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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-12 04:45:25 +01:00

Port most shaders to GLSL ES 3.0 (#16639)

This commit is contained in:
sfan5
2025-11-06 19:31:35 +01:00
committed by GitHub
parent 98fb381910
commit 298a27c743
37 changed files with 239 additions and 263 deletions

View File

@@ -255,7 +255,7 @@ public:
if (g_settings->get("antialiasing") == "ssaa") {
constants["ENABLE_SSAA"] = 1;
u16 ssaa_scale = std::max<u16>(2, g_settings->getU16("fsaa"));
constants["SSAA_SCALE"] = ssaa_scale;
constants["SSAA_SCALE"] = (float)ssaa_scale;
}
if (g_settings->getBool("debanding"))
@@ -405,11 +405,27 @@ public:
m_uniform_factories.emplace_back(std::move(setter));
}
bool supportsSampler2DArray() const override
{
auto *driver = RenderingEngine::get_video_driver();
if (driver->getDriverType() == video::EDT_OGLES2) {
// Funnily OpenGL ES 2.0 may support creating array textures
// with an extension, but to practically use them you need 3.0.
return m_have_glsl3;
}
return m_fully_programmable;
}
private:
// The id of the thread that is allowed to use irrlicht directly
std::thread::id m_main_thread;
// Driver has fully programmable pipeline?
bool m_fully_programmable = false;
// Driver supports GLSL (ES) 3.x?
bool m_have_glsl3 = false;
// Cache of source shaders
// This should be only accessed from the main thread
SourceShaderCache m_sourcecache;
@@ -459,6 +475,25 @@ ShaderSource::ShaderSource()
// Add global stuff
addShaderConstantSetter(std::make_unique<MainShaderConstantSetter>());
addShaderUniformSetterFactory(std::make_unique<MainShaderUniformSetterFactory>());
auto *driver = RenderingEngine::get_video_driver();
const auto driver_type = driver->getDriverType();
if (driver_type != video::EDT_NULL) {
auto *gpu = driver->getGPUProgrammingServices();
if (!driver->queryFeature(video::EVDF_ARB_GLSL) || !gpu)
throw ShaderException(gettext("GLSL is not supported by the driver"));
v2s32 glver = driver->getLimits().GLVersion;
infostream << "ShaderSource: driver reports GL version " << glver.X << "."
<< glver.Y << std::endl;
assert(glver.X >= 2);
m_fully_programmable = driver_type != video::EDT_OPENGL;
if (driver_type == video::EDT_OGLES2) {
m_have_glsl3 = glver.X >= 3;
} else if (driver_type == video::EDT_OPENGL3) {
// future TODO
}
}
}
ShaderSource::~ShaderSource()
@@ -467,7 +502,6 @@ ShaderSource::~ShaderSource()
// Delete materials
auto *gpu = RenderingEngine::get_video_driver()->getGPUProgrammingServices();
assert(gpu);
u32 n = 0;
for (ShaderInfo &i : m_shaderinfo_cache) {
if (!i.name.empty()) {
@@ -639,24 +673,39 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
}
auto *gpu = driver->getGPUProgrammingServices();
if (!driver->queryFeature(video::EVDF_ARB_GLSL) || !gpu) {
throw ShaderException(gettext("GLSL is not supported by the driver"));
}
assert(gpu);
// Create shaders header
bool fully_programmable = driver->getDriverType() == video::EDT_OGLES2 || driver->getDriverType() == video::EDT_OPENGL3;
std::ostringstream shaders_header;
shaders_header
<< std::noboolalpha
<< std::showpoint // for GLSL ES
;
std::string vertex_header, fragment_header, geometry_header;
if (fully_programmable) {
if (m_fully_programmable) {
const bool use_glsl3 = m_have_glsl3;
if (driver->getDriverType() == video::EDT_OPENGL3) {
shaders_header << "#version 150\n";
assert(!use_glsl3);
shaders_header << "#version 150\n"
<< "#define CENTROID_ centroid\n";
} else if (driver->getDriverType() == video::EDT_OGLES2) {
if (use_glsl3) {
shaders_header << "#version 300 es\n"
<< "#define CENTROID_ centroid\n";
} else {
shaders_header << "#version 100\n"
<< "#define CENTROID_\n";
}
} else {
shaders_header << "#version 100\n";
assert(false);
}
if (use_glsl3) {
shaders_header << "#define ATTRIBUTE_(n) layout(location = n) in\n"
"#define texture2D texture\n";
} else {
shaders_header << "#define ATTRIBUTE_(n) attribute\n";
}
// cf. EVertexAttributes.h for the predefined ones
vertex_header = R"(
precision mediump float;
@@ -665,21 +714,34 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
uniform highp mat4 mWorldViewProj;
uniform mediump mat4 mTexture;
attribute highp vec4 inVertexPosition;
attribute mediump vec3 inVertexNormal;
attribute lowp vec4 inVertexColor;
attribute mediump float inVertexAux;
attribute mediump vec2 inTexCoord0;
attribute mediump vec2 inTexCoord1;
attribute mediump vec4 inVertexTangent;
attribute mediump vec4 inVertexBinormal;
ATTRIBUTE_(0) highp vec4 inVertexPosition;
ATTRIBUTE_(1) mediump vec3 inVertexNormal;
ATTRIBUTE_(2) lowp vec4 inVertexColor;
ATTRIBUTE_(3) mediump float inVertexAux;
ATTRIBUTE_(4) mediump vec2 inTexCoord0;
ATTRIBUTE_(5) mediump vec2 inTexCoord1;
ATTRIBUTE_(6) mediump vec4 inVertexTangent;
ATTRIBUTE_(7) mediump vec4 inVertexBinormal;
)";
if (use_glsl3) {
vertex_header += "#define VARYING_ out\n";
} else {
vertex_header += "#define VARYING_ varying\n";
}
// Our vertex color has components reversed compared to what OpenGL
// normally expects, so we need to take that into account.
vertex_header += "#define inVertexColor (inVertexColor.bgra)\n";
fragment_header = R"(
precision mediump float;
)";
if (use_glsl3) {
fragment_header += "#define VARYING_ in\n"
"#define gl_FragColor outFragColor\n"
"layout(location = 0) out vec4 outFragColor;\n";
} else {
fragment_header += "#define VARYING_ varying\n";
}
} else {
/* legacy OpenGL driver */
shaders_header << R"(
@@ -699,6 +761,13 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
#define inVertexNormal gl_Normal
#define inVertexTangent gl_MultiTexCoord1
#define inVertexBinormal gl_MultiTexCoord2
#define VARYING_ varying
#define CENTROID_ centroid
)";
fragment_header = R"(
#define VARYING_ varying
#define CENTROID_ centroid
)";
}
@@ -719,7 +788,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
ShaderConstants constants = input_const;
bool use_discard = fully_programmable;
bool use_discard = m_fully_programmable;
if (!use_discard) {
// workaround for a certain OpenGL implementation lacking GL_ALPHA_TEST
const char *renderer = reinterpret_cast<const char*>(GL.GetString(GL.RENDERER));
@@ -753,6 +822,10 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
std::string fragment_shader = m_sourcecache.getOrLoad(name, "opengl_fragment.glsl");
std::string geometry_shader = m_sourcecache.getOrLoad(name, "opengl_geometry.glsl");
if (vertex_shader.empty() || fragment_shader.empty()) {
throw ShaderException(fmtgettext("Failed to find \"%s\" shader files.", name.c_str()));
}
vertex_shader = common_header + vertex_header + final_header + vertex_shader;
fragment_shader = common_header + fragment_header + final_header + fragment_shader;
const char *geometry_shader_ptr = nullptr; // optional
@@ -772,9 +845,10 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
if (shadermat == -1) {
errorstream << "generateShader(): failed to generate shaders for "
<< log_name << ", addHighLevelShaderMaterial failed." << std::endl;
dumpShaderProgram(warningstream, "Vertex", vertex_shader);
dumpShaderProgram(warningstream, "Fragment", fragment_shader);
dumpShaderProgram(warningstream, "Geometry", geometry_shader);
dumpShaderProgram(warningstream, "vertex", vertex_shader);
dumpShaderProgram(warningstream, "fragment", fragment_shader);
if (geometry_shader_ptr)
dumpShaderProgram(warningstream, "geometry", geometry_shader);
throw ShaderException(
fmtgettext("Failed to compile the \"%s\" shader.", log_name.c_str()) +
strgettext("\nCheck debug.txt for details."));
@@ -819,20 +893,21 @@ u32 IShaderSource::getShader(const std::string &name,
return getShader(name, input_const, base_mat);
}
void dumpShaderProgram(std::ostream &output_stream,
void dumpShaderProgram(std::ostream &os,
const std::string &program_type, std::string_view program)
{
output_stream << program_type << " shader program:" << std::endl <<
"----------------------------------" << std::endl;
size_t pos = 0;
size_t prev = 0;
s16 line = 1;
os << program_type << " shader program:\n"
"----------------------------------" << '\n';
size_t pos = 0, prev = 0;
int nline = 1;
while ((pos = program.find('\n', prev)) != std::string::npos) {
output_stream << line++ << ": "<< program.substr(prev, pos - prev) <<
std::endl;
auto line = program.substr(prev, pos - prev);
// Be smart about line number reset
if (trim(line) == "#line 0")
nline = 0;
os << (nline++) << ": " << line << '\n';
prev = pos + 1;
}
output_stream << line << ": " << program.substr(prev) << std::endl <<
"End of " << program_type << " shader program." << std::endl <<
" " << std::endl;
os << nline << ": " << program.substr(prev) << '\n' <<
"End of " << program_type << " shader program.\n \n" << std::flush;
}

View File

@@ -282,6 +282,11 @@ public:
video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
return getShader(name, ShaderConstants(), base_mat);
}
/**
* @brief Returns true if 'sampler2DArray' is supported in GLSL
*/
virtual bool supportsSampler2DArray() const = 0;
};
class IWritableShaderSource : public IShaderSource {

View File

@@ -892,16 +892,14 @@ static bool isWorldAligned(AlignStyle style, WorldAlignMode mode, NodeDrawType d
}
/// @return maximum number of layers in array textures we can use (0 if unsupported)
static size_t getArrayTextureMax(video::IVideoDriver *driver)
static size_t getArrayTextureMax(IShaderSource *shdsrc)
{
// needs to actually support array textures
auto *driver = RenderingEngine::get_video_driver();
// needs to support creating array textures
if (!driver->queryFeature(video::EVDF_TEXTURE_2D_ARRAY))
return 0;
// must not be the legacy driver, due to custom vertex format
if (driver->getDriverType() == video::EDT_OPENGL)
return 0;
// doesn't work on GLES yet (TODO)
if (driver->getDriverType() == video::EDT_OGLES2)
// must support sampling from them
if (!shdsrc->supportsSampler2DArray())
return 0;
// shadow shaders can't handle array textures yet (TODO)
if (g_settings->getBool("enable_dynamic_shadows"))
@@ -1050,7 +1048,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
}
}
const bool texture_2d_array = getArrayTextureMax(RenderingEngine::get_video_driver()) > 1;
const bool texture_2d_array = getArrayTextureMax(shdsrc) > 1;
const auto &getNodeShader = [&] (MaterialType my_material, NodeDrawType my_drawtype) {
ShaderIds ret;
ret.normal = shdsrc->getShader("nodes_shader", my_material, my_drawtype);
@@ -1673,7 +1671,7 @@ void NodeDefManager::updateTextures(IGameDef *gamedef, void *progress_callback_a
}
/* texture pre-loading stage */
const size_t arraymax = getArrayTextureMax(RenderingEngine::get_video_driver());
const size_t arraymax = getArrayTextureMax(shdsrc);
// Group by size
std::unordered_map<v2u32, std::vector<std::string_view>> sizes;
if (arraymax > 1) {