shader_gles3.cpp 28 KB

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  1. /**************************************************************************/
  2. /* shader_gles3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shader_gles3.h"
  31. #ifdef GLES3_ENABLED
  32. #include "core/io/dir_access.h"
  33. #include "core/io/file_access.h"
  34. #include "drivers/gles3/rasterizer_gles3.h"
  35. #include "drivers/gles3/storage/config.h"
  36. static String _mkid(const String &p_id) {
  37. String id = "m_" + p_id.replace("__", "_dus_");
  38. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  39. }
  40. void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
  41. Vector<String> lines = String(p_code).split("\n");
  42. String text;
  43. for (int i = 0; i < lines.size(); i++) {
  44. const String &l = lines[i];
  45. bool push_chunk = false;
  46. StageTemplate::Chunk chunk;
  47. if (l.begins_with("#GLOBALS")) {
  48. switch (p_stage_type) {
  49. case STAGE_TYPE_VERTEX:
  50. chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
  51. break;
  52. case STAGE_TYPE_FRAGMENT:
  53. chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
  54. break;
  55. default: {
  56. }
  57. }
  58. push_chunk = true;
  59. } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
  60. chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
  61. push_chunk = true;
  62. } else if (l.begins_with("#CODE")) {
  63. chunk.type = StageTemplate::Chunk::TYPE_CODE;
  64. push_chunk = true;
  65. chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
  66. } else {
  67. text += l + "\n";
  68. }
  69. if (push_chunk) {
  70. if (text != String()) {
  71. StageTemplate::Chunk text_chunk;
  72. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  73. text_chunk.text = text.utf8();
  74. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  75. text = String();
  76. }
  77. stage_templates[p_stage_type].chunks.push_back(chunk);
  78. }
  79. if (text != String()) {
  80. StageTemplate::Chunk text_chunk;
  81. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  82. text_chunk.text = text.utf8();
  83. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  84. text = String();
  85. }
  86. }
  87. }
  88. void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
  89. name = p_name;
  90. if (p_vertex_code) {
  91. _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
  92. }
  93. if (p_fragment_code) {
  94. _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
  95. }
  96. uniform_names = p_uniform_names;
  97. uniform_count = p_uniform_count;
  98. ubo_pairs = p_ubos;
  99. ubo_count = p_ubo_count;
  100. texunit_pairs = p_tex_units;
  101. texunit_pair_count = p_texture_count;
  102. specializations = p_specializations;
  103. specialization_count = p_specialization_count;
  104. specialization_default_mask = 0;
  105. for (int i = 0; i < specialization_count; i++) {
  106. if (specializations[i].default_value) {
  107. specialization_default_mask |= (uint64_t(1) << uint64_t(i));
  108. }
  109. }
  110. variant_defines = p_variants;
  111. variant_count = p_variant_count;
  112. feedbacks = p_feedback;
  113. feedback_count = p_feedback_count;
  114. StringBuilder tohash;
  115. /*
  116. tohash.append("[SpirvCacheKey]");
  117. tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
  118. tohash.append("[BinaryCacheKey]");
  119. tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
  120. */
  121. tohash.append("[Vertex]");
  122. tohash.append(p_vertex_code ? p_vertex_code : "");
  123. tohash.append("[Fragment]");
  124. tohash.append(p_fragment_code ? p_fragment_code : "");
  125. tohash.append("[gl_implementation]");
  126. const String &vendor = String::utf8((const char *)glGetString(GL_VENDOR));
  127. tohash.append(vendor.is_empty() ? "unknown" : vendor);
  128. const String &renderer = String::utf8((const char *)glGetString(GL_RENDERER));
  129. tohash.append(renderer.is_empty() ? "unknown" : renderer);
  130. const String &version = String::utf8((const char *)glGetString(GL_VERSION));
  131. tohash.append(version.is_empty() ? "unknown" : version);
  132. base_sha256 = tohash.as_string().sha256_text();
  133. }
  134. RID ShaderGLES3::version_create() {
  135. //initialize() was never called
  136. ERR_FAIL_COND_V(variant_count == 0, RID());
  137. Version version;
  138. return version_owner.make_rid(version);
  139. }
  140. void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, StageType p_stage_type, uint64_t p_specialization) {
  141. if (RasterizerGLES3::is_gles_over_gl()) {
  142. builder.append("#version 330\n");
  143. builder.append("#define USE_GLES_OVER_GL\n");
  144. } else {
  145. builder.append("#version 300 es\n");
  146. }
  147. if (GLES3::Config::get_singleton()->polyfill_half2float) {
  148. builder.append("#define USE_HALF2FLOAT\n");
  149. }
  150. for (int i = 0; i < specialization_count; i++) {
  151. if (p_specialization & (uint64_t(1) << uint64_t(i))) {
  152. builder.append("#define " + String(specializations[i].name) + "\n");
  153. }
  154. }
  155. if (p_version->uniforms.size()) {
  156. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  157. }
  158. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  159. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  160. }
  161. builder.append("\n"); //make sure defines begin at newline
  162. builder.append(general_defines.get_data());
  163. builder.append(variant_defines[p_variant]);
  164. builder.append("\n");
  165. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  166. builder.append(p_version->custom_defines[j].get_data());
  167. }
  168. builder.append("\n"); //make sure defines begin at newline
  169. // Optional support for external textures.
  170. if (GLES3::Config::get_singleton()->external_texture_supported) {
  171. builder.append("#extension GL_OES_EGL_image_external : enable\n");
  172. builder.append("#extension GL_OES_EGL_image_external_essl3 : enable\n");
  173. } else {
  174. builder.append("#define samplerExternalOES sampler2D\n");
  175. }
  176. // Insert multiview extension loading, because it needs to appear before
  177. // any non-preprocessor code (like the "precision highp..." lines below).
  178. builder.append("#ifdef USE_MULTIVIEW\n");
  179. builder.append("#if defined(GL_OVR_multiview2)\n");
  180. builder.append("#extension GL_OVR_multiview2 : require\n");
  181. builder.append("#elif defined(GL_OVR_multiview)\n");
  182. builder.append("#extension GL_OVR_multiview : require\n");
  183. builder.append("#endif\n");
  184. if (p_stage_type == StageType::STAGE_TYPE_VERTEX) {
  185. builder.append("layout(num_views=2) in;\n");
  186. }
  187. builder.append("#define ViewIndex gl_ViewID_OVR\n");
  188. builder.append("#define MAX_VIEWS 2\n");
  189. builder.append("#else\n");
  190. builder.append("#define ViewIndex uint(0)\n");
  191. builder.append("#define MAX_VIEWS 1\n");
  192. builder.append("#endif\n");
  193. // Default to highp precision unless specified otherwise.
  194. builder.append("precision highp float;\n");
  195. builder.append("precision highp int;\n");
  196. if (!RasterizerGLES3::is_gles_over_gl()) {
  197. builder.append("precision highp sampler2D;\n");
  198. builder.append("precision highp samplerCube;\n");
  199. builder.append("precision highp sampler2DArray;\n");
  200. builder.append("precision highp sampler3D;\n");
  201. }
  202. const StageTemplate &stage_template = stage_templates[p_stage_type];
  203. for (uint32_t i = 0; i < stage_template.chunks.size(); i++) {
  204. const StageTemplate::Chunk &chunk = stage_template.chunks[i];
  205. switch (chunk.type) {
  206. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  207. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  208. } break;
  209. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  210. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  211. } break;
  212. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  213. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  214. } break;
  215. case StageTemplate::Chunk::TYPE_CODE: {
  216. if (p_version->code_sections.has(chunk.code)) {
  217. builder.append(p_version->code_sections[chunk.code].get_data());
  218. }
  219. } break;
  220. case StageTemplate::Chunk::TYPE_TEXT: {
  221. builder.append(chunk.text.get_data());
  222. } break;
  223. }
  224. }
  225. }
  226. static void _display_error_with_code(const String &p_error, const String &p_code) {
  227. int line = 1;
  228. Vector<String> lines = p_code.split("\n");
  229. for (int j = 0; j < lines.size(); j++) {
  230. print_line(itos(line) + ": " + lines[j]);
  231. line++;
  232. }
  233. ERR_PRINT(p_error);
  234. }
  235. void ShaderGLES3::_get_uniform_locations(Version::Specialization &spec, Version *p_version) {
  236. glUseProgram(spec.id);
  237. spec.uniform_location.resize(uniform_count);
  238. for (int i = 0; i < uniform_count; i++) {
  239. spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
  240. }
  241. for (int i = 0; i < texunit_pair_count; i++) {
  242. GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
  243. if (loc >= 0) {
  244. if (texunit_pairs[i].index < 0) {
  245. glUniform1i(loc, max_image_units + texunit_pairs[i].index);
  246. } else {
  247. glUniform1i(loc, texunit_pairs[i].index);
  248. }
  249. }
  250. }
  251. for (int i = 0; i < ubo_count; i++) {
  252. GLint loc = glGetUniformBlockIndex(spec.id, ubo_pairs[i].name);
  253. if (loc >= 0) {
  254. glUniformBlockBinding(spec.id, loc, ubo_pairs[i].index);
  255. }
  256. }
  257. // textures
  258. int texture_index = 0;
  259. for (uint32_t i = 0; i < p_version->texture_uniforms.size(); i++) {
  260. String native_uniform_name = _mkid(p_version->texture_uniforms[i].name);
  261. GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
  262. Vector<int32_t> texture_uniform_bindings;
  263. int texture_count = p_version->texture_uniforms[i].array_size;
  264. for (int j = 0; j < texture_count; j++) {
  265. texture_uniform_bindings.append(texture_index + base_texture_index);
  266. texture_index++;
  267. }
  268. glUniform1iv(location, texture_uniform_bindings.size(), texture_uniform_bindings.ptr());
  269. }
  270. glUseProgram(0);
  271. }
  272. void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) {
  273. spec.id = glCreateProgram();
  274. spec.ok = false;
  275. GLint status;
  276. //vertex stage
  277. {
  278. StringBuilder builder;
  279. _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_VERTEX, p_specialization);
  280. spec.vert_id = glCreateShader(GL_VERTEX_SHADER);
  281. String builder_string = builder.as_string();
  282. CharString cs = builder_string.utf8();
  283. const char *cstr = cs.ptr();
  284. glShaderSource(spec.vert_id, 1, &cstr, nullptr);
  285. glCompileShader(spec.vert_id);
  286. glGetShaderiv(spec.vert_id, GL_COMPILE_STATUS, &status);
  287. if (status == GL_FALSE) {
  288. GLsizei iloglen;
  289. glGetShaderiv(spec.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
  290. if (iloglen < 0) {
  291. glDeleteShader(spec.vert_id);
  292. glDeleteProgram(spec.id);
  293. spec.id = 0;
  294. ERR_PRINT("No OpenGL vertex shader compiler log.");
  295. } else {
  296. if (iloglen == 0) {
  297. iloglen = 4096; // buggy driver (Adreno 220+)
  298. }
  299. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  300. memset(ilogmem, 0, iloglen + 1);
  301. glGetShaderInfoLog(spec.vert_id, iloglen, &iloglen, ilogmem);
  302. String err_string = name + ": Vertex shader compilation failed:\n";
  303. err_string += ilogmem;
  304. _display_error_with_code(err_string, builder_string);
  305. Memory::free_static(ilogmem);
  306. glDeleteShader(spec.vert_id);
  307. glDeleteProgram(spec.id);
  308. spec.id = 0;
  309. }
  310. ERR_FAIL();
  311. }
  312. }
  313. //fragment stage
  314. {
  315. StringBuilder builder;
  316. _build_variant_code(builder, p_variant, p_version, STAGE_TYPE_FRAGMENT, p_specialization);
  317. spec.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  318. String builder_string = builder.as_string();
  319. CharString cs = builder_string.utf8();
  320. const char *cstr = cs.ptr();
  321. glShaderSource(spec.frag_id, 1, &cstr, nullptr);
  322. glCompileShader(spec.frag_id);
  323. glGetShaderiv(spec.frag_id, GL_COMPILE_STATUS, &status);
  324. if (status == GL_FALSE) {
  325. GLsizei iloglen;
  326. glGetShaderiv(spec.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
  327. if (iloglen < 0) {
  328. glDeleteShader(spec.frag_id);
  329. glDeleteProgram(spec.id);
  330. spec.id = 0;
  331. ERR_PRINT("No OpenGL fragment shader compiler log.");
  332. } else {
  333. if (iloglen == 0) {
  334. iloglen = 4096; // buggy driver (Adreno 220+)
  335. }
  336. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  337. memset(ilogmem, 0, iloglen + 1);
  338. glGetShaderInfoLog(spec.frag_id, iloglen, &iloglen, ilogmem);
  339. String err_string = name + ": Fragment shader compilation failed:\n";
  340. err_string += ilogmem;
  341. _display_error_with_code(err_string, builder_string);
  342. Memory::free_static(ilogmem);
  343. glDeleteShader(spec.frag_id);
  344. glDeleteProgram(spec.id);
  345. spec.id = 0;
  346. }
  347. ERR_FAIL();
  348. }
  349. }
  350. glAttachShader(spec.id, spec.frag_id);
  351. glAttachShader(spec.id, spec.vert_id);
  352. // If feedback exists, set it up.
  353. if (feedback_count) {
  354. Vector<const char *> feedback;
  355. for (int i = 0; i < feedback_count; i++) {
  356. if (feedbacks[i].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
  357. // Specialization for this feedback is enabled
  358. feedback.push_back(feedbacks[i].name);
  359. }
  360. }
  361. if (feedback.size()) {
  362. glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
  363. }
  364. }
  365. glLinkProgram(spec.id);
  366. glGetProgramiv(spec.id, GL_LINK_STATUS, &status);
  367. if (status == GL_FALSE) {
  368. GLsizei iloglen;
  369. glGetProgramiv(spec.id, GL_INFO_LOG_LENGTH, &iloglen);
  370. if (iloglen < 0) {
  371. glDeleteShader(spec.frag_id);
  372. glDeleteShader(spec.vert_id);
  373. glDeleteProgram(spec.id);
  374. spec.id = 0;
  375. ERR_PRINT("No OpenGL program link log. Something is wrong.");
  376. ERR_FAIL();
  377. }
  378. if (iloglen == 0) {
  379. iloglen = 4096; // buggy driver (Adreno 220+)
  380. }
  381. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  382. ilogmem[iloglen] = '\0';
  383. glGetProgramInfoLog(spec.id, iloglen, &iloglen, ilogmem);
  384. String err_string = name + ": Program linking failed:\n";
  385. err_string += ilogmem;
  386. _display_error_with_code(err_string, String());
  387. Memory::free_static(ilogmem);
  388. glDeleteShader(spec.frag_id);
  389. glDeleteShader(spec.vert_id);
  390. glDeleteProgram(spec.id);
  391. spec.id = 0;
  392. ERR_FAIL();
  393. }
  394. _get_uniform_locations(spec, p_version);
  395. spec.ok = true;
  396. }
  397. RS::ShaderNativeSourceCode ShaderGLES3::version_get_native_source_code(RID p_version) {
  398. Version *version = version_owner.get_or_null(p_version);
  399. RS::ShaderNativeSourceCode source_code;
  400. ERR_FAIL_NULL_V(version, source_code);
  401. source_code.versions.resize(variant_count);
  402. for (int i = 0; i < source_code.versions.size(); i++) {
  403. //vertex stage
  404. {
  405. StringBuilder builder;
  406. _build_variant_code(builder, i, version, STAGE_TYPE_VERTEX, specialization_default_mask);
  407. RS::ShaderNativeSourceCode::Version::Stage stage;
  408. stage.name = "vertex";
  409. stage.code = builder.as_string();
  410. source_code.versions.write[i].stages.push_back(stage);
  411. }
  412. //fragment stage
  413. {
  414. StringBuilder builder;
  415. _build_variant_code(builder, i, version, STAGE_TYPE_FRAGMENT, specialization_default_mask);
  416. RS::ShaderNativeSourceCode::Version::Stage stage;
  417. stage.name = "fragment";
  418. stage.code = builder.as_string();
  419. source_code.versions.write[i].stages.push_back(stage);
  420. }
  421. }
  422. return source_code;
  423. }
  424. String ShaderGLES3::_version_get_sha1(Version *p_version) const {
  425. StringBuilder hash_build;
  426. hash_build.append("[uniforms]");
  427. hash_build.append(p_version->uniforms.get_data());
  428. hash_build.append("[vertex_globals]");
  429. hash_build.append(p_version->vertex_globals.get_data());
  430. hash_build.append("[fragment_globals]");
  431. hash_build.append(p_version->fragment_globals.get_data());
  432. Vector<StringName> code_sections;
  433. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  434. code_sections.push_back(E.key);
  435. }
  436. code_sections.sort_custom<StringName::AlphCompare>();
  437. for (int i = 0; i < code_sections.size(); i++) {
  438. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  439. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  440. }
  441. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  442. hash_build.append("[custom_defines:" + itos(i) + "]");
  443. hash_build.append(p_version->custom_defines[i].get_data());
  444. }
  445. if (RasterizerGLES3::is_gles_over_gl()) {
  446. hash_build.append("[gl]");
  447. } else {
  448. hash_build.append("[gles]");
  449. }
  450. return hash_build.as_string().sha1_text();
  451. }
  452. #ifndef WEB_ENABLED // not supported in webgl
  453. static const char *shader_file_header = "GLSC";
  454. static const uint32_t cache_file_version = 3;
  455. #endif
  456. bool ShaderGLES3::_load_from_cache(Version *p_version) {
  457. #ifdef WEB_ENABLED // not supported in webgl
  458. return false;
  459. #else
  460. #if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
  461. if (RasterizerGLES3::is_gles_over_gl() && (glProgramBinary == nullptr)) { // ARB_get_program_binary extension not available.
  462. return false;
  463. }
  464. #endif
  465. String sha1 = _version_get_sha1(p_version);
  466. String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
  467. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  468. if (f.is_null()) {
  469. return false;
  470. }
  471. char header[5] = {};
  472. f->get_buffer((uint8_t *)header, 4);
  473. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  474. uint32_t file_version = f->get_32();
  475. if (file_version != cache_file_version) {
  476. return false; // wrong version
  477. }
  478. int cache_variant_count = static_cast<int>(f->get_32());
  479. ERR_FAIL_COND_V_MSG(cache_variant_count != variant_count, false, "shader cache variant count mismatch, expected " + itos(variant_count) + " got " + itos(cache_variant_count)); //should not happen but check
  480. LocalVector<OAHashMap<uint64_t, Version::Specialization>> variants;
  481. for (int i = 0; i < cache_variant_count; i++) {
  482. uint32_t cache_specialization_count = f->get_32();
  483. OAHashMap<uint64_t, Version::Specialization> variant;
  484. for (uint32_t j = 0; j < cache_specialization_count; j++) {
  485. uint64_t specialization_key = f->get_64();
  486. uint32_t variant_size = f->get_32();
  487. if (variant_size == 0) {
  488. continue;
  489. }
  490. uint32_t variant_format = f->get_32();
  491. Vector<uint8_t> variant_bytes;
  492. variant_bytes.resize(variant_size);
  493. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  494. ERR_FAIL_COND_V(br != variant_size, false);
  495. Version::Specialization specialization;
  496. specialization.id = glCreateProgram();
  497. if (feedback_count) {
  498. Vector<const char *> feedback;
  499. for (int feedback_index = 0; feedback_index < feedback_count; feedback_index++) {
  500. if (feedbacks[feedback_index].specialization == 0 || (feedbacks[feedback_index].specialization & specialization_key)) {
  501. // Specialization for this feedback is enabled.
  502. feedback.push_back(feedbacks[feedback_index].name);
  503. }
  504. }
  505. if (!feedback.is_empty()) {
  506. glTransformFeedbackVaryings(specialization.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
  507. }
  508. }
  509. glProgramBinary(specialization.id, variant_format, variant_bytes.ptr(), variant_bytes.size());
  510. GLint link_status = 0;
  511. glGetProgramiv(specialization.id, GL_LINK_STATUS, &link_status);
  512. if (link_status != GL_TRUE) {
  513. WARN_PRINT_ONCE("Failed to load cached shader, recompiling.");
  514. return false;
  515. }
  516. _get_uniform_locations(specialization, p_version);
  517. specialization.ok = true;
  518. variant.insert(specialization_key, specialization);
  519. }
  520. variants.push_back(variant);
  521. }
  522. p_version->variants = variants;
  523. return true;
  524. #endif // WEB_ENABLED
  525. }
  526. void ShaderGLES3::_save_to_cache(Version *p_version) {
  527. #ifdef WEB_ENABLED // not supported in webgl
  528. return;
  529. #else
  530. ERR_FAIL_COND(!shader_cache_dir_valid);
  531. #if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
  532. if (RasterizerGLES3::is_gles_over_gl() && (glGetProgramBinary == nullptr)) { // ARB_get_program_binary extension not available.
  533. return;
  534. }
  535. #endif
  536. String sha1 = _version_get_sha1(p_version);
  537. String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
  538. Error error;
  539. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE, &error);
  540. ERR_FAIL_COND(f.is_null());
  541. f->store_buffer((const uint8_t *)shader_file_header, 4);
  542. f->store_32(cache_file_version);
  543. f->store_32(variant_count);
  544. for (int i = 0; i < variant_count; i++) {
  545. int cache_specialization_count = p_version->variants[i].get_num_elements();
  546. f->store_32(cache_specialization_count);
  547. for (OAHashMap<uint64_t, ShaderGLES3::Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
  548. const uint64_t specialization_key = *it.key;
  549. f->store_64(specialization_key);
  550. const Version::Specialization *specialization = it.value;
  551. if (specialization == nullptr) {
  552. f->store_32(0);
  553. continue;
  554. }
  555. GLint program_size = 0;
  556. glGetProgramiv(specialization->id, GL_PROGRAM_BINARY_LENGTH, &program_size);
  557. if (program_size == 0) {
  558. f->store_32(0);
  559. continue;
  560. }
  561. PackedByteArray compiled_program;
  562. compiled_program.resize(program_size);
  563. GLenum binary_format = 0;
  564. glGetProgramBinary(specialization->id, program_size, nullptr, &binary_format, compiled_program.ptrw());
  565. if (program_size != compiled_program.size()) {
  566. f->store_32(0);
  567. continue;
  568. }
  569. f->store_32(program_size);
  570. f->store_32(binary_format);
  571. f->store_buffer(compiled_program.ptr(), compiled_program.size());
  572. }
  573. }
  574. #endif // WEB_ENABLED
  575. }
  576. void ShaderGLES3::_clear_version(Version *p_version) {
  577. // Variants not compiled yet, just return
  578. if (p_version->variants.size() == 0) {
  579. return;
  580. }
  581. for (int i = 0; i < variant_count; i++) {
  582. for (OAHashMap<uint64_t, Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
  583. if (it.value->id != 0) {
  584. glDeleteShader(it.value->vert_id);
  585. glDeleteShader(it.value->frag_id);
  586. glDeleteProgram(it.value->id);
  587. }
  588. }
  589. }
  590. p_version->variants.clear();
  591. }
  592. void ShaderGLES3::_initialize_version(Version *p_version) {
  593. ERR_FAIL_COND(p_version->variants.size() > 0);
  594. bool use_cache = shader_cache_dir_valid && !(feedback_count > 0 && GLES3::Config::get_singleton()->disable_transform_feedback_shader_cache);
  595. if (use_cache && _load_from_cache(p_version)) {
  596. return;
  597. }
  598. p_version->variants.reserve(variant_count);
  599. for (int i = 0; i < variant_count; i++) {
  600. OAHashMap<uint64_t, Version::Specialization> variant;
  601. p_version->variants.push_back(variant);
  602. Version::Specialization spec;
  603. _compile_specialization(spec, i, p_version, specialization_default_mask);
  604. p_version->variants[i].insert(specialization_default_mask, spec);
  605. }
  606. if (use_cache) {
  607. _save_to_cache(p_version);
  608. }
  609. }
  610. void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize) {
  611. Version *version = version_owner.get_or_null(p_version);
  612. ERR_FAIL_NULL(version);
  613. _clear_version(version); //clear if existing
  614. version->vertex_globals = p_vertex_globals.utf8();
  615. version->fragment_globals = p_fragment_globals.utf8();
  616. version->uniforms = p_uniforms.utf8();
  617. version->code_sections.clear();
  618. version->texture_uniforms = p_texture_uniforms;
  619. for (const KeyValue<String, String> &E : p_code) {
  620. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  621. }
  622. version->custom_defines.clear();
  623. for (int i = 0; i < p_custom_defines.size(); i++) {
  624. version->custom_defines.push_back(p_custom_defines[i].utf8());
  625. }
  626. if (p_initialize) {
  627. _initialize_version(version);
  628. }
  629. }
  630. bool ShaderGLES3::version_is_valid(RID p_version) {
  631. Version *version = version_owner.get_or_null(p_version);
  632. return version != nullptr;
  633. }
  634. bool ShaderGLES3::version_free(RID p_version) {
  635. if (version_owner.owns(p_version)) {
  636. Version *version = version_owner.get_or_null(p_version);
  637. _clear_version(version);
  638. version_owner.free(p_version);
  639. } else {
  640. return false;
  641. }
  642. return true;
  643. }
  644. bool ShaderGLES3::shader_cache_cleanup_on_start = false;
  645. ShaderGLES3::ShaderGLES3() {
  646. }
  647. void ShaderGLES3::initialize(const String &p_general_defines, int p_base_texture_index) {
  648. general_defines = p_general_defines.utf8();
  649. base_texture_index = p_base_texture_index;
  650. _init();
  651. if (shader_cache_dir != String()) {
  652. StringBuilder hash_build;
  653. hash_build.append("[base_hash]");
  654. hash_build.append(base_sha256);
  655. hash_build.append("[general_defines]");
  656. hash_build.append(general_defines.get_data());
  657. for (int i = 0; i < variant_count; i++) {
  658. hash_build.append("[variant_defines:" + itos(i) + "]");
  659. hash_build.append(variant_defines[i]);
  660. }
  661. base_sha256 = hash_build.as_string().sha256_text();
  662. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  663. ERR_FAIL_COND(d.is_null());
  664. if (d->change_dir(name) != OK) {
  665. Error err = d->make_dir(name);
  666. ERR_FAIL_COND(err != OK);
  667. d->change_dir(name);
  668. }
  669. //erase other versions?
  670. if (shader_cache_cleanup_on_start) {
  671. }
  672. //
  673. if (d->change_dir(base_sha256) != OK) {
  674. Error err = d->make_dir(base_sha256);
  675. ERR_FAIL_COND(err != OK);
  676. }
  677. shader_cache_dir_valid = true;
  678. print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
  679. }
  680. GLES3::Config *config = GLES3::Config::get_singleton();
  681. ERR_FAIL_NULL(config);
  682. max_image_units = config->max_texture_image_units;
  683. }
  684. void ShaderGLES3::set_shader_cache_dir(const String &p_dir) {
  685. shader_cache_dir = p_dir;
  686. }
  687. void ShaderGLES3::set_shader_cache_save_compressed(bool p_enable) {
  688. shader_cache_save_compressed = p_enable;
  689. }
  690. void ShaderGLES3::set_shader_cache_save_compressed_zstd(bool p_enable) {
  691. shader_cache_save_compressed_zstd = p_enable;
  692. }
  693. void ShaderGLES3::set_shader_cache_save_debug(bool p_enable) {
  694. shader_cache_save_debug = p_enable;
  695. }
  696. String ShaderGLES3::shader_cache_dir;
  697. bool ShaderGLES3::shader_cache_save_compressed = true;
  698. bool ShaderGLES3::shader_cache_save_compressed_zstd = true;
  699. bool ShaderGLES3::shader_cache_save_debug = true;
  700. ShaderGLES3::~ShaderGLES3() {
  701. List<RID> remaining;
  702. version_owner.get_owned_list(&remaining);
  703. if (remaining.size()) {
  704. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  705. while (remaining.size()) {
  706. version_free(remaining.front()->get());
  707. remaining.pop_front();
  708. }
  709. }
  710. }
  711. #endif