Make saplings only grow on dirt or grass, make jungle tree trunks only replace air
[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 General Public License as published by
8 the Free Software Foundation; either version 2 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 General Public License for more details.
15
16 You should have received a copy of the GNU 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
393 u32 ShaderSource::getShaderId(const std::string &name)
394 {
395         //infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
396
397         {
398                 /*
399                         See if shader already exists
400                 */
401                 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
402                 std::map<std::string, u32>::iterator n;
403                 n = m_name_to_id.find(name);
404                 if(n != m_name_to_id.end())
405                         return n->second;
406         }
407
408         /*
409                 Get shader
410         */
411         if(get_current_thread_id() == m_main_thread){
412                 return getShaderIdDirect(name);
413         } else {
414                 infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
415
416                 // We're gonna ask the result to be put into here
417                 ResultQueue<std::string, u32, u8, u8> result_queue;
418
419                 // Throw a request in
420                 m_get_shader_queue.add(name, 0, 0, &result_queue);
421
422                 infostream<<"Waiting for shader from main thread, name=\""
423                                 <<name<<"\""<<std::endl;
424
425                 try{
426                         // Wait result for a second
427                         GetResult<std::string, u32, u8, u8>
428                                         result = result_queue.pop_front(1000);
429
430                         // Check that at least something worked OK
431                         assert(result.key == name);
432
433                         return result.item;
434                 }
435                 catch(ItemNotFoundException &e){
436                         infostream<<"Waiting for shader timed out."<<std::endl;
437                         return 0;
438                 }
439         }
440
441         infostream<<"getShaderId(): Failed"<<std::endl;
442
443         return 0;
444 }
445
446 /*
447         This method generates all the shaders
448 */
449 u32 ShaderSource::getShaderIdDirect(const std::string &name)
450 {
451         //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
452
453         // Empty name means shader 0
454         if(name == ""){
455                 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
456                 return 0;
457         }
458
459         /*
460                 Calling only allowed from main thread
461         */
462         if(get_current_thread_id() != m_main_thread){
463                 errorstream<<"ShaderSource::getShaderIdDirect() "
464                                 "called not from main thread"<<std::endl;
465                 return 0;
466         }
467
468         /*
469                 See if shader already exists
470         */
471         {
472                 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
473
474                 std::map<std::string, u32>::iterator n;
475                 n = m_name_to_id.find(name);
476                 if(n != m_name_to_id.end()){
477                         /*infostream<<"getShaderIdDirect(): \""<<name
478                                         <<"\" found in cache"<<std::endl;*/
479                         return n->second;
480                 }
481         }
482
483         /*infostream<<"getShaderIdDirect(): \""<<name
484                         <<"\" NOT found in cache. Creating it."<<std::endl;*/
485
486         ShaderInfo info = generate_shader(name, m_device,
487                         m_shader_callback, &m_sourcecache);
488
489         /*
490                 Add shader to caches (add dummy shaders too)
491         */
492
493         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
494
495         u32 id = m_shaderinfo_cache.size();
496         m_shaderinfo_cache.push_back(info);
497         m_name_to_id[name] = id;
498
499         /*infostream<<"getShaderIdDirect(): "
500                         <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
501
502         return id;
503 }
504
505 std::string ShaderSource::getShaderName(u32 id)
506 {
507         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
508
509         if(id >= m_shaderinfo_cache.size()){
510                 errorstream<<"ShaderSource::getShaderName(): id="<<id
511                                 <<" >= m_shaderinfo_cache.size()="
512                                 <<m_shaderinfo_cache.size()<<std::endl;
513                 return "";
514         }
515
516         return m_shaderinfo_cache[id].name;
517 }
518
519 ShaderInfo ShaderSource::getShader(u32 id)
520 {
521         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
522
523         if(id >= m_shaderinfo_cache.size())
524                 return ShaderInfo();
525
526         return m_shaderinfo_cache[id];
527 }
528
529 void ShaderSource::processQueue()
530 {
531         /*
532                 Fetch shaders
533         */
534         if(!m_get_shader_queue.empty()){
535                 GetRequest<std::string, u32, u8, u8>
536                                 request = m_get_shader_queue.pop();
537
538                 /*infostream<<"ShaderSource::processQueue(): "
539                                 <<"got shader request with "
540                                 <<"name=\""<<request.key<<"\""
541                                 <<std::endl;*/
542
543                 GetResult<std::string, u32, u8, u8>
544                                 result;
545                 result.key = request.key;
546                 result.callers = request.callers;
547                 result.item = getShaderIdDirect(request.key);
548
549                 request.dest->push_back(result);
550         }
551 }
552
553 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
554                 const std::string &filename, const std::string &program)
555 {
556         /*infostream<<"ShaderSource::insertSourceShader(): "
557                         "name_of_shader=\""<<name_of_shader<<"\", "
558                         "filename=\""<<filename<<"\""<<std::endl;*/
559
560         assert(get_current_thread_id() == m_main_thread);
561
562         m_sourcecache.insert(name_of_shader, filename, program, true);
563 }
564
565 void ShaderSource::rebuildShaders()
566 {
567         JMutexAutoLock lock(m_shaderinfo_cache_mutex);
568
569         /*// Oh well... just clear everything, they'll load sometime.
570         m_shaderinfo_cache.clear();
571         m_name_to_id.clear();*/
572
573         /*
574                 FIXME: Old shader materials can't be deleted in Irrlicht,
575                 or can they?
576                 (This would be nice to do in the destructor too)
577         */
578
579         // Recreate shaders
580         for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
581                 ShaderInfo *info = &m_shaderinfo_cache[i];
582                 *info = generate_shader(info->name, m_device,
583                                 m_shader_callback, &m_sourcecache);
584         }
585 }
586
587 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
588                 bool is_highlevel, const std::string &name)
589 {
590         for(u32 i=0; i<m_global_setters.size(); i++){
591                 IShaderConstantSetter *setter = m_global_setters[i];
592                 setter->onSetConstants(services, is_highlevel);
593         }
594 }
595  
596 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
597                 video::IShaderConstantSetCallBack *callback,
598                 SourceShaderCache *sourcecache)
599 {
600         /*infostream<<"generate_shader(): "
601                         "\""<<name<<"\""<<std::endl;*/
602
603         ShaderInfo shaderinfo;
604         shaderinfo.name = name;
605         shaderinfo.material = video::EMT_SOLID;
606
607         /*
608                 Get the base material
609         */
610         std::string base_material_name =
611                 trim(sourcecache->getOrLoad(name, "base.txt"));
612         for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
613                 if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
614                         shaderinfo.material = (video::E_MATERIAL_TYPE) i;
615                         break;
616                 }
617         }
618
619         // 0 = off, 1 = assembly shaders only, 2 = highlevel or assembly
620         s32 enable_shaders = g_settings->getS32("enable_shaders");
621         if(enable_shaders <= 0)
622                 return shaderinfo;
623
624         video::IVideoDriver* driver = device->getVideoDriver();
625         assert(driver);
626
627         video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
628         if(!gpu){
629                 errorstream<<"generate_shader(): "
630                                 "failed to generate \""<<name<<"\", "
631                                 "GPU programming not supported."
632                                 <<std::endl;
633                 return shaderinfo;
634         }
635
636         // Choose shader language depending on driver type and settings
637         // Then load shaders
638         std::string vertex_program;
639         std::string pixel_program;
640         std::string geometry_program;
641         bool is_highlevel;
642         load_shaders(name, sourcecache, driver->getDriverType(),
643                         enable_shaders, vertex_program, pixel_program,
644                         geometry_program, is_highlevel);
645
646         // Check hardware/driver support
647         if(vertex_program != "" &&
648                         !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
649                         !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
650                 infostream<<"generate_shader(): vertex shaders disabled "
651                                 "because of missing driver/hardware support."
652                                 <<std::endl;
653                 vertex_program = "";
654         }
655         if(pixel_program != "" &&
656                         !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
657                         !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
658                 infostream<<"generate_shader(): pixel shaders disabled "
659                                 "because of missing driver/hardware support."
660                                 <<std::endl;
661                 pixel_program = "";
662         }
663         if(geometry_program != "" &&
664                         !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
665                 infostream<<"generate_shader(): geometry shaders disabled "
666                                 "because of missing driver/hardware support."
667                                 <<std::endl;
668                 geometry_program = "";
669         }
670
671         // If no shaders are used, don't make a separate material type
672         if(vertex_program == "" && pixel_program == "" && geometry_program == "")
673                 return shaderinfo;
674
675         // Call addHighLevelShaderMaterial() or addShaderMaterial()
676         const c8* vertex_program_ptr = 0;
677         const c8* pixel_program_ptr = 0;
678         const c8* geometry_program_ptr = 0;
679         if(vertex_program != "")
680                 vertex_program_ptr = vertex_program.c_str();
681         if(pixel_program != "")
682                 pixel_program_ptr = pixel_program.c_str();
683         if(geometry_program != "")
684                 geometry_program_ptr = geometry_program.c_str();
685         s32 shadermat = -1;
686         if(is_highlevel){
687                 infostream<<"Compiling high level shaders for "<<name<<std::endl;
688                 shadermat = gpu->addHighLevelShaderMaterial(
689                         vertex_program_ptr,   // Vertex shader program
690                         "vertexMain",         // Vertex shader entry point
691                         video::EVST_VS_1_1,   // Vertex shader version
692                         pixel_program_ptr,    // Pixel shader program
693                         "pixelMain",          // Pixel shader entry point
694                         video::EPST_PS_1_1,   // Pixel shader version
695                         geometry_program_ptr, // Geometry shader program
696                         "geometryMain",       // Geometry shader entry point
697                         video::EGST_GS_4_0,   // Geometry shader version
698                         scene::EPT_TRIANGLES,      // Geometry shader input
699                         scene::EPT_TRIANGLE_STRIP, // Geometry shader output
700                         0,                         // Support maximum number of vertices
701                         callback,             // Set-constant callback
702                         shaderinfo.material,  // Base material
703                         1                     // Userdata passed to callback
704                         );
705
706                 if(shadermat == -1){
707                         errorstream<<"generate_shader(): "
708                                         "failed to generate \""<<name<<"\", "
709                                         "addHighLevelShaderMaterial failed."
710                                         <<std::endl;
711                         return shaderinfo;
712                 }
713         }
714         else{
715                 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
716                 shadermat = gpu->addShaderMaterial(
717                         vertex_program_ptr,   // Vertex shader program
718                         pixel_program_ptr,    // Pixel shader program
719                         callback,             // Set-constant callback
720                         shaderinfo.material,  // Base material
721                         0                     // Userdata passed to callback
722                         );
723
724                 if(shadermat == -1){
725                         errorstream<<"generate_shader(): "
726                                         "failed to generate \""<<name<<"\", "
727                                         "addShaderMaterial failed."
728                                         <<std::endl;
729                         return shaderinfo;
730                 }
731         }
732
733         // HACK, TODO: investigate this better
734         // Grab the material renderer once more so minetest doesn't crash on exit
735         driver->getMaterialRenderer(shadermat)->grab();
736
737         // Apply the newly created material type
738         shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
739         return shaderinfo;
740 }
741
742 void load_shaders(std::string name, SourceShaderCache *sourcecache,
743                 video::E_DRIVER_TYPE drivertype, s32 enable_shaders,
744                 std::string &vertex_program, std::string &pixel_program,
745                 std::string &geometry_program, bool &is_highlevel)
746 {
747         vertex_program = "";
748         pixel_program = "";
749         geometry_program = "";
750         is_highlevel = false;
751
752         if(enable_shaders >= 2){
753                 // Look for high level shaders
754                 if(drivertype == video::EDT_DIRECT3D9){
755                         // Direct3D 9: HLSL
756                         // (All shaders in one file)
757                         vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
758                         pixel_program = vertex_program;
759                         geometry_program = vertex_program;
760                 }
761                 else if(drivertype == video::EDT_OPENGL){
762                         // OpenGL: GLSL
763                         vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
764                         pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
765                         geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
766                 }
767                 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){
768                         is_highlevel = true;
769                         return;
770                 }
771         }
772
773         if(enable_shaders >= 1){
774                 // Look for assembly shaders
775                 if(drivertype == video::EDT_DIRECT3D8){
776                         // Direct3D 8 assembly shaders
777                         vertex_program = sourcecache->getOrLoad(name, "d3d8_vertex.asm");
778                         pixel_program = sourcecache->getOrLoad(name, "d3d8_pixel.asm");
779                 }
780                 else if(drivertype == video::EDT_DIRECT3D9){
781                         // Direct3D 9 assembly shaders
782                         vertex_program = sourcecache->getOrLoad(name, "d3d9_vertex.asm");
783                         pixel_program = sourcecache->getOrLoad(name, "d3d9_pixel.asm");
784                 }
785                 else if(drivertype == video::EDT_OPENGL){
786                         // OpenGL assembly shaders
787                         vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.asm");
788                         pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.asm");
789                 }
790                 if(vertex_program != "" || pixel_program != "")
791                         return;
792         }
793 }