Merge branch '12.0-development' into metal

This commit is contained in:
Alex Szpakowski
2020-07-29 18:21:19 -03:00
57 changed files with 6870 additions and 4915 deletions
+511 -22
View File
@@ -28,12 +28,402 @@
// C++
#include <string>
#include <regex>
#include <sstream>
namespace love
{
namespace graphics
{
namespace glsl
{
static const char global_syntax[] = R"(
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_HIGHP_OR_MEDIUMP highp
#else
#define LOVE_HIGHP_OR_MEDIUMP mediump
#endif
#define number float
#define Image sampler2D
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
#define DepthImage sampler2DShadow
#define DepthArrayImage sampler2DArrayShadow
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#ifdef GL_EXT_texture_array
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
)";
static const char global_uniforms[] = R"(
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
// These are initialized in love_initializeBuiltinUniforms below. GLSL ES can't
// do it as an initializer.
LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
LOVE_HIGHP_OR_MEDIUMP vec4 ConstantColor;
#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
// Alternate names
#define ViewSpaceFromLocal TransformMatrix
#define ClipSpaceFromView ProjectionMatrix
#define ClipSpaceFromLocal TransformProjectionMatrix
#define ViewNormalFromLocal NormalMatrix
void love_initializeBuiltinUniforms() {
TransformMatrix = mat4(
love_UniformsPerDraw[0],
love_UniformsPerDraw[1],
love_UniformsPerDraw[2],
love_UniformsPerDraw[3]
);
ProjectionMatrix = mat4(
love_UniformsPerDraw[4],
love_UniformsPerDraw[5],
love_UniformsPerDraw[6],
love_UniformsPerDraw[7]
);
NormalMatrix = mat3(
love_UniformsPerDraw[8].xyz,
love_UniformsPerDraw[9].xyz,
love_UniformsPerDraw[10].xyz
);
love_ScreenSize = love_UniformsPerDraw[11];
ConstantColor = love_UniformsPerDraw[12];
}
)";
static const char global_functions[] = R"(
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
precision lowp sampler3D;
#endif
#if __VERSION__ >= 300
precision lowp sampler2DShadow;
precision lowp samplerCubeShadow;
precision lowp sampler2DArrayShadow;
#endif
#endif
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif
)";
static const char vertex_header[] = R"(
#define love_Position gl_Position
#if __VERSION__ >= 130
#define attribute in
#define varying out
#ifndef LOVE_GLSL1_ON_GLSL3
#define love_VertexID gl_VertexID
#define love_InstanceID gl_InstanceID
#endif
#endif
#ifdef GL_ES
uniform mediump float love_PointSize;
#endif
)";
static const char vertex_functions[] = R"(
void setPointSize() {
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
}
)";
static const char vertex_main[] = R"(
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
love_initializeBuiltinUniforms();
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
setPointSize();
love_Position = position(ClipSpaceFromLocal, VertexPosition);
}
)";
static const char pixel_header[] = R"(
#ifdef GL_ES
precision mediump float;
#endif
#define love_MaxRenderTargets gl_MaxDrawBuffers
#if __VERSION__ >= 130
#define varying in
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_RENDER_TARGETS
layout(location = 0) out vec4 love_RenderTargets[love_MaxRenderTargets];
#define love_PixelColor love_RenderTargets[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_RENDER_TARGETS
#define love_RenderTargets gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
// Legacy
#define love_MaxCanvases love_MaxRenderTargets
#define love_Canvases love_RenderTargets
#ifdef LOVE_MULTI_RENDER_TARGETS
#define LOVE_MULTI_CANVASES 1
#endif
// See Shader::updateScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
)";
static const char pixel_functions[] = R"(
uniform sampler2D love_VideoYChannel;
uniform sampler2D love_VideoCbChannel;
uniform sampler2D love_VideoCrChannel;
vec4 VideoTexel(vec2 texcoords) {
vec3 yuv;
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
vec4 color;
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
color.a = 1.0;
return gammaCorrectColor(color);
}
)";
static const char pixel_main[] = R"(
uniform sampler2D MainTex;
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_initializeBuiltinUniforms();
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}
)";
static const char pixel_main_custom[] = R"(
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
void effect();
void main() {
love_initializeBuiltinUniforms();
effect();
}
)";
struct StageInfo
{
const char *name;
const char *header;
const char *functions;
const char *main;
const char *main_custom;
};
static const StageInfo stageInfo[] =
{
{ "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main },
{ "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom },
};
static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == ShaderStage::STAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
struct Version
{
std::string glsl;
std::string glsles;
};
// Indexed by Shader::Version
static const Version versions[] =
{
{ "#version 120", "#version 100" },
{ "#version 330 core", "#version 300 es" },
{ "#version 430 core", "#version 310 es" },
};
static Shader::Language getTargetLanguage(const std::string &src)
{
std::regex r("^\\s*#pragma language (\\w+)");
std::smatch m;
std::string langstr = std::regex_search(src, m, r) && m.size() > 1 ? m[1] : std::string("glsl1");
Shader::Language lang = Shader::LANGUAGE_MAX_ENUM;
Shader::getConstant(langstr.c_str(), lang);
return lang;
}
static bool isVertexCode(const std::string &src)
{
std::regex r("vec4\\s+position\\s*\\(");
std::smatch m;
return std::regex_search(src, m, r);
}
static bool isPixelCode(const std::string &src, bool &custompixel, bool &mrt)
{
custompixel = false;
mrt = false;
std::smatch m;
if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\(")))
return true;
if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\(")))
{
custompixel = true;
if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos)
mrt = true;
return true;
}
return false;
}
} // glsl
static_assert(sizeof(Shader::BuiltinUniformData) == sizeof(float) * 4 * 13, "Update the array in wrap_GraphicsShader.lua if this changes.");
love::Type Shader::type("Shader", &Object::type);
@@ -41,6 +431,59 @@ love::Type Shader::type("Shader", &Object::type);
Shader *Shader::current = nullptr;
Shader *Shader::standardShaders[Shader::STANDARD_MAX_ENUM] = {nullptr};
Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
{
SourceInfo info = {};
info.language = glsl::getTargetLanguage(src);
info.isStage[ShaderStage::STAGE_VERTEX] = glsl::isVertexCode(src);
info.isStage[ShaderStage::STAGE_PIXEL] = glsl::isPixelCode(src, info.customPixelFunction, info.usesMRT);
return info;
}
std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType stage, const std::string &code, const Shader::SourceInfo &info)
{
if (info.language == Shader::LANGUAGE_MAX_ENUM)
throw love::Exception("Invalid shader language");
const auto &features = gfx->getCapabilities().features;
if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
throw love::Exception("GLSL 3 shaders are not supported on this system.");
if (info.language == LANGUAGE_GLSL4 && !features[Graphics::FEATURE_GLSL4])
throw love::Exception("GLSL 4 shaders are not supported on this system.");
bool gles = gfx->getRenderer() == Graphics::RENDERER_OPENGLES;
bool glsl1on3 = info.language == LANGUAGE_GLSL1 && features[Graphics::FEATURE_GLSL3];
Language lang = info.language;
if (glsl1on3)
lang = LANGUAGE_GLSL3;
glsl::StageInfo stageinfo = glsl::stageInfo[stage];
std::stringstream ss;
ss << (gles ? glsl::versions[lang].glsles : glsl::versions[lang].glsl) << "\n";
ss << "#define " << stageinfo.name << " " << stageinfo.name << "\n";
if (glsl1on3)
ss << "#define LOVE_GLSL1_ON_GLSL3 1\n";
if (isGammaCorrect())
ss << "#define LOVE_GAMMA_CORRECT 1\n";
if (info.usesMRT)
ss << "#define LOVE_MULTI_RENDER_TARGETS 1";
ss << glsl::global_syntax;
ss << stageinfo.header;
ss << glsl::global_uniforms;
ss << glsl::global_functions;
ss << stageinfo.functions;
ss << (info.customPixelFunction ? stageinfo.main_custom : stageinfo.main);
ss << ((!gles && (lang == Shader::LANGUAGE_GLSL1 || glsl1on3)) ? "#line 0\n" : "#line 1\n");
ss << code;
return ss.str();
}
Shader::Shader(ShaderStage *vertex, ShaderStage *pixel)
: stages()
{
@@ -157,6 +600,74 @@ void Shader::deinitialize()
glslang::FinalizeProcess();
}
static const std::string defaultVertex = R"(
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition)
{
return clipSpaceFromLocal * localPosition;
}
)";
static const std::string defaultStandardPixel = R"(
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord)
{
return Texel(tex, texcoord) * vcolor;
}
)";
static const std::string defaultVideoPixel = R"(
void effect()
{
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
}
)";
static const std::string defaultArrayPixel = R"(
uniform ArrayImage MainTex;
void effect()
{
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
}
)";
const std::string &Shader::getDefaultCode(StandardShader shader, ShaderStage::StageType stage)
{
if (stage == ShaderStage::STAGE_VERTEX)
return defaultVertex;
static std::string nocode = "";
switch (shader)
{
case STANDARD_DEFAULT: return defaultStandardPixel;
case STANDARD_VIDEO: return defaultVideoPixel;
case STANDARD_ARRAY: return defaultArrayPixel;
case STANDARD_MAX_ENUM: return nocode;
}
return nocode;
}
static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry languageEntries[] =
{
{ "glsl1", Shader::LANGUAGE_GLSL1 },
{ "glsl3", Shader::LANGUAGE_GLSL3 },
{ "glsl4", Shader::LANGUAGE_GLSL4 },
};
static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> languages(languageEntries, sizeof(languageEntries));
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry builtinNameEntries[] =
{
{ "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
{ "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
{ "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
{ "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
{ "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
{ "love_PointSize", Shader::BUILTIN_POINT_SIZE },
};
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> builtinNames(builtinNameEntries, sizeof(builtinNameEntries));
bool Shader::getConstant(const char *in, Language &out)
{
return languages.find(in, out);
@@ -177,27 +688,5 @@ bool Shader::getConstant(BuiltinUniform in, const char *&out)
return builtinNames.find(in, out);
}
StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM>::Entry Shader::languageEntries[] =
{
{ "glsl1", LANGUAGE_GLSL1 },
{ "essl1", LANGUAGE_ESSL1 },
{ "glsl3", LANGUAGE_GLSL3 },
{ "essl3", LANGUAGE_ESSL3 },
};
StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> Shader::languages(Shader::languageEntries, sizeof(Shader::languageEntries));
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
{
{ "MainTex", BUILTIN_TEXTURE_MAIN },
{ "love_VideoYChannel", BUILTIN_TEXTURE_VIDEO_Y },
{ "love_VideoCbChannel", BUILTIN_TEXTURE_VIDEO_CB },
{ "love_VideoCrChannel", BUILTIN_TEXTURE_VIDEO_CR },
{ "love_UniformsPerDraw", BUILTIN_UNIFORMS_PER_DRAW },
{ "love_PointSize", BUILTIN_POINT_SIZE },
};
StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
} // graphics
} // love