag="\nFRAGMENT_SHADER_CODE";
|
|
String light_code_tag="\nLIGHT_SHADER_CODE";
|
|
String code = fragment_code;
|
|
int cpos = code.find(globals_tag);
|
|
if (cpos==-1) {
|
|
fragment_code0=code.ascii();
|
|
} else {
|
|
fragment_code0=code.substr(0,cpos).ascii();
|
|
code = code.substr(cpos+globals_tag.length(),code.length());
|
|
|
|
cpos = code.find(code_tag);
|
|
|
|
if (cpos==-1) {
|
|
fragment_code1=code.ascii();
|
|
} else {
|
|
|
|
fragment_code1=code.substr(0,cpos).ascii();
|
|
String code2 = code.substr(cpos+code_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();
|
|
fragment_code3 = code2.substr(cpos+light_code_tag.length(),code2.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void ShaderGLES2::finish() {
|
|
|
|
const VersionKey *V=NULL;
|
|
while((V=version_map.next(V))) {
|
|
|
|
Version &v=version_map[*V];
|
|
glDeleteShader( v.vert_id );
|
|
glDeleteShader( v.frag_id );
|
|
glDeleteProgram( v.id );
|
|
memdelete_arr( v.uniform_location );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void ShaderGLES2::clear_caches() {
|
|
|
|
const VersionKey *V=NULL;
|
|
while((V=version_map.next(V))) {
|
|
|
|
Version &v=version_map[*V];
|
|
glDeleteShader( v.vert_id );
|
|
glDeleteShader( v.frag_id );
|
|
glDeleteProgram( v.id );
|
|
memdelete_arr( v.uniform_location );
|
|
}
|
|
|
|
version_map.clear();
|
|
|
|
custom_code_map.clear();
|
|
version=NULL;
|
|
last_custom_code=1;
|
|
uniforms_dirty = true;
|
|
|
|
}
|
|
|
|
uint32_t ShaderGLES2::create_custom_shader() {
|
|
|
|
custom_code_map[last_custom_code]=CustomCode();
|
|
custom_code_map[last_custom_code].version=1;
|
|
return last_custom_code++;
|
|
}
|
|
|
|
void ShaderGLES2::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 Vector<StringName>& p_uniforms,const Vector<const char*> &p_custom_defines) {
|
|
|
|
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->custom_uniforms=p_uniforms;
|
|
cc->custom_defines=p_custom_defines;
|
|
cc->version++;
|
|
}
|
|
|
|
void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
|
|
|
|
new_conditional_version.code_version=p_code_id;
|
|
}
|
|
|
|
void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
|
|
|
|
/* if (! custom_code_map.has( p_code_id )) {
|
|
print_line("no code id "+itos(p_code_id));
|
|
} else {
|
|
print_line("freed code id "+itos(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; //bye
|
|
|
|
custom_code_map.erase(p_code_id);
|
|
|
|
}
|
|
|
|
|
|
|
|
ShaderGLES2::ShaderGLES2() {
|
|
version=NULL;
|
|
last_custom_code=1;
|
|
uniforms_dirty = true;
|
|
}
|
|
|
|
|
|
ShaderGLES2::~ShaderGLES2() {
|
|
|
|
finish();
|
|
}
|
|
|
|
|
|
#endif
|