1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
/**************************************************************************/
/*  shader_gles3.h                                                        */
/**************************************************************************/
/*                         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.                 */
/**************************************************************************/

#ifndef SHADER_GLES3_H
#define SHADER_GLES3_H

#include "core/hash_map.h"
#include "core/local_vector.h"
#include "core/map.h"
#include "core/math/camera_matrix.h"
#include "core/safe_refcount.h"
#include "core/self_list.h"
#include "core/variant.h"

#include "platform_config.h"
#ifndef GLES3_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include GLES3_INCLUDE_H<--- No header in #include
#endif

#include <stdio.h>

template <class K>
class ThreadedCallableQueue;
class ShaderCacheGLES3;

class ShaderGLES3 {
protected:
	struct Enum {
		uint64_t mask;
		uint64_t shift;
		const char *defines[16];
	};

	struct EnumValue {
		uint64_t set_mask;
		uint64_t clear_mask;
	};

	struct AttributePair {
		const char *name;
		int index;
	};

	struct UniformPair {
		const char *name;
		Variant::Type type_hint;
	};

	struct TexUnitPair {
		const char *name;
		int index;
	};

	struct UBOPair {
		const char *name;
		int index;
	};

	struct Feedback {
		const char *name;
		int conditional;
	};

	virtual int get_ubershader_flags_uniform() const { return -1; }

private:
	//@TODO Optimize to a fixed set of shader pools and use a LRU
	int uniform_count;
	int texunit_pair_count;
	int conditional_count;
	int ubo_count;
	int feedback_count;
	int vertex_code_start;
	int fragment_code_start;
	int attribute_pair_count;

public:
	enum AsyncMode {
		ASYNC_MODE_VISIBLE,
		ASYNC_MODE_HIDDEN,
	};

private:
	struct CustomCode {
		String vertex;
		String vertex_globals;
		String fragment;
		String fragment_globals;
		String light;
		String uniforms;
		AsyncMode async_mode;
		uint32_t version;
		Vector<StringName> texture_uniforms;
		Vector<CharString> custom_defines;
		Set<uint32_t> versions;
	};

public:
	static ShaderCacheGLES3 *shader_cache;
	static ThreadedCallableQueue<GLuint> *cache_write_queue;

	static ThreadedCallableQueue<GLuint> *compile_queue; // Non-null if using queued asynchronous compilation (via secondary context)
	static bool parallel_compile_supported; // True if using natively supported asyncrhonous compilation

	static bool async_hidden_forbidden;
	static uint32_t *compiles_started_this_frame;
	static uint32_t *max_frame_compiles_in_progress;
	static uint32_t max_simultaneous_compiles;
	static uint32_t active_compiles_count;
#ifdef DEBUG_ENABLED
	static bool log_active_async_compiles_count;
#endif
	static uint64_t current_frame;

	static void advance_async_shaders_compilation();

private:
	union VersionKey {
		static const uint32_t UBERSHADER_FLAG = ((uint32_t)1) << 31;
		struct {
			uint32_t version;
			uint32_t code_version;
		};
		uint64_t key;
		bool operator==(const VersionKey &p_key) const { return key == p_key.key; }
		bool operator<(const VersionKey &p_key) const { return key < p_key.key; }
		VersionKey() {}
		VersionKey(uint64_t p_key) :
				key(p_key) {}
		_FORCE_INLINE_ bool is_subject_to_caching() const { return (version & UBERSHADER_FLAG); }
	};

	struct Version {
		VersionKey version_key;

		// Set by the render thread upfront; the compile thread (for queued async.) reads them
		struct Ids {
			GLuint main;
			GLuint vert;
			GLuint frag;
		} ids;

		ShaderGLES3 *shader;
		uint32_t code_version;

		AsyncMode async_mode;
		GLint *uniform_location;
		Vector<GLint> texture_uniform_locations;
		bool uniforms_ready;
		uint64_t last_frame_processed;

		enum CompileStatus {
			COMPILE_STATUS_PENDING,
			COMPILE_STATUS_SOURCE_PROVIDED,
			COMPILE_STATUS_COMPILING_VERTEX,
			COMPILE_STATUS_COMPILING_FRAGMENT,
			COMPILE_STATUS_COMPILING_VERTEX_AND_FRAGMENT,
			COMPILE_STATUS_PROCESSING_AT_QUEUE,
			COMPILE_STATUS_BINARY_READY,
			COMPILE_STATUS_BINARY_READY_FROM_CACHE,
			COMPILE_STATUS_LINKING,
			COMPILE_STATUS_ERROR,
			COMPILE_STATUS_RESTART_NEEDED,
			COMPILE_STATUS_OK,
		};
		CompileStatus compile_status;
		SelfList<Version> compiling_list;

		struct ProgramBinary {
			String cache_hash;
			enum Source {
				SOURCE_NONE,
				SOURCE_LOCAL, // Binary data will only be available if cache enabled
				SOURCE_QUEUE,
				SOURCE_CACHE,
			} source;
			// Shared with the compile thread (for queued async.); otherwise render thread only
			GLenum format;
			PoolByteArray data;
			SafeNumeric<int> result_from_queue;
		} program_binary;

		Version() :
				version_key(0),
				ids(),
				shader(nullptr),
				code_version(0),
				async_mode(ASYNC_MODE_VISIBLE),
				uniform_location(nullptr),
				uniforms_ready(false),
				last_frame_processed(UINT64_MAX),
				compile_status(COMPILE_STATUS_PENDING),
				compiling_list(this),
				program_binary() {}
	};
	static SelfList<Version>::List versions_compiling;

	Version *version;

	struct VersionKeyHash {
		static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); };
	};

	//this should use a way more cachefriendly version..
	HashMap<VersionKey, Version, VersionKeyHash> version_map;

	HashMap<uint32_t, CustomCode> custom_code_map;
	uint32_t last_custom_code;

	VersionKey conditional_version;
	VersionKey new_conditional_version;

	virtual String get_shader_name() const = 0;

	const char **conditional_defines;
	const char **uniform_names;
	const AttributePair *attribute_pairs;
	const TexUnitPair *texunit_pairs;
	const UBOPair *ubo_pairs;
	const Feedback *feedbacks;
	const char *vertex_code;
	const char *fragment_code;
	CharString fragment_code0;
	CharString fragment_code1;
	CharString fragment_code2;
	CharString fragment_code3;
	CharString fragment_code4;

	CharString vertex_code0;
	CharString vertex_code1;
	CharString vertex_code2;
	CharString vertex_code3;

	Vector<CharString> custom_defines;

	int base_material_tex_index;

	Version *get_current_version(bool &r_async_forbidden);
	// These will run on the shader compile thread if using que compile queue approach to async.
	void _set_source(Version::Ids p_ids, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) const;
	bool _complete_compile(Version::Ids p_ids, bool p_retrievable) const;
	bool _complete_link(Version::Ids p_ids, GLenum *r_program_format = nullptr, PoolByteArray *r_program_binary = nullptr) const;
	// ---
	static void _log_active_compiles();
	static bool _process_program_state(Version *p_version, bool p_async_forbidden);
	void _setup_uniforms(CustomCode *p_cc) const;
	void _dispose_program(Version *p_version);

	static ShaderGLES3 *active;

	int max_image_units;

	_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
		if (p_uniform < 0) {
			return; // do none
		}
		switch (p_value.get_type()) {
			case Variant::BOOL:
			case Variant::INT: {
				int val = p_value;
				glUniform1i(p_uniform, val);
			} break;
			case Variant::REAL: {
				real_t val = p_value;
				glUniform1f(p_uniform, val);
			} break;
			case Variant::COLOR: {
				Color val = p_value;
				glUniform4f(p_uniform, val.r, val.g, val.b, val.a);
			} break;
			case Variant::VECTOR2: {
				Vector2 val = p_value;
				glUniform2f(p_uniform, val.x, val.y);
			} break;
			case Variant::VECTOR3: {
				Vector3 val = p_value;
				glUniform3f(p_uniform, val.x, val.y, val.z);
			} break;
			case Variant::PLANE: {
				Plane val = p_value;
				glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d);
			} break;
			case Variant::QUAT: {
				Quat val = p_value;
				glUniform4f(p_uniform, val.x, val.y, val.z, val.w);
			} break;

			case Variant::TRANSFORM2D: {
				Transform2D tr = p_value;
				GLfloat matrix[16] = { /* build a 16x16 matrix */
					tr.elements[0][0],
					tr.elements[0][1],
					0,
					0,
					tr.elements[1][0],
					tr.elements[1][1],
					0,
					0,
					0,
					0,
					1,
					0,
					tr.elements[2][0],
					tr.elements[2][1],
					0,
					1
				};

				glUniformMatrix4fv(p_uniform, 1, false, matrix);

			} break;
			case Variant::BASIS:
			case Variant::TRANSFORM: {
				Transform tr = p_value;
				GLfloat matrix[16] = { /* build a 16x16 matrix */
					tr.basis.elements[0][0],
					tr.basis.elements[1][0],
					tr.basis.elements[2][0],
					0,
					tr.basis.elements[0][1],
					tr.basis.elements[1][1],
					tr.basis.elements[2][1],
					0,
					tr.basis.elements[0][2],
					tr.basis.elements[1][2],
					tr.basis.elements[2][2],
					0,
					tr.origin.x,
					tr.origin.y,
					tr.origin.z,
					1
				};

				glUniformMatrix4fv(p_uniform, 1, false, matrix);
			} break;
			default: {
				ERR_FAIL();
			} // do nothing
		}
	}

	bool _bind(bool p_binding_fallback);
	bool _bind_ubershader(bool p_for_warmrup = false);

protected:
	_FORCE_INLINE_ int _get_uniform(int p_which) const;
	_FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);

	void 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);

	ShaderGLES3();

public:
	enum {
		CUSTOM_SHADER_DISABLED = 0
	};

	GLint get_uniform_location(const String &p_name) const;
	GLint get_uniform_location(int p_index) const;

	static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; };
	bool bind();
	void unbind();

	void clear_caches();

	uint32_t create_custom_shader();
	void 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);
	void set_custom_shader(uint32_t p_code_id);
	void free_custom_shader(uint32_t p_code_id);
	bool is_custom_code_ready_for_render(uint32_t p_code_id);

	uint32_t get_version() const { return new_conditional_version.version; }
	_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }

	virtual void init() = 0;
	void init_async_compilation();
	bool is_async_compilation_supported();
	void finish();

	void set_base_material_tex_index(int p_idx);

	void add_custom_define(const String &p_define) {
		custom_defines.push_back(p_define.utf8());
	}

	void get_custom_defines(Vector<String> *p_defines) {
		for (int i = 0; i < custom_defines.size(); i++) {
			p_defines->push_back(custom_defines[i].get_data());
		}
	}

	void remove_custom_define(const String &p_define) {
		custom_defines.erase(p_define.utf8());
	}

	virtual ~ShaderGLES3();
};

// called a lot, made inline

int ShaderGLES3::_get_uniform(int p_which) const {
	ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
	ERR_FAIL_COND_V(!version, -1);
	return version->uniform_location[p_which];
}

void ShaderGLES3::_set_conditional(int p_which, bool p_value) {
	ERR_FAIL_INDEX(p_which, conditional_count);
	if (p_value) {
		new_conditional_version.version |= (1 << p_which);
	} else {
		new_conditional_version.version &= ~(1 << p_which);
	}
}

#endif // SHADER_GLES3_H