aboutsummaryrefslogtreecommitdiff
path: root/src/shader.cpp
blob: 58042e6515a43c95e0743a3d4baf4dfcf89ff2bd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
/*
Minetest
Copyright (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 modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with 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(const std::string &name_of_shader,
		const std::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 it
	return fullpath;
}

/*
	SourceShaderCache: A cache used for storing source shaders.
*/

class SourceShaderCache
{
public:
	void insert(const std::string &name_of_shader,
			const std::string &filename,
			const std::string &program,
			bool prefer_local)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		// Try to use local shader instead if asked to
		if(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(const std::string &name_of_shader,
			const std::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 filesystem
	std::string getOrLoad(const std::string &name_of_shader,
			const std::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(const std::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(){};
	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel, const std::string &name) = 0;
};

class ShaderCallback : public video::IShaderConstantSetCallBack
{
	IShaderConstantSetterRegistry *m_scsr;
	std::string m_name;

public:
	ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
		m_scsr(scsr),
		m_name(name)
	{}
	~ShaderCallback() {}

	virtual void OnSetConstants(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() {}

	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		assert(driver);

		// set inverted world matrix
		core::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 matrix
		core::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 matrix
		core::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(const std::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(const std::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(const std::string &name)
	{
		return getShader(getShaderId(name));
	}

	// Processes queued shader requests from other threads.
	// Shall be called from the main thread.
	void processQueue();

	// Insert a shader program into the cache without touching the
	// filesystem. Shall be called from the main thread.
	void insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program);

	// Rebuild shaders from the current set of source shaders
	// Shall be called from the main thread.
	void rebuildShaders();

	void addGlobalConstantSetter(IShaderConstantSetter *setter)
	{
		m_global_setters.push_back(setter);
	}

	void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel, const std::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 destructor
	std::vector<IShaderConstantSetter*> m_global_setters;
};

IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
{
	return new ShaderSource(device);
}

/*
	Generate shader given the shader name.
*/
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache);

/*
	Load shader programs
*/
void load_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 = new ShaderCallback(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 setter
	addGlobalConstantSetter(new MainShaderConstantSetter(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(const std::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){
		return getShaderIdDirect(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 OK
			assert(result.key == name);

			return result.item;
		}
		catch(ItemNotFoundException &e){
			infostream<<"Waiting for shader timed out."<<std::endl;
			return 0;
		}
	}

	infostream<<"getShaderId(): Failed"<<std::endl;

	return 0;
}

/*
	This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if(name == ""){
		infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
		return 0;
	}

	/*
		Calling only allowed from main thread
	*/
	if(get_current_thread_id() != m_main_thread){
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	/*
		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())
		return ShaderInfo();

	return m_shaderinfo_cache[id];
}

void ShaderSource::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);
	}
}

void ShaderSource::insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::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);
}

void ShaderSource::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 shaders
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name != ""){
			*info = generate_shader(info->name, m_device,
					m_shader_callback, &m_sourcecache);
		}
	}
}

void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
		bool is_highlevel, const std::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 shaders
	std::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 support
	if(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 type
	if(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 point
			video::EVST_VS_1_1,   // Vertex shader version
			pixel_program_ptr,    // Pixel shader program
			"pixelMain",          // Pixel shader entry point
			video::EPST_PS_1_1,   // Pixel shader version
			geometry_program_ptr, // Geometry shader program
			"geometryMain",       // Geometry shader entry point
			video::EGST_GS_4_0,   // Geometry shader version
			scene::EPT_TRIANGLES,      // Geometry shader input
			scene::EPT_TRIANGLE_STRIP, // Geometry shader output
			0,                         // Support maximum number of vertices
			callback,             // Set-constant callback
			shaderinfo.material,  // Base material
			1                     // 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 material
			0                     // 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;
}

void load_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 shaders
		if(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 shaders
		if(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;
	}
}