Predict param2 of facedir nodes and attachment of attached_node nodes
[oweals/minetest.git] / src / shader.cpp
1 /*
2 Minetest
3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013 Kahrl <kahrl@gmx.net>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21 #include "shader.h"
22 #include "irrlichttypes_extrabloated.h"
23 #include "debug.h"
24 #include "main.h" // for g_settings
25 #include "filesys.h"
26 #include "util/container.h"
27 #include "util/thread.h"
28 #include "settings.h"
29 #include <iterator>
30 #include <ICameraSceneNode.h>
31 #include <IGPUProgrammingServices.h>
32 #include <IMaterialRenderer.h>
33 #include <IMaterialRendererServices.h>
34 #include <IShaderConstantSetCallBack.h>
35 #include "EShaderTypes.h"
36 #include "log.h"
37 #include "gamedef.h"
38 #include "strfnd.h" // trim()
39
40 /*
41         A cache from shader name to shader path
42 */
43 MutexedMap<std::string, std::string> g_shadername_to_path_cache;
44
45 /*
46         Gets the path to a shader by first checking if the file
47           name_of_shader/filename
48         exists in shader_path and if not, using the data path.
49
50         If not found, returns "".
51
52         Utilizes a thread-safe cache.
53 */
54 std::string getShaderPath(const std::string &name_of_shader,
55                 const std::string &filename)
56 {
57         std::string combined = name_of_shader + DIR_DELIM + filename;
58         std::string fullpath = "";
59         /*
60                 Check from cache
61         */
62         bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
63         if(incache)
64                 return fullpath;
65
66         /*
67                 Check from shader_path
68         */
69         std::string shader_path = g_settings->get("shader_path");
70         if(shader_path != "")
71         {
72                 std::string testpath = shader_path + DIR_DELIM + combined;
73                 if(fs::PathExists(testpath))
74                         fullpath = testpath;
75         }
76
77         /*
78                 Check from default data directory
79         */
80         if(fullpath == "")
81         {
82                 std::string rel_path = std::string("client") + DIR_DELIM
83                                 + "shaders" + DIR_DELIM
84                                 + name_of_shader + DIR_DELIM
85                                 + filename;
86                 std::string testpath = porting::path_share + DIR_DELIM + rel_path;
87                 if(fs::PathExists(testpath))
88                         fullpath = testpath;
89         }
90
91         // Add to cache (also an empty result is cached)
92         g_shadername_to_path_cache.set(combined, fullpath);
93
94         // Finally return it
95         return fullpath;
96 }
97
98 /*
99         SourceShaderCache: A cache used for storing source shaders.
100 */
101
102 class SourceShaderCache
103 {
104 public:
105         void insert(const std::string &name_of_shader,
106                         const std::string &filename,
107                         const std::string &program,
108                         bool prefer_local)
109         {
110                 std::string combined = name_of_shader + DIR_DELIM + filename;
111                 // Try to use local shader instead if asked to
112                 if(prefer_local){
113                         std::string path = getShaderPath(name_of_shader, filename);
114                         if(path != ""){
115                                 std::string p = readFile(path);
116                                 if(p != ""){
117                                         m_programs[combined] = p;
118                                         return;
119                                 }
120                         }
121                 }
122                 m_programs[combined] = program;
123         }
124         std::string get(const std::string &name_of_shader,
125                         const std::string &filename)
126         {
127                 std::string combined = name_of_shader + DIR_DELIM + filename;
128                 std::map<std::string, std::string>::iterator n;
129                 n = m_programs.find(combined);
130                 if(n != m_programs.end())
131                         return n->second;
132                 return "";
133         }
134         // Primarily fetches from cache, secondarily tries to read from filesystem
135         std::string getOrLoad(const std::string &name_of_shader,
136                         const std::string &filename)
137         {
138                 std::string combined = name_of_shader + DIR_DELIM + filename;
139                 std::map<std::string, std::string>::iterator n;
140                 n = m_programs.find(combined);
141                 if(n != m_programs.end())
142                         return n->second;
143                 std::string path = getShaderPath(name_of_shader, filename);
144                 if(path == ""){
145                         infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
146                                         <<combined<<"\""<<std::endl;
147                         return "";
148                 }
149                 infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
150                                 <<"\""<<std::endl;
151                 std::string p = readFile(path);
152                 if(p != ""){
153                         m_programs[combined] = p;
154                         return p;
155                 }
156                 return "";
157         }
158 private:
159         std::map<std::string, std::string> m_programs;
160         std::string readFile(const std::string &path)
161         {
162                 std::ifstream is(path.c_str(), std::ios::binary);
163                 if(!is.is_open())
164                         return "";
165                 std::ostringstream tmp_os;
166                 tmp_os << is.rdbuf();
167                 return tmp_os.str();
168         }
169 };
170
171 /*
172         ShaderCallback: Sets constants that can be used in shaders
173 */
174
175 class IShaderConstantSetterRegistry
176 {
177 public:
178         virtual ~IShaderConstantSetterRegistry(){};
179         virtual void onSetConstants(video::IMaterialRendererServices *services,
180                         bool is_highlevel, const std::string &name) = 0;
181 };
182
183 class ShaderCallback : public video::IShaderConstantSetCallBack
184 {
185         IShaderConstantSetterRegistry *m_scsr;
186         std::string m_name;
187
188 public:
189         ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
190                 m_scsr(scsr),
191                 m_name(name)
192         {}
193         ~ShaderCallback() {}
194
195         virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
196         {
197                 video::IVideoDriver *driver = services->getVideoDriver();
198                 assert(driver);
199
200                 bool is_highlevel = userData;
201
202                 m_scsr->onSetConstants(services, is_highlevel, m_name);
203         }
204 };
205
206 /*
207         MainShaderConstantSetter: Set basic constants required for almost everything
208 */
209
210 class MainShaderConstantSetter : public IShaderConstantSetter
211 {
212 public:
213         MainShaderConstantSetter(IrrlichtDevice *device):
214                 m_device(device)
215         {}
216         ~MainShaderConstantSetter() {}
217
218         virtual void onSetConstants(video::IMaterialRendererServices *services,
219                         bool is_highlevel)
220         {
221                 video::IVideoDriver *driver = services->getVideoDriver();
222                 assert(driver);
223
224                 // set inverted world matrix
225                 core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
226                 invWorld.makeInverse();
227                 if(is_highlevel)
228                         services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
229                 else
230                         services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
231
232                 // set clip matrix
233                 core::matrix4 worldViewProj;
234                 worldViewProj = driver->getTransform(video::ETS_PROJECTION);
235                 worldViewProj *= driver->getTransform(video::ETS_VIEW);
236                 worldViewProj *= driver->getTransform(video::ETS_WORLD);
237                 if(is_highlevel)
238                         services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
239                 else
240                         services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
241
242                 // set transposed world matrix
243                 core::matrix4 world = driver->getTransform(video::ETS_WORLD);
244                 world = world.getTransposed();
245                 if(is_highlevel)
246                         services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
247                 else
248                         services->setVertexShaderConstant(world.pointer(), 8, 4);
249         }
250
251 private:
252         IrrlichtDevice *m_device;
253 };
254
255 /*
256         ShaderSource
257 */
258
259 class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
260 {
261 public:
262         ShaderSource(IrrlichtDevice *device);
263         ~ShaderSource();
264
265         /*
266                 Gets a shader material id from cache or
267                 - if main thread, from getShaderIdDirect
268                 - if other thread, adds to request queue and waits for main thread
269         */
270         u32 getShaderId(const std::string &name);
271
272         /*
273                 - If shader material specified by name is found from cache,
274                   return the cached id.
275                 - Otherwise generate the shader material, add to cache and return id.
276
277                 The id 0 points to a null shader. Its material is EMT_SOLID.
278         */
279         u32 getShaderIdDirect(const std::string &name);
280
281         // Finds out the name of a cached shader.
282         std::string getShaderName(u32 id);
283
284         /*
285                 If shader specified by the name pointed by the id doesn't
286                 exist, create it, then return the cached shader.
287
288                 Can be called from any thread. If called from some other thread
289                 and not found in cache, the call is queued to the main thread
290                 for processing.
291         */
292         ShaderInfo getShader(u32 id);
293
294         ShaderInfo getShader(const std::string &name)
295         {
296                 return getShader(getShaderId(name));
297         }
298
299         // Processes queued shader requests from other threads.
300         // Shall be called from the main thread.
301         void processQueue();
302
303         // Insert a shader program into the cache without touching the
304         // filesystem. Shall be called from the main thread.
305         void insertSourceShader(const std::string &name_of_shader,
306                 const std::string &filename, const std::string &program);
307
308         // Rebuild shaders from the current set of source shaders
309         // Shall be called from the main thread.
310         void rebuildShaders();
311
312         void addGlobalConstantSetter(IShaderConstantSetter *setter)
313         {
314                 m_global_setters.push_back(setter);
315         }
316
317         void onSetConstants(video::IMaterialRendererServices *services,
318                         bool is_highlevel, const std::string &name);
319
320 private:
321
322         // The id of the thread that is allowed to use irrlicht directly
323         threadid_t m_main_thread;
324         // The irrlicht device
325         IrrlichtDevice *m_device;
326         // The set-constants callback
327         ShaderCallback *m_shader_callback;
328
329         // Cache of source shaders
330         // This should be only accessed from the main thread
331         SourceShaderCache m_sourcecache;
332
333         // A shader id is index in this array.
334         // The first position contains a dummy shader.
335         std::vector<ShaderInfo> m_shaderinfo_cache;
336         // Maps a shader name to an index in the former.
337         std::map<std::string, u32> m_name_to_id;
338         // The two former containers are behind this mutex
339         JMutex m_shaderinfo_cache_mutex;
340
341         // Queued shader fetches (to be processed by the main thread)
342         RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
343
344         // Global constant setters
345         // TODO: Delete these in the destructor
346         std::vector<IShaderConstantSetter*> m_global_setters;
347 };
348
349 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
350 {
351         return new ShaderSource(device);
352 }
353
354 /*
355         Generate shader given the shader name.
356 */
357 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
358                 video::IShaderConstantSetCallBack *callback,
359                 SourceShaderCache *sourcecache);
360
361 /*
362         Load shader programs
363 */
364 void load_shaders(std::string name, SourceShaderCache *sourcecache,
365                 video::E_DRIVER_TYPE drivertype, s32 enable_shaders,
366                 std::string &vertex_program, std::string &pixel_program,
367                 std::string &geometry_program, bool &is_highlevel);
368
369 ShaderSource::ShaderSource(IrrlichtDevice *device):
370                 m_device(device)
371 {
372         assert(m_device);
373
374         m_shader_callback = new ShaderCallback(this, "default");
375
376         m_shaderinfo_cache_mutex.Init();
377
378         m_main_thread = get_current_thread_id();
379
380         // Add a dummy ShaderInfo as the first index, named ""
381         m_shaderinfo_cache.push_back(ShaderInfo());
382         m_name_to_id[""] = 0;
383
384         // Add main global constant setter
385         addGlobalConstantSetter(new MainShaderConstantSetter(device));
386 }
387
388 ShaderSource::~ShaderSource()
389 {
390         //m_shader_callback->drop();
391
392         for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
393                         iter != m_global_setters.end(); iter++) {
394                 delete *iter;
395         }
396         m_global_setters.clear();
397 }
398
399 u32 ShaderSource::getShaderId(const std::string &name)
400 {
401         //infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
402
403         {
404                 /*
405                         See if shader already exists
406                 */
407                 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
408                 std::map<std::string, u32>::iterator n;
409                 n = m_name_to_id.find(name);
410                 if(n != m_name_to_id.end())
411                         return n->second;
412         }
413
414         /*
415                 Get shader
416         */
417         if(get_current_thread_id() == m_main_thread){
418                 return getShaderIdDirect(name);
419         } else {
420                 infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
421
422                 // We're gonna ask the result to be put into here
423                 ResultQueue<std::string, u32, u8, u8> result_queue;
424
425                 // Throw a request in
426                 m_get_shader_queue.add(name, 0, 0, &result_queue);
427
428                 infostream<<"Waiting for shader from main thread, name=\""
429                                 <<name<<"\""<<std::endl;
430
431                 try{
432                         // Wait result for a second
433                         GetResult<std::string, u32, u8, u8>
434                                         result = result_queue.pop_front(1000);
435
436                         // Check that at least something worked OK
437                         assert(result.key == name);
438
439                         return result.item;
440                 }
441                 catch(ItemNotFoundException &e){
442                         infostream<<"Waiting for shader timed out."<<std::endl;
443                         return 0;
444                 }
445         }
446
447         infostream<<"getShaderId(): Failed"<<std::endl;
448
449         return 0;
450 }
451
452 /*
453         This method generates all the shaders
454 */
455 u32 ShaderSource::getShaderIdDirect(const std::string &name)
456 {
457         //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
458
459         // Empty name means shader 0
460         if(name == ""){
461                 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
462                 return 0;
463         }
464
465         /*
466                 Calling only allowed from main thread
467         */
468         if(get_current_thread_id() != m_main_thread){
469                 errorstream<<"ShaderSource::getShaderIdDirect() "
470                                 "called not from main thread"<<std::endl;
471                 return 0;
472         }
473
474         /*
475                 See if shader already exists
476         */
477         {
478                 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
479
480                 std::map<std::string, u32>::iterator n;
481                 n = m_name_to_id.find(name);
482                 if(n != m_name_to_id.end()){
483                         /*infostream<<"getShaderIdDirect(): \""<<name
484                                         <<"\" found in cache"<<std::endl;*/
485                         return n->second;
486                 }
487         }
488
489         /*infostream<<"getShaderIdDirect(): \""<<name
490                         <<"\" NOT found in cache. Creating it."<<std::endl;*/
491
492         ShaderInfo info = generate_shader(name, m_device,
493                         m_shader_callback, &m_sourcecache);
494
495         /*
496                 Add shader to caches (add dummy shaders too)
497         */
498
499         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
500
501         u32 id = m_shaderinfo_cache.size();
502         m_shaderinfo_cache.push_back(info);
503         m_name_to_id[name] = id;
504
505         /*infostream<<"getShaderIdDirect(): "
506                         <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
507
508         return id;
509 }
510
511 std::string ShaderSource::getShaderName(u32 id)
512 {
513         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
514
515         if(id >= m_shaderinfo_cache.size()){
516                 errorstream<<"ShaderSource::getShaderName(): id="<<id
517                                 <<" >= m_shaderinfo_cache.size()="
518                                 <<m_shaderinfo_cache.size()<<std::endl;
519                 return "";
520         }
521
522         return m_shaderinfo_cache[id].name;
523 }
524
525 ShaderInfo ShaderSource::getShader(u32 id)
526 {
527         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
528
529         if(id >= m_shaderinfo_cache.size())
530                 return ShaderInfo();
531
532         return m_shaderinfo_cache[id];
533 }
534
535 void ShaderSource::processQueue()
536 {
537         /*
538                 Fetch shaders
539         */
540         if(!m_get_shader_queue.empty()){
541                 GetRequest<std::string, u32, u8, u8>
542                                 request = m_get_shader_queue.pop();
543
544                 /*infostream<<"ShaderSource::processQueue(): "
545                                 <<"got shader request with "
546                                 <<"name=\""<<request.key<<"\""
547                                 <<std::endl;*/
548
549                 GetResult<std::string, u32, u8, u8>
550                                 result;
551                 result.key = request.key;
552                 result.callers = request.callers;
553                 result.item = getShaderIdDirect(request.key);
554
555                 request.dest->push_back(result);
556         }
557 }
558
559 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
560                 const std::string &filename, const std::string &program)
561 {
562         /*infostream<<"ShaderSource::insertSourceShader(): "
563                         "name_of_shader=\""<<name_of_shader<<"\", "
564                         "filename=\""<<filename<<"\""<<std::endl;*/
565
566         assert(get_current_thread_id() == m_main_thread);
567
568         m_sourcecache.insert(name_of_shader, filename, program, true);
569 }
570
571 void ShaderSource::rebuildShaders()
572 {
573         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
574
575         /*// Oh well... just clear everything, they'll load sometime.
576         m_shaderinfo_cache.clear();
577         m_name_to_id.clear();*/
578
579         /*
580                 FIXME: Old shader materials can't be deleted in Irrlicht,
581                 or can they?
582                 (This would be nice to do in the destructor too)
583         */
584
585         // Recreate shaders
586         for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
587                 ShaderInfo *info = &m_shaderinfo_cache[i];
588                 *info = generate_shader(info->name, m_device,
589                                 m_shader_callback, &m_sourcecache);
590         }
591 }
592
593 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
594                 bool is_highlevel, const std::string &name)
595 {
596         for(u32 i=0; i<m_global_setters.size(); i++){
597                 IShaderConstantSetter *setter = m_global_setters[i];
598                 setter->onSetConstants(services, is_highlevel);
599         }
600 }
601  
602 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
603                 video::IShaderConstantSetCallBack *callback,
604                 SourceShaderCache *sourcecache)
605 {
606         /*infostream<<"generate_shader(): "
607                         "\""<<name<<"\""<<std::endl;*/
608
609         ShaderInfo shaderinfo;
610         shaderinfo.name = name;
611         shaderinfo.material = video::EMT_SOLID;
612
613         /*
614                 Get the base material
615         */
616         std::string base_material_name =
617                 trim(sourcecache->getOrLoad(name, "base.txt"));
618         for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
619                 if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
620                         shaderinfo.material = (video::E_MATERIAL_TYPE) i;
621                         break;
622                 }
623         }
624
625         // 0 = off, 1 = assembly shaders only, 2 = highlevel or assembly
626         s32 enable_shaders = g_settings->getS32("enable_shaders");
627         if(enable_shaders <= 0)
628                 return shaderinfo;
629
630         video::IVideoDriver* driver = device->getVideoDriver();
631         assert(driver);
632
633         video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
634         if(!gpu){
635                 errorstream<<"generate_shader(): "
636                                 "failed to generate \""<<name<<"\", "
637                                 "GPU programming not supported."
638                                 <<std::endl;
639                 return shaderinfo;
640         }
641
642         // Choose shader language depending on driver type and settings
643         // Then load shaders
644         std::string vertex_program;
645         std::string pixel_program;
646         std::string geometry_program;
647         bool is_highlevel;
648         load_shaders(name, sourcecache, driver->getDriverType(),
649                         enable_shaders, vertex_program, pixel_program,
650                         geometry_program, is_highlevel);
651
652         // Check hardware/driver support
653         if(vertex_program != "" &&
654                         !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
655                         !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
656                 infostream<<"generate_shader(): vertex shaders disabled "
657                                 "because of missing driver/hardware support."
658                                 <<std::endl;
659                 vertex_program = "";
660         }
661         if(pixel_program != "" &&
662                         !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
663                         !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
664                 infostream<<"generate_shader(): pixel shaders disabled "
665                                 "because of missing driver/hardware support."
666                                 <<std::endl;
667                 pixel_program = "";
668         }
669         if(geometry_program != "" &&
670                         !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
671                 infostream<<"generate_shader(): geometry shaders disabled "
672                                 "because of missing driver/hardware support."
673                                 <<std::endl;
674                 geometry_program = "";
675         }
676
677         // If no shaders are used, don't make a separate material type
678         if(vertex_program == "" && pixel_program == "" && geometry_program == "")
679                 return shaderinfo;
680
681         // Call addHighLevelShaderMaterial() or addShaderMaterial()
682         const c8* vertex_program_ptr = 0;
683         const c8* pixel_program_ptr = 0;
684         const c8* geometry_program_ptr = 0;
685         if(vertex_program != "")
686                 vertex_program_ptr = vertex_program.c_str();
687         if(pixel_program != "")
688                 pixel_program_ptr = pixel_program.c_str();
689         if(geometry_program != "")
690                 geometry_program_ptr = geometry_program.c_str();
691         s32 shadermat = -1;
692         if(is_highlevel){
693                 infostream<<"Compiling high level shaders for "<<name<<std::endl;
694                 shadermat = gpu->addHighLevelShaderMaterial(
695                         vertex_program_ptr,   // Vertex shader program
696                         "vertexMain",         // Vertex shader entry point
697                         video::EVST_VS_1_1,   // Vertex shader version
698                         pixel_program_ptr,    // Pixel shader program
699                         "pixelMain",          // Pixel shader entry point
700                         video::EPST_PS_1_1,   // Pixel shader version
701                         geometry_program_ptr, // Geometry shader program
702                         "geometryMain",       // Geometry shader entry point
703                         video::EGST_GS_4_0,   // Geometry shader version
704                         scene::EPT_TRIANGLES,      // Geometry shader input
705                         scene::EPT_TRIANGLE_STRIP, // Geometry shader output
706                         0,                         // Support maximum number of vertices
707                         callback,             // Set-constant callback
708                         shaderinfo.material,  // Base material
709                         1                     // Userdata passed to callback
710                         );
711
712                 if(shadermat == -1){
713                         errorstream<<"generate_shader(): "
714                                         "failed to generate \""<<name<<"\", "
715                                         "addHighLevelShaderMaterial failed."
716                                         <<std::endl;
717                         return shaderinfo;
718                 }
719         }
720         else{
721                 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
722                 shadermat = gpu->addShaderMaterial(
723                         vertex_program_ptr,   // Vertex shader program
724                         pixel_program_ptr,    // Pixel shader program
725                         callback,             // Set-constant callback
726                         shaderinfo.material,  // Base material
727                         0                     // Userdata passed to callback
728                         );
729
730                 if(shadermat == -1){
731                         errorstream<<"generate_shader(): "
732                                         "failed to generate \""<<name<<"\", "
733                                         "addShaderMaterial failed."
734                                         <<std::endl;
735                         return shaderinfo;
736                 }
737         }
738
739         // HACK, TODO: investigate this better
740         // Grab the material renderer once more so minetest doesn't crash on exit
741         driver->getMaterialRenderer(shadermat)->grab();
742
743         // Apply the newly created material type
744         shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
745         return shaderinfo;
746 }
747
748 void load_shaders(std::string name, SourceShaderCache *sourcecache,
749                 video::E_DRIVER_TYPE drivertype, s32 enable_shaders,
750                 std::string &vertex_program, std::string &pixel_program,
751                 std::string &geometry_program, bool &is_highlevel)
752 {
753         vertex_program = "";
754         pixel_program = "";
755         geometry_program = "";
756         is_highlevel = false;
757
758         if(enable_shaders >= 2){
759                 // Look for high level shaders
760                 if(drivertype == video::EDT_DIRECT3D9){
761                         // Direct3D 9: HLSL
762                         // (All shaders in one file)
763                         vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
764                         pixel_program = vertex_program;
765                         geometry_program = vertex_program;
766                 }
767                 else if(drivertype == video::EDT_OPENGL){
768                         // OpenGL: GLSL
769                         vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
770                         pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
771                         geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
772                 }
773                 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
774                         is_highlevel = true;
775                         return;
776                 }
777         }
778
779         if(enable_shaders >= 1){
780                 // Look for assembly shaders
781                 if(drivertype == video::EDT_DIRECT3D8){
782                         // Direct3D 8 assembly shaders
783                         vertex_program = sourcecache->getOrLoad(name, "d3d8_vertex.asm");
784                         pixel_program = sourcecache->getOrLoad(name, "d3d8_pixel.asm");
785                 }
786                 else if(drivertype == video::EDT_DIRECT3D9){
787                         // Direct3D 9 assembly shaders
788                         vertex_program = sourcecache->getOrLoad(name, "d3d9_vertex.asm");
789                         pixel_program = sourcecache->getOrLoad(name, "d3d9_pixel.asm");
790                 }
791                 else if(drivertype == video::EDT_OPENGL){
792                         // OpenGL assembly shaders
793                         vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.asm");
794                         pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.asm");
795                 }
796                 if(vertex_program != "" || pixel_program != "")
797                         return;
798         }
799 }