3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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.
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.
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.
22 #include "irrlichttypes_extrabloated.h"
24 #include "main.h" // for g_settings
26 #include "util/container.h"
27 #include "util/thread.h"
30 #include <ICameraSceneNode.h>
31 #include <IGPUProgrammingServices.h>
32 #include <IMaterialRenderer.h>
33 #include <IMaterialRendererServices.h>
34 #include <IShaderConstantSetCallBack.h>
35 #include "EShaderTypes.h"
38 #include "strfnd.h" // trim()
41 A cache from shader name to shader path
43 MutexedMap<std::string, std::string> g_shadername_to_path_cache;
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.
50 If not found, returns "".
52 Utilizes a thread-safe cache.
54 std::string getShaderPath(const std::string &name_of_shader,
55 const std::string &filename)
57 std::string combined = name_of_shader + DIR_DELIM + filename;
58 std::string fullpath = "";
62 bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
67 Check from shader_path
69 std::string shader_path = g_settings->get("shader_path");
72 std::string testpath = shader_path + DIR_DELIM + combined;
73 if(fs::PathExists(testpath))
78 Check from default data directory
82 std::string rel_path = std::string("client") + DIR_DELIM
83 + "shaders" + DIR_DELIM
84 + name_of_shader + DIR_DELIM
86 std::string testpath = porting::path_share + DIR_DELIM + rel_path;
87 if(fs::PathExists(testpath))
91 // Add to cache (also an empty result is cached)
92 g_shadername_to_path_cache.set(combined, fullpath);
99 SourceShaderCache: A cache used for storing source shaders.
102 class SourceShaderCache
105 void insert(const std::string &name_of_shader,
106 const std::string &filename,
107 const std::string &program,
110 std::string combined = name_of_shader + DIR_DELIM + filename;
111 // Try to use local shader instead if asked to
113 std::string path = getShaderPath(name_of_shader, filename);
115 std::string p = readFile(path);
117 m_programs[combined] = p;
122 m_programs[combined] = program;
124 std::string get(const std::string &name_of_shader,
125 const std::string &filename)
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())
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)
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())
143 std::string path = getShaderPath(name_of_shader, filename);
145 infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
146 <<combined<<"\""<<std::endl;
149 infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
151 std::string p = readFile(path);
153 m_programs[combined] = p;
159 std::map<std::string, std::string> m_programs;
160 std::string readFile(const std::string &path)
162 std::ifstream is(path.c_str(), std::ios::binary);
165 std::ostringstream tmp_os;
166 tmp_os << is.rdbuf();
172 ShaderCallback: Sets constants that can be used in shaders
175 class IShaderConstantSetterRegistry
178 virtual ~IShaderConstantSetterRegistry(){};
179 virtual void onSetConstants(video::IMaterialRendererServices *services,
180 bool is_highlevel, const std::string &name) = 0;
183 class ShaderCallback : public video::IShaderConstantSetCallBack
185 IShaderConstantSetterRegistry *m_scsr;
189 ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
195 virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
197 video::IVideoDriver *driver = services->getVideoDriver();
200 bool is_highlevel = userData;
202 m_scsr->onSetConstants(services, is_highlevel, m_name);
207 MainShaderConstantSetter: Set basic constants required for almost everything
210 class MainShaderConstantSetter : public IShaderConstantSetter
213 MainShaderConstantSetter(IrrlichtDevice *device):
216 ~MainShaderConstantSetter() {}
218 virtual void onSetConstants(video::IMaterialRendererServices *services,
221 video::IVideoDriver *driver = services->getVideoDriver();
224 // set inverted world matrix
225 core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
226 invWorld.makeInverse();
228 services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
230 services->setVertexShaderConstant(invWorld.pointer(), 0, 4);
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);
238 services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
240 services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
242 // set transposed world matrix
243 core::matrix4 world = driver->getTransform(video::ETS_WORLD);
244 world = world.getTransposed();
246 services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
248 services->setVertexShaderConstant(world.pointer(), 8, 4);
252 IrrlichtDevice *m_device;
259 class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
262 ShaderSource(IrrlichtDevice *device);
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
270 u32 getShaderId(const std::string &name);
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.
277 The id 0 points to a null shader. Its material is EMT_SOLID.
279 u32 getShaderIdDirect(const std::string &name);
281 // Finds out the name of a cached shader.
282 std::string getShaderName(u32 id);
285 If shader specified by the name pointed by the id doesn't
286 exist, create it, then return the cached shader.
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
292 ShaderInfo getShader(u32 id);
294 ShaderInfo getShader(const std::string &name)
296 return getShader(getShaderId(name));
299 // Processes queued shader requests from other threads.
300 // Shall be called from the main thread.
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);
308 // Rebuild shaders from the current set of source shaders
309 // Shall be called from the main thread.
310 void rebuildShaders();
312 void addGlobalConstantSetter(IShaderConstantSetter *setter)
314 m_global_setters.push_back(setter);
317 void onSetConstants(video::IMaterialRendererServices *services,
318 bool is_highlevel, const std::string &name);
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;
329 // Cache of source shaders
330 // This should be only accessed from the main thread
331 SourceShaderCache m_sourcecache;
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;
341 // Queued shader fetches (to be processed by the main thread)
342 RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
344 // Global constant setters
345 // TODO: Delete these in the destructor
346 std::vector<IShaderConstantSetter*> m_global_setters;
349 IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
351 return new ShaderSource(device);
355 Generate shader given the shader name.
357 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
358 video::IShaderConstantSetCallBack *callback,
359 SourceShaderCache *sourcecache);
364 void load_shaders(std::string name, SourceShaderCache *sourcecache,
365 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
366 std::string &vertex_program, std::string &pixel_program,
367 std::string &geometry_program, bool &is_highlevel);
369 ShaderSource::ShaderSource(IrrlichtDevice *device):
374 m_shader_callback = new ShaderCallback(this, "default");
376 m_shaderinfo_cache_mutex.Init();
378 m_main_thread = get_current_thread_id();
380 // Add a dummy ShaderInfo as the first index, named ""
381 m_shaderinfo_cache.push_back(ShaderInfo());
382 m_name_to_id[""] = 0;
384 // Add main global constant setter
385 addGlobalConstantSetter(new MainShaderConstantSetter(device));
388 ShaderSource::~ShaderSource()
390 //m_shader_callback->drop();
392 for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
393 iter != m_global_setters.end(); iter++) {
396 m_global_setters.clear();
399 u32 ShaderSource::getShaderId(const std::string &name)
401 //infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
405 See if shader already exists
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())
417 if(get_current_thread_id() == m_main_thread){
418 return getShaderIdDirect(name);
420 infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;
422 // We're gonna ask the result to be put into here
423 ResultQueue<std::string, u32, u8, u8> result_queue;
425 // Throw a request in
426 m_get_shader_queue.add(name, 0, 0, &result_queue);
428 infostream<<"Waiting for shader from main thread, name=\""
429 <<name<<"\""<<std::endl;
432 // Wait result for a second
433 GetResult<std::string, u32, u8, u8>
434 result = result_queue.pop_front(1000);
436 // Check that at least something worked OK
437 assert(result.key == name);
441 catch(ItemNotFoundException &e){
442 infostream<<"Waiting for shader timed out."<<std::endl;
447 infostream<<"getShaderId(): Failed"<<std::endl;
453 This method generates all the shaders
455 u32 ShaderSource::getShaderIdDirect(const std::string &name)
457 //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
459 // Empty name means shader 0
461 infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
466 Calling only allowed from main thread
468 if(get_current_thread_id() != m_main_thread){
469 errorstream<<"ShaderSource::getShaderIdDirect() "
470 "called not from main thread"<<std::endl;
475 See if shader already exists
478 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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;*/
489 /*infostream<<"getShaderIdDirect(): \""<<name
490 <<"\" NOT found in cache. Creating it."<<std::endl;*/
492 ShaderInfo info = generate_shader(name, m_device,
493 m_shader_callback, &m_sourcecache);
496 Add shader to caches (add dummy shaders too)
499 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
501 u32 id = m_shaderinfo_cache.size();
502 m_shaderinfo_cache.push_back(info);
503 m_name_to_id[name] = id;
505 /*infostream<<"getShaderIdDirect(): "
506 <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
511 std::string ShaderSource::getShaderName(u32 id)
513 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
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;
522 return m_shaderinfo_cache[id].name;
525 ShaderInfo ShaderSource::getShader(u32 id)
527 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
529 if(id >= m_shaderinfo_cache.size())
532 return m_shaderinfo_cache[id];
535 void ShaderSource::processQueue()
540 if(!m_get_shader_queue.empty()){
541 GetRequest<std::string, u32, u8, u8>
542 request = m_get_shader_queue.pop();
544 /*infostream<<"ShaderSource::processQueue(): "
545 <<"got shader request with "
546 <<"name=\""<<request.key<<"\""
549 GetResult<std::string, u32, u8, u8>
551 result.key = request.key;
552 result.callers = request.callers;
553 result.item = getShaderIdDirect(request.key);
555 request.dest->push_back(result);
559 void ShaderSource::insertSourceShader(const std::string &name_of_shader,
560 const std::string &filename, const std::string &program)
562 /*infostream<<"ShaderSource::insertSourceShader(): "
563 "name_of_shader=\""<<name_of_shader<<"\", "
564 "filename=\""<<filename<<"\""<<std::endl;*/
566 assert(get_current_thread_id() == m_main_thread);
568 m_sourcecache.insert(name_of_shader, filename, program, true);
571 void ShaderSource::rebuildShaders()
573 JMutexAutoLock lock(m_shaderinfo_cache_mutex);
575 /*// Oh well... just clear everything, they'll load sometime.
576 m_shaderinfo_cache.clear();
577 m_name_to_id.clear();*/
580 FIXME: Old shader materials can't be deleted in Irrlicht,
582 (This would be nice to do in the destructor too)
586 for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
587 ShaderInfo *info = &m_shaderinfo_cache[i];
588 if(info->name != ""){
589 *info = generate_shader(info->name, m_device,
590 m_shader_callback, &m_sourcecache);
595 void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
596 bool is_highlevel, const std::string &name)
598 for(u32 i=0; i<m_global_setters.size(); i++){
599 IShaderConstantSetter *setter = m_global_setters[i];
600 setter->onSetConstants(services, is_highlevel);
604 ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
605 video::IShaderConstantSetCallBack *callback,
606 SourceShaderCache *sourcecache)
608 /*infostream<<"generate_shader(): "
609 "\""<<name<<"\""<<std::endl;*/
611 ShaderInfo shaderinfo;
612 shaderinfo.name = name;
613 shaderinfo.material = video::EMT_SOLID;
616 Get the base material
618 std::string base_material_name =
619 trim(sourcecache->getOrLoad(name, "base.txt"));
620 for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
621 if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
622 shaderinfo.material = (video::E_MATERIAL_TYPE) i;
627 bool enable_shaders = g_settings->getBool("enable_shaders");
631 video::IVideoDriver* driver = device->getVideoDriver();
634 video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
636 errorstream<<"generate_shader(): "
637 "failed to generate \""<<name<<"\", "
638 "GPU programming not supported."
643 // Choose shader language depending on driver type and settings
645 std::string vertex_program;
646 std::string pixel_program;
647 std::string geometry_program;
649 load_shaders(name, sourcecache, driver->getDriverType(),
650 enable_shaders, vertex_program, pixel_program,
651 geometry_program, is_highlevel);
653 // Check hardware/driver support
654 if(vertex_program != "" &&
655 !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
656 !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
657 infostream<<"generate_shader(): vertex shaders disabled "
658 "because of missing driver/hardware support."
662 if(pixel_program != "" &&
663 !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
664 !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
665 infostream<<"generate_shader(): pixel shaders disabled "
666 "because of missing driver/hardware support."
670 if(geometry_program != "" &&
671 !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
672 infostream<<"generate_shader(): geometry shaders disabled "
673 "because of missing driver/hardware support."
675 geometry_program = "";
678 // If no shaders are used, don't make a separate material type
679 if(vertex_program == "" && pixel_program == "" && geometry_program == "")
682 // Call addHighLevelShaderMaterial() or addShaderMaterial()
683 const c8* vertex_program_ptr = 0;
684 const c8* pixel_program_ptr = 0;
685 const c8* geometry_program_ptr = 0;
686 if(vertex_program != "")
687 vertex_program_ptr = vertex_program.c_str();
688 if(pixel_program != "")
689 pixel_program_ptr = pixel_program.c_str();
690 if(geometry_program != "")
691 geometry_program_ptr = geometry_program.c_str();
694 infostream<<"Compiling high level shaders for "<<name<<std::endl;
695 shadermat = gpu->addHighLevelShaderMaterial(
696 vertex_program_ptr, // Vertex shader program
697 "vertexMain", // Vertex shader entry point
698 video::EVST_VS_1_1, // Vertex shader version
699 pixel_program_ptr, // Pixel shader program
700 "pixelMain", // Pixel shader entry point
701 video::EPST_PS_1_1, // Pixel shader version
702 geometry_program_ptr, // Geometry shader program
703 "geometryMain", // Geometry shader entry point
704 video::EGST_GS_4_0, // Geometry shader version
705 scene::EPT_TRIANGLES, // Geometry shader input
706 scene::EPT_TRIANGLE_STRIP, // Geometry shader output
707 0, // Support maximum number of vertices
708 callback, // Set-constant callback
709 shaderinfo.material, // Base material
710 1 // Userdata passed to callback
714 errorstream<<"generate_shader(): "
715 "failed to generate \""<<name<<"\", "
716 "addHighLevelShaderMaterial failed."
722 infostream<<"Compiling assembly shaders for "<<name<<std::endl;
723 shadermat = gpu->addShaderMaterial(
724 vertex_program_ptr, // Vertex shader program
725 pixel_program_ptr, // Pixel shader program
726 callback, // Set-constant callback
727 shaderinfo.material, // Base material
728 0 // Userdata passed to callback
732 errorstream<<"generate_shader(): "
733 "failed to generate \""<<name<<"\", "
734 "addShaderMaterial failed."
740 // HACK, TODO: investigate this better
741 // Grab the material renderer once more so minetest doesn't crash on exit
742 driver->getMaterialRenderer(shadermat)->grab();
744 // Apply the newly created material type
745 shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
749 void load_shaders(std::string name, SourceShaderCache *sourcecache,
750 video::E_DRIVER_TYPE drivertype, bool enable_shaders,
751 std::string &vertex_program, std::string &pixel_program,
752 std::string &geometry_program, bool &is_highlevel)
756 geometry_program = "";
757 is_highlevel = false;
760 // Look for high level shaders
761 if(drivertype == video::EDT_DIRECT3D9){
763 // (All shaders in one file)
764 vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
765 pixel_program = vertex_program;
766 geometry_program = vertex_program;
768 else if(drivertype == video::EDT_OPENGL){
770 vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
771 pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
772 geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
774 if(vertex_program != "" || pixel_program != "" || geometry_program != ""){