/*MinetestCopyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>Copyright (C) 2013 Kahrl <kahrl@gmx.net>This program is free software; you can redistribute it and/or modifyit under the terms of the GNU General Public License as published bythe Free Software Foundation; either version 2 of the License, or(at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See theGNU General Public License for more details.You should have received a copy of the GNU General Public License alongwith this program; if not, write to the Free Software Foundation, Inc.,51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.*/#include"shader.h"#include"irrlichttypes_extrabloated.h"#include"debug.h"#include"main.h"// for g_settings#include"filesys.h"#include"util/container.h"#include"util/thread.h"#include"settings.h"#include <iterator>#include <ICameraSceneNode.h>#include <IGPUProgrammingServices.h>#include <IMaterialRenderer.h>#include <IMaterialRendererServices.h>#include <IShaderConstantSetCallBack.h>#include"EShaderTypes.h"#include"log.h"#include"gamedef.h"#include"strfnd.h"// trim()/* A cache from shader name to shader path*/
MutexedMap<std::string,std::string> g_shadername_to_path_cache;/* Gets the path to a shader by first checking if the file name_of_shader/filename exists in shader_path and if not, using the data path. If not found, returns "". Utilizes a thread-safe cache.*/std::string getShaderPath(conststd::string &name_of_shader,conststd::string &filename){std::string combined = name_of_shader + DIR_DELIM + filename;std::string fullpath ="";/* Check from cache */bool incache = g_shadername_to_path_cache.get(combined, &fullpath);if(incache)return fullpath;/* Check from shader_path */std::string shader_path = g_settings->get("shader_path");if(shader_path !=""){std::string testpath = shader_path + DIR_DELIM + combined;if(fs::PathExists(testpath))
fullpath = testpath;}/* Check from default data directory */if(fullpath ==""){std::string rel_path =std::string("client") + DIR_DELIM
+"shaders"+ DIR_DELIM
+ name_of_shader + DIR_DELIM
+ filename;std::string testpath =porting::path_share + DIR_DELIM + rel_path;if(fs::PathExists(testpath))
fullpath = testpath;}// Add to cache (also an empty result is cached)
g_shadername_to_path_cache.set(combined, fullpath);// Finally return itreturn fullpath;}/* SourceShaderCache: A cache used for storing source shaders.*/class SourceShaderCache
{public:voidinsert(conststd::string &name_of_shader,conststd::string &filename,conststd::string &program,bool prefer_local){std::string combined = name_of_shader + DIR_DELIM + filename;// Try to use local shader instead if asked toif(prefer_local){std::string path =getShaderPath(name_of_shader, filename);if(path !=""){std::string p =readFile(path);if(p !=""){
m_programs[combined] = p;return;}}}
m_programs[combined] = program;}std::string get(conststd::string &name_of_shader,conststd::string &filename){std::string combined = name_of_shader + DIR_DELIM + filename;std::map<std::string,std::string>::iterator n;
n = m_programs.find(combined);if(n != m_programs.end())return n->second;return"";}// Primarily fetches from cache, secondarily tries to read from filesystemstd::string getOrLoad(conststd::string &name_of_shader,conststd::string &filename){std::string combined = name_of_shader + DIR_DELIM + filename;std::map<std::string,std::string>::iterator n;
n = m_programs.find(combined);if(n != m_programs.end())return n->second;std::string path =getShaderPath(name_of_shader, filename);if(path ==""){
infostream<<"SourceShaderCache::getOrLoad(): No path found for\""<<combined<<"\""<<std::endl;return"";}
infostream<<"SourceShaderCache::getOrLoad(): Loading path\""<<path
<<"\""<<std::endl;std::string p =readFile(path);if(p !=""){
m_programs[combined] = p;return p;}return"";}private:std::map<std::string,std::string> m_programs;std::string readFile(conststd::string &path){std::ifstream is(path.c_str(),std::ios::binary);if(!is.is_open())return"";std::ostringstream tmp_os;
tmp_os << is.rdbuf();return tmp_os.str();}};/* ShaderCallback: Sets constants that can be used in shaders*/class IShaderConstantSetterRegistry
{public:virtual~IShaderConstantSetterRegistry(){};virtualvoidonSetConstants(video::IMaterialRendererServices *services,bool is_highlevel,conststd::string &name) =0;};class ShaderCallback :public video::IShaderConstantSetCallBack
{
IShaderConstantSetterRegistry *m_scsr;std::string m_name;public:ShaderCallback(IShaderConstantSetterRegistry *scsr,conststd::string &name):m_scsr(scsr),m_name(name){}~ShaderCallback() {}virtualvoidOnSetConstants(video::IMaterialRendererServices *services, s32 userData){video::IVideoDriver *driver = services->getVideoDriver();assert(driver);bool is_highlevel = userData;
m_scsr->onSetConstants(services, is_highlevel, m_name);}};/* MainShaderConstantSetter: Set basic constants required for almost everything*/class MainShaderConstantSetter :public IShaderConstantSetter
{public:MainShaderConstantSetter(IrrlichtDevice *device):m_device(device){}~MainShaderConstantSetter() {}virtualvoidonSetConstants(video::IMaterialRendererServices *services,bool is_highlevel){video::IVideoDriver *driver = services->getVideoDriver();assert(driver);// set inverted world matrixcore::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
invWorld.makeInverse();if(is_highlevel)
services->setVertexShaderConstant("mInvWorld", invWorld.pointer(),16);else
services->setVertexShaderConstant(invWorld.pointer(),0,4);// set clip matrixcore::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);if(is_highlevel)
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(),16);else
services->setVertexShaderConstant(worldViewProj.pointer(),4,4);// set transposed world matrixcore::matrix4 world = driver->getTransform(video::ETS_WORLD);
world = world.getTransposed();if(is_highlevel)
services->setVertexShaderConstant("mTransWorld", world.pointer(),16);else
services->setVertexShaderConstant(world.pointer(),8,4);}private:
IrrlichtDevice *m_device;};/* ShaderSource*/class ShaderSource :public IWritableShaderSource,public IShaderConstantSetterRegistry
{public:ShaderSource(IrrlichtDevice *device);~ShaderSource();/* Gets a shader material id from cache or - if main thread, from getShaderIdDirect - if other thread, adds to request queue and waits for main thread */
u32 getShaderId(conststd::string &name);/* - If shader material specified by name is found from cache, return the cached id. - Otherwise generate the shader material, add to cache and return id. The id 0 points to a null shader. Its material is EMT_SOLID. */
u32 getShaderIdDirect(conststd::string &name);// Finds out the name of a cached shader.std::string getShaderName(u32 id);/* If shader specified by the name pointed by the id doesn't exist, create it, then return the cached shader. Can be called from any thread. If called from some other thread and not found in cache, the call is queued to the main thread for processing. */
ShaderInfo getShader(u32 id);
ShaderInfo getShader(conststd::string &name){returngetShader(getShaderId(name));}// Processes queued shader requests from other threads.// Shall be called from the main thread.voidprocessQueue();// Insert a shader program into the cache without touching the// filesystem. Shall be called from the main thread.voidinsertSourceShader(conststd::string &name_of_shader,conststd::string &filename,conststd::string &program);// Rebuild shaders from the current set of source shaders// Shall be called from the main thread.voidrebuildShaders();voidaddGlobalConstantSetter(IShaderConstantSetter *setter){
m_global_setters.push_back(setter);}voidonSetConstants(video::IMaterialRendererServices *services,bool is_highlevel,conststd::string &name);private:// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;// The irrlicht device
IrrlichtDevice *m_device;// The set-constants callback
ShaderCallback *m_shader_callback;// Cache of source shaders// This should be only accessed from the main thread
SourceShaderCache m_sourcecache;// A shader id is index in this array.// The first position contains a dummy shader.std::vector<ShaderInfo> m_shaderinfo_cache;// Maps a shader name to an index in the former.std::map<std::string, u32> m_name_to_id;// The two former containers are behind this mutex
JMutex m_shaderinfo_cache_mutex;// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;// Global constant setters// TODO: Delete these in the destructorstd::vector<IShaderConstantSetter*> m_global_setters;};
IWritableShaderSource*createShaderSource(IrrlichtDevice *device){return newShaderSource(device);}/* Generate shader given the shader name.*/
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,video::IShaderConstantSetCallBack *callback,
SourceShaderCache *sourcecache);/* Load shader programs*/voidload_shaders(std::string name, SourceShaderCache *sourcecache,video::E_DRIVER_TYPE drivertype, s32 enable_shaders,std::string &vertex_program,std::string &pixel_program,std::string &geometry_program,bool&is_highlevel);ShaderSource::ShaderSource(IrrlichtDevice *device):m_device(device){assert(m_device);
m_shader_callback =newShaderCallback(this,"default");
m_shaderinfo_cache_mutex.Init();
m_main_thread =get_current_thread_id();// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
m_name_to_id[""] =0;// Add main global constant setteraddGlobalConstantSetter(newMainShaderConstantSetter(device));}ShaderSource::~ShaderSource(){//m_shader_callback->drop();for(std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
iter != m_global_setters.end(); iter++) {delete*iter;}
m_global_setters.clear();}
u32 ShaderSource::getShaderId(conststd::string &name){//infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;{/* See if shader already exists */
JMutexAutoLock lock(m_shaderinfo_cache_mutex);std::map<std::string, u32>::iterator n;
n = m_name_to_id.find(name);if(n != m_name_to_id.end())return n->second;}/* Get shader */if(get_current_thread_id() == m_main_thread){returngetShaderIdDirect(name);}else{
infostream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;// We're gonna ask the result to be put into here
ResultQueue<std::string, u32, u8, u8> result_queue;// Throw a request in
m_get_shader_queue.add(name,0,0, &result_queue);
infostream<<"Waiting for shader from main thread, name=\""<<name<<"\""<<std::endl;try{// Wait result for a second
GetResult<std::string, u32, u8, u8>
result = result_queue.pop_front(1000);// Check that at least something worked OKassert(result.key == name);return result.item;}catch(ItemNotFoundException &e){
infostream<<"Waiting for shader timed out."<<std::endl;return0;}}
infostream<<"getShaderId(): Failed"<<std::endl;return0;}/* This method generates all the shaders*/
u32 ShaderSource::getShaderIdDirect(conststd::string &name){//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;// Empty name means shader 0if(name ==""){
infostream<<"getShaderIdDirect(): name is empty"<<std::endl;return0;}/* Calling only allowed from main thread */if(get_current_thread_id() != m_main_thread){
errorstream<<"ShaderSource::getShaderIdDirect() ""called not from main thread"<<std::endl;return0;}/* See if shader already exists */{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);std::map<std::string, u32>::iterator n;
n = m_name_to_id.find(name);if(n != m_name_to_id.end()){/*infostream<<"getShaderIdDirect(): \""<<name <<"\" found in cache"<<std::endl;*/return n->second;}}/*infostream<<"getShaderIdDirect(): \""<<name <<"\" NOT found in cache. Creating it."<<std::endl;*/
ShaderInfo info =generate_shader(name, m_device,
m_shader_callback, &m_sourcecache);/* Add shader to caches (add dummy shaders too) */
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
m_name_to_id[name] = id;/*infostream<<"getShaderIdDirect(): " <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/return id;}std::string ShaderSource::getShaderName(u32 id){
JMutexAutoLock lock(m_shaderinfo_cache_mutex);if(id >= m_shaderinfo_cache.size()){
errorstream<<"ShaderSource::getShaderName(): id="<<id
<<" >= m_shaderinfo_cache.size()="<<m_shaderinfo_cache.size()<<std::endl;return"";}return m_shaderinfo_cache[id].name;}
ShaderInfo ShaderSource::getShader(u32 id){
JMutexAutoLock lock(m_shaderinfo_cache_mutex);if(id >= m_shaderinfo_cache.size())returnShaderInfo();return m_shaderinfo_cache[id];}voidShaderSource::processQueue(){/* Fetch shaders */if(!m_get_shader_queue.empty()){
GetRequest<std::string, u32, u8, u8>
request = m_get_shader_queue.pop();/*infostream<<"ShaderSource::processQueue(): " <<"got shader request with " <<"name=\""<<request.key<<"\"" <<std::endl;*/
GetResult<std::string, u32, u8, u8>
result;
result.key = request.key;
result.callers = request.callers;
result.item =getShaderIdDirect(request.key);
request.dest->push_back(result);}}voidShaderSource::insertSourceShader(conststd::string &name_of_shader,conststd::string &filename,conststd::string &program){/*infostream<<"ShaderSource::insertSourceShader(): " "name_of_shader=\""<<name_of_shader<<"\", " "filename=\""<<filename<<"\""<<std::endl;*/assert(get_current_thread_id() == m_main_thread);
m_sourcecache.insert(name_of_shader, filename, program,true);}voidShaderSource::rebuildShaders(){
JMutexAutoLock lock(m_shaderinfo_cache_mutex);/*// Oh well... just clear everything, they'll load sometime. m_shaderinfo_cache.clear(); m_name_to_id.clear();*//* FIXME: Old shader materials can't be deleted in Irrlicht, or can they? (This would be nice to do in the destructor too) */// Recreate shadersfor(u32 i=0; i<m_shaderinfo_cache.size(); i++){
ShaderInfo *info = &m_shaderinfo_cache[i];*info =generate_shader(info->name, m_device,
m_shader_callback, &m_sourcecache);}}voidShaderSource::onSetConstants(video::IMaterialRendererServices *services,bool is_highlevel,conststd::string &name){for(u32 i=0; i<m_global_setters.size(); i++){
IShaderConstantSetter *setter = m_global_setters[i];
setter->onSetConstants(services, is_highlevel);}}
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,video::IShaderConstantSetCallBack *callback,
SourceShaderCache *sourcecache){/*infostream<<"generate_shader(): " "\""<<name<<"\""<<std::endl;*/
ShaderInfo shaderinfo;
shaderinfo.name = name;
shaderinfo.material =video::EMT_SOLID;/* Get the base material */std::string base_material_name =trim(sourcecache->getOrLoad(name,"base.txt"));for(s32 i =0;video::sBuiltInMaterialTypeNames[i] !=0; i++){if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
shaderinfo.material = (video::E_MATERIAL_TYPE) i;break;}}// 0 = off, 1 = assembly shaders only, 2 = highlevel or assembly
s32 enable_shaders = g_settings->getS32("enable_shaders");if(enable_shaders <=0)return shaderinfo;video::IVideoDriver* driver = device->getVideoDriver();assert(driver);video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();if(!gpu){
errorstream<<"generate_shader(): ""failed to generate\""<<name<<"\", ""GPU programming not supported."<<std::endl;return shaderinfo;}// Choose shader language depending on driver type and settings// Then load shadersstd::string vertex_program;std::string pixel_program;std::string geometry_program;bool is_highlevel;load_shaders(name, sourcecache, driver->getDriverType(),
enable_shaders, vertex_program, pixel_program,
geometry_program, is_highlevel);// Check hardware/driver supportif(vertex_program !=""&&!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
infostream<<"generate_shader(): vertex shaders disabled ""because of missing driver/hardware support."<<std::endl;
vertex_program ="";}if(pixel_program !=""&&!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
infostream<<"generate_shader(): pixel shaders disabled ""because of missing driver/hardware support."<<std::endl;
pixel_program ="";}if(geometry_program !=""&&!driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
infostream<<"generate_shader(): geometry shaders disabled ""because of missing driver/hardware support."<<std::endl;
geometry_program ="";}// If no shaders are used, don't make a separate material typeif(vertex_program ==""&& pixel_program ==""&& geometry_program =="")return shaderinfo;// Call addHighLevelShaderMaterial() or addShaderMaterial()const c8* vertex_program_ptr =0;const c8* pixel_program_ptr =0;const c8* geometry_program_ptr =0;if(vertex_program !="")
vertex_program_ptr = vertex_program.c_str();if(pixel_program !="")
pixel_program_ptr = pixel_program.c_str();if(geometry_program !="")
geometry_program_ptr = geometry_program.c_str();
s32 shadermat = -1;if(is_highlevel){
infostream<<"Compiling high level shaders for "<<name<<std::endl;
shadermat = gpu->addHighLevelShaderMaterial(
vertex_program_ptr,// Vertex shader program"vertexMain",// Vertex shader entry pointvideo::EVST_VS_1_1,// Vertex shader version
pixel_program_ptr,// Pixel shader program"pixelMain",// Pixel shader entry pointvideo::EPST_PS_1_1,// Pixel shader version
geometry_program_ptr,// Geometry shader program"geometryMain",// Geometry shader entry pointvideo::EGST_GS_4_0,// Geometry shader versionscene::EPT_TRIANGLES,// Geometry shader inputscene::EPT_TRIANGLE_STRIP,// Geometry shader output0,// Support maximum number of vertices
callback,// Set-constant callback
shaderinfo.material,// Base material1// Userdata passed to callback);if(shadermat == -1){
errorstream<<"generate_shader(): ""failed to generate\""<<name<<"\", ""addHighLevelShaderMaterial failed."<<std::endl;return shaderinfo;}}else{
infostream<<"Compiling assembly shaders for "<<name<<std::endl;
shadermat = gpu->addShaderMaterial(
vertex_program_ptr,// Vertex shader program
pixel_program_ptr,// Pixel shader program
callback,// Set-constant callback
shaderinfo.material,// Base material0// Userdata passed to callback);if(shadermat == -1){
errorstream<<"generate_shader(): ""failed to generate\""<<name<<"\", ""addShaderMaterial failed."<<std::endl;return shaderinfo;}}// HACK, TODO: investigate this better// Grab the material renderer once more so minetest doesn't crash on exit
driver->getMaterialRenderer(shadermat)->grab();// Apply the newly created material type
shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;return shaderinfo;}voidload_shaders(std::string name, SourceShaderCache *sourcecache,video::E_DRIVER_TYPE drivertype, s32 enable_shaders,std::string &vertex_program,std::string &pixel_program,std::string &geometry_program,bool&is_highlevel){
vertex_program ="";
pixel_program ="";
geometry_program ="";
is_highlevel =false;if(enable_shaders >=2){// Look for high level shadersif(drivertype ==video::EDT_DIRECT3D9){// Direct3D 9: HLSL// (All shaders in one file)
vertex_program = sourcecache->getOrLoad(name,"d3d9.hlsl");
pixel_program = vertex_program;
geometry_program = vertex_program;}else if(drivertype ==video::EDT_OPENGL){// OpenGL: GLSL
vertex_program = sourcecache->getOrLoad(name,"opengl_vertex.glsl");
pixel_program = sourcecache->getOrLoad(name,"opengl_fragment.glsl");
geometry_program = sourcecache->getOrLoad(name,"opengl_geometry.glsl");}if(vertex_program !=""|| pixel_program !=""|| geometry_program !=""){
is_highlevel =true;return;}}if(enable_shaders >=1){// Look for assembly shadersif(drivertype ==video::EDT_DIRECT3D8){// Direct3D 8 assembly shaders
vertex_program = sourcecache->getOrLoad(name,"d3d8_vertex.asm");
pixel_program = sourcecache->getOrLoad(name,"d3d8_pixel.asm");}else if(drivertype ==video::EDT_DIRECT3D9){// Direct3D 9 assembly shaders
vertex_program = sourcecache->getOrLoad(name,"d3d9_vertex.asm");
pixel_program = sourcecache->getOrLoad(name,"d3d9_pixel.asm");}else if(drivertype ==video::EDT_OPENGL){// OpenGL assembly shaders
vertex_program = sourcecache->getOrLoad(name,"opengl_vertex.asm");
pixel_program = sourcecache->getOrLoad(name,"opengl_fragment.asm");}if(vertex_program !=""|| pixel_program !="")return;}}