virtualx-engine/drivers/gles2/shader_gles2.cpp
Marcin Zawiejski bd5ff205b2 Revert "Batch GLES2 draw calls"
This reverts commit f55039b194.

The GLES2 batching seems to require more testing and tweaking in order
to actually make the performance better on Android devices. It's been
proved with #21184 that the current implementation has it's drawbacks
therefore I suggest reverting the commit for now.
2018-08-20 02:10:14 +02:00

1111 lines
29 KiB
C++

/*************************************************************************/
/* shader_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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_gles2.h"
#include "memory.h"
#include "print_string.h"
#include "string_builder.h"
#include "rasterizer_gles2.h"
#include "rasterizer_storage_gles2.h"
// #define DEBUG_OPENGL
// #include "shaders/copy.glsl.gen.h"
#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
ShaderGLES2 *ShaderGLES2::active = NULL;
// #define DEBUG_SHADER
#ifdef DEBUG_SHADER
#define DEBUG_PRINT(m_text) print_line(m_text);
#else
#define DEBUG_PRINT(m_text)
#endif
void ShaderGLES2::bind_uniforms() {
if (!uniforms_dirty)
return;
// regular uniforms
const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
while (E) {
int idx = E->key();
int location = version->uniform_location[idx];
if (location < 0) {
E = E->next();
continue;
}
Variant v;
v = E->value();
_set_uniform_variant(location, v);
E = E->next();
}
// camera uniforms
const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
while (C) {
int idx = E->key();
int location = version->uniform_location[idx];
if (location < 0) {
C = C->next();
continue;
}
glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0]));
C = C->next();
}
uniforms_dirty = false;
}
GLint ShaderGLES2::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_index];
}
bool ShaderGLES2::bind() {
if (active != this || !version || new_conditional_version.key != conditional_version.key) {
conditional_version = new_conditional_version;
version = get_current_version();
} else {
return false;
}
ERR_FAIL_COND_V(!version, false);
glUseProgram(version->id);
// find out uniform names and locations
int count;
glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count);
version->uniform_names.resize(count);
for (int i = 0; i < count; i++) {
GLchar uniform_name[1024];
int len = 0;
GLint size = 0;
GLenum type;
glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name);
uniform_name[len] = '\0';
String name = String((const char *)uniform_name);
version->uniform_names.write[i] = name;
}
bind_uniforms();
DEBUG_TEST_ERROR("use program");
active = this;
uniforms_dirty = true;
return true;
}
void ShaderGLES2::unbind() {
version = NULL;
glUseProgram(0);
uniforms_dirty = true;
active = NULL;
}
static String _fix_error_code_line(const String &p_error, int p_code_start, int p_offset) {
int last_find_pos = -1;
// NVIDIA
String error = p_error;
while ((last_find_pos = p_error.find("(", last_find_pos + 1)) != -1) {
int end_pos = last_find_pos + 1;
while (true) {
if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
end_pos++;
continue;
} else if (p_error[end_pos] == ')') {
break;
} else {
end_pos = -1;
break;
}
}
if (end_pos == -1)
continue;
String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
String begin = error.substr(0, last_find_pos + 1);
String end = error.substr(end_pos, error.length());
int num = numstr.to_int() + p_code_start - p_offset;
error = begin + itos(num) + end;
}
// ATI
last_find_pos = -1;
while ((last_find_pos = p_error.find("ERROR: ", last_find_pos + 1)) != -1) {
last_find_pos += 6;
int end_pos = last_find_pos + 1;
while (true) {
if (p_error[end_pos] >= '0' && p_error[end_pos] <= '9') {
end_pos++;
continue;
} else if (p_error[end_pos] == ':') {
break;
} else {
end_pos = -1;
break;
}
}
continue;
if (end_pos == -1)
continue;
String numstr = error.substr(last_find_pos + 1, (end_pos - last_find_pos) - 1);
print_line("numstr: " + numstr);
String begin = error.substr(0, last_find_pos + 1);
String end = error.substr(end_pos, error.length());
int num = numstr.to_int() + p_code_start - p_offset;
error = begin + itos(num) + end;
}
return error;
}
ShaderGLES2::Version *ShaderGLES2::get_current_version() {
Version *_v = version_map.getptr(conditional_version);
if (_v) {
if (conditional_version.code_version != 0) {
CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, _v);
if (cc->version == _v->code_version)
return _v;
} else {
return _v;
}
}
if (!_v)
version_map[conditional_version] = Version();
Version &v = version_map[conditional_version];
if (!_v) {
v.uniform_location = memnew_arr(GLint, uniform_count);
} else {
if (v.ok) {
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
v.id = 0;
}
}
v.ok = false;
Vector<const char *> strings;
#ifdef GLES_OVER_GL
strings.push_back("#version 120\n");
strings.push_back("#define USE_GLES_OVER_GL\n");
#else
strings.push_back("#version 100\n");
#endif
int define_line_ofs = 1;
for (int j = 0; j < conditional_count; j++) {
bool enable = (conditional_version.version & (1 << j)) > 0;
if (enable) {
strings.push_back(conditional_defines[j]);
define_line_ofs++;
DEBUG_PRINT(conditional_defines[j]);
}
}
// keep them around during the functino
CharString code_string;
CharString code_string2;
CharString code_globals;
CustomCode *cc = NULL;
if (conditional_version.code_version > 0) {
cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, NULL);
v.code_version = cc->version;
define_line_ofs += 2;
}
// program
v.id = glCreateProgram();
ERR_FAIL_COND_V(v.id == 0, NULL);
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings.push_back(cc->custom_defines.write[i]);
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
}
}
// vertex shader
int string_base_size = strings.size();
strings.push_back(vertex_code0.get_data());
if (cc) {
code_globals = cc->vertex_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(vertex_code1.get_data());
if (cc) {
code_string = cc->vertex.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(vertex_code2.get_data());
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
#endif
v.vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
glCompileShader(v.vert_id);
GLint status;
glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
err_string += ilogmem;
err_string = _fix_error_code_line(err_string, vertex_code_start, define_line_ofs);
ERR_PRINTS(err_string);
Memory::free_static(ilogmem);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
strings.resize(string_base_size);
// fragment shader
strings.push_back(fragment_code0.get_data());
if (cc) {
code_globals = cc->fragment_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(fragment_code1.get_data());
if (cc) {
code_string = cc->fragment.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string2 = cc->light.ascii();
strings.push_back(code_string2.get_data());
}
strings.push_back(fragment_code3.get_data());
#ifdef DEBUG_SHADER
if (cc) {
DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
}
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
#endif
v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
glCompileShader(v.frag_id);
glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
err_string += ilogmem;
err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
ERR_PRINTS(err_string);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
glAttachShader(v.id, v.frag_id);
glAttachShader(v.id, v.vert_id);
// bind the attribute locations. This has to be done before linking so that the
// linker doesn't assign some random indices
for (int i = 0; i < attribute_pair_count; i++) {
glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
}
glLinkProgram(v.id);
glGetProgramiv(v.id, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL program link log. What the frick?");
ERR_FAIL_V(NULL);
}
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Program linking failed:\n";
err_string += ilogmem;
err_string = _fix_error_code_line(err_string, fragment_code_start, define_line_ofs);
ERR_PRINTS(err_string);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_FAIL_V(NULL);
}
// get uniform locations
glUseProgram(v.id);
for (int i = 0; i < uniform_count; i++) {
v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
}
for (int i = 0; i < texunit_pair_count; i++) {
GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
if (loc >= 0) {
if (texunit_pairs[i].index < 0) {
glUniform1i(loc, max_image_units + texunit_pairs[i].index);
} else {
glUniform1i(loc, texunit_pairs[i].index);
}
}
}
if (cc) {
// uniforms
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
StringName native_uniform_name = "m_" + cc->custom_uniforms[i];
GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
}
// textures
for (int i = 0; i < cc->texture_uniforms.size(); i++) {
StringName native_uniform_name = "m_" + cc->texture_uniforms[i];
GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
}
}
glUseProgram(0);
v.ok = true;
return &v;
}
GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
ERR_FAIL_COND_V(!version, -1);
return glGetUniformLocation(version->id, p_name.ascii().get_data());
}
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) {
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;
{
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = vertex_code;
int cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + globals_tag.length(), code.length());
cpos = code.find(code_tag);
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();
}
}
}
}
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
}
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<StringName> &p_texture_uniforms,
const Vector<CharString> &p_custom_defines) {
CustomCode *cc = custom_code_map.getptr(p_code_id);
ERR_FAIL_COND(!cc);
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->texture_uniforms = p_texture_uniforms;
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) {
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
if (conditional_version.code_version == p_code_id)
conditional_version.code_version = 0;
custom_code_map.erase(p_code_id);
}
void ShaderGLES2::use_material(void *p_material) {
RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
if (!material) {
return;
}
if (!material->shader) {
return;
}
Version *v = version_map.getptr(conditional_version);
CustomCode *cc = NULL;
if (v) {
cc = custom_code_map.getptr(v->code_version);
}
// bind uniforms
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0)
continue; // this is a texture, doesn't go here
Map<StringName, Variant>::Element *V = material->params.find(E->key());
Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
value.first = E->get().type;
value.second = E->get().default_value;
if (V) {
value.second = Vector<ShaderLanguage::ConstantNode::Value>();
value.second.resize(E->get().default_value.size());
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
if (value.second.size() < 1)
value.second.resize(1);
value.second.write[0].boolean = V->get();
} break;
case ShaderLanguage::TYPE_BVEC2: {
if (value.second.size() < 2)
value.second.resize(2);
int flags = V->get();
value.second.write[0].boolean = flags & 1;
value.second.write[1].boolean = flags & 2;
} break;
case ShaderLanguage::TYPE_BVEC3: {
if (value.second.size() < 3)
value.second.resize(3);
int flags = V->get();
value.second.write[0].boolean = flags & 1;
value.second.write[1].boolean = flags & 2;
value.second.write[2].boolean = flags & 4;
} break;
case ShaderLanguage::TYPE_BVEC4: {
if (value.second.size() < 4)
value.second.resize(4);
int flags = V->get();
value.second.write[0].boolean = flags & 1;
value.second.write[1].boolean = flags & 2;
value.second.write[2].boolean = flags & 4;
value.second.write[3].boolean = flags & 8;
} break;
case ShaderLanguage::TYPE_INT: {
if (value.second.size() < 1)
value.second.resize(1);
int val = V->get();
value.second.write[0].sint = val;
} break;
case ShaderLanguage::TYPE_IVEC2: {
if (value.second.size() < 2)
value.second.resize(2);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].sint = val[i];
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
if (value.second.size() < 3)
value.second.resize(3);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].sint = val[i];
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
if (value.second.size() < 4)
value.second.resize(4);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].sint = val[i];
}
} break;
case ShaderLanguage::TYPE_UINT: {
if (value.second.size() < 1)
value.second.resize(1);
uint32_t val = V->get();
value.second.write[0].uint = val;
} break;
case ShaderLanguage::TYPE_UVEC2: {
if (value.second.size() < 2)
value.second.resize(2);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].uint = val[i];
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
if (value.second.size() < 3)
value.second.resize(3);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].uint = val[i];
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
if (value.second.size() < 4)
value.second.resize(4);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].uint = val[i];
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
if (value.second.size() < 1)
value.second.resize(1);
value.second.write[0].real = V->get();
} break;
case ShaderLanguage::TYPE_VEC2: {
if (value.second.size() < 2)
value.second.resize(2);
Vector2 val = V->get();
value.second.write[0].real = val.x;
value.second.write[1].real = val.y;
} break;
case ShaderLanguage::TYPE_VEC3: {
if (value.second.size() < 3)
value.second.resize(3);
Vector3 val = V->get();
value.second.write[0].real = val.x;
value.second.write[1].real = val.y;
value.second.write[2].real = val.z;
} break;
case ShaderLanguage::TYPE_VEC4: {
if (value.second.size() < 4)
value.second.resize(4);
if (V->get().get_type() == Variant::PLANE) {
Plane val = V->get();
value.second.write[0].real = val.normal.x;
value.second.write[1].real = val.normal.y;
value.second.write[2].real = val.normal.z;
value.second.write[3].real = val.d;
} else {
Color val = V->get();
value.second.write[0].real = val.r;
value.second.write[1].real = val.g;
value.second.write[2].real = val.b;
value.second.write[3].real = val.a;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
Transform2D val = V->get();
if (value.second.size() < 4) {
value.second.resize(4);
}
value.second.write[0].real = val.elements[0][0];
value.second.write[1].real = val.elements[0][1];
value.second.write[2].real = val.elements[1][0];
value.second.write[3].real = val.elements[1][1];
} break;
case ShaderLanguage::TYPE_MAT3: {
Basis val = V->get();
if (value.second.size() < 9) {
value.second.resize(9);
}
value.second.write[0].real = val.elements[0][0];
value.second.write[1].real = val.elements[0][1];
value.second.write[2].real = val.elements[0][2];
value.second.write[3].real = val.elements[1][0];
value.second.write[4].real = val.elements[1][1];
value.second.write[5].real = val.elements[1][2];
value.second.write[6].real = val.elements[2][0];
value.second.write[7].real = val.elements[2][1];
value.second.write[8].real = val.elements[2][2];
} break;
case ShaderLanguage::TYPE_MAT4: {
Transform val = V->get();
if (value.second.size() < 16) {
value.second.resize(16);
}
value.second.write[0].real = val.basis.elements[0][0];
value.second.write[1].real = val.basis.elements[0][1];
value.second.write[2].real = val.basis.elements[0][2];
value.second.write[3].real = 0;
value.second.write[4].real = val.basis.elements[1][0];
value.second.write[5].real = val.basis.elements[1][1];
value.second.write[6].real = val.basis.elements[1][2];
value.second.write[7].real = 0;
value.second.write[8].real = val.basis.elements[2][0];
value.second.write[9].real = val.basis.elements[2][1];
value.second.write[10].real = val.basis.elements[2][2];
value.second.write[11].real = 0;
value.second.write[12].real = val.origin[0];
value.second.write[13].real = val.origin[1];
value.second.write[14].real = val.origin[2];
value.second.write[15].real = 1;
} break;
case ShaderLanguage::TYPE_SAMPLER2D: {
} break;
case ShaderLanguage::TYPE_ISAMPLER2D: {
} break;
case ShaderLanguage::TYPE_USAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
} break;
}
} else {
if (value.second.size() == 0) {
// No default value set... weird, let's just use zero for everything
size_t default_arg_size = 1;
bool is_float = false;
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL:
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT: {
default_arg_size = 1;
} break;
case ShaderLanguage::TYPE_FLOAT: {
default_arg_size = 1;
is_float = true;
} break;
case ShaderLanguage::TYPE_BVEC2:
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2: {
default_arg_size = 2;
} break;
case ShaderLanguage::TYPE_VEC2: {
default_arg_size = 2;
is_float = true;
} break;
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3: {
default_arg_size = 3;
} break;
case ShaderLanguage::TYPE_VEC3: {
default_arg_size = 3;
is_float = true;
} break;
case ShaderLanguage::TYPE_BVEC4:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4: {
default_arg_size = 4;
} break;
case ShaderLanguage::TYPE_VEC4: {
default_arg_size = 4;
is_float = true;
} break;
default: {
// TODO matricies and all that stuff
default_arg_size = 1;
} break;
}
value.second.resize(default_arg_size);
for (int i = 0; i < default_arg_size; i++) {
if (is_float) {
value.second.write[i].real = 0.0;
} else {
value.second.write[i].uint = 0;
}
}
}
}
// GLint location = get_uniform_location(E->key());
GLint location;
if (v->custom_uniform_locations.has(E->key())) {
location = v->custom_uniform_locations[E->key()];
} else {
int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map?
if (idx < 0) {
location = -1;
} else {
location = v->uniform_location[idx];
}
}
_set_uniform_value(location, value);
}
// bind textures
int tc = material->textures.size();
Pair<StringName, RID> *textures = material->textures.ptrw();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
value.first = ShaderLanguage::TYPE_INT;
value.second.resize(1);
value.second.write[0].sint = i;
// GLint location = get_uniform_location(textures[i].first);
// if (location < 0) {
// location = material->shader->uniform_locations[textures[i].first];
// }
GLint location = -1;
if (v->custom_uniform_locations.has(textures[i].first)) {
location = v->custom_uniform_locations[textures[i].first];
} else {
location = get_uniform_location(textures[i].first);
}
_set_uniform_value(location, value);
}
}
void ShaderGLES2::set_base_material_tex_index(int p_idx) {
}
ShaderGLES2::ShaderGLES2() {
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
}
ShaderGLES2::~ShaderGLES2() {
finish();
}