/** * Copyright (c) 2006-2021 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ // LOVE #include "Shader.h" #include "Graphics.h" #include "math/MathModule.h" // glslang #include "libraries/glslang/glslang/Public/ShaderLang.h" // Needed for reflection information. #include "libraries/glslang/glslang/Include/Types.h" #include "libraries/glslang/glslang/MachineIndependent/localintermediate.h" // C++ #include #include #include 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 #if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100 || defined(GL_OES_gpu_shader5)) // Only used when !GLSLES1 to work around Ouya driver bug. But we still want it // enabled for glslang validation when glsl 1-on-3 is used, so also enable it if // OES_gpu_shader5 exists. #define LOVE_EXT_TEXTURE_ARRAY_ENABLED #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; LOVE_HIGHP_OR_MEDIUMP float CurrentDPIScale; LOVE_HIGHP_OR_MEDIUMP float ConstantPointSize; #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 ); CurrentDPIScale = love_UniformsPerDraw[8].w; ConstantPointSize = love_UniformsPerDraw[9].w; love_ScreenSize = love_UniformsPerDraw[11]; ConstantColor = love_UniformsPerDraw[12]; } )"; static const char global_functions[] = R"( #ifdef GL_ES #if __VERSION__ >= 300 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED) 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(LOVE_EXT_TEXTURE_ARRAY_ENABLED) 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(LOVE_EXT_TEXTURE_ARRAY_ENABLED) 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 #define love_PointSize gl_PointSize #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 )"; static const char vertex_functions[] = R"()"; 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; love_Position = position(ClipSpaceFromLocal, VertexPosition); } )"; static const char vertex_main_raw[] = R"( void vertexmain(); void main() { love_initializeBuiltinUniforms(); vertexmain(); } )"; static const char pixel_header[] = R"( #ifdef GL_ES precision mediump float; #endif #define love_MaxRenderTargets gl_MaxDrawBuffers #if __VERSION__ >= 130 #define varying in #endif // Legacy #define love_MaxCanvases love_MaxRenderTargets // 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"( #if __VERSION__ >= 130 layout(location = 0) out vec4 love_PixelColor; #else #define love_PixelColor gl_FragColor #endif 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"( #if __VERSION__ >= 130 // 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_Canvases love_RenderTargets #ifdef LOVE_MULTI_RENDER_TARGETS #define LOVE_MULTI_CANVASES 1 #endif varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord; varying mediump vec4 VaryingColor; void effect(); void main() { love_initializeBuiltinUniforms(); effect(); } )"; static const char pixel_main_raw[] = R"( void pixelmain(); void main() { love_initializeBuiltinUniforms(); pixelmain(); } )"; struct StageInfo { const char *name; const char *header; const char *functions; const char *main; const char *main_custom; const char *main_raw; }; static const StageInfo stageInfo[] = { { "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main, vertex_main_raw }, { "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw }, }; 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 Shader::EntryPoint getVertexEntryPoint(const std::string &src) { std::smatch m; if (std::regex_search(src, m, std::regex("void\\s+vertexmain\\s*\\("))) return Shader::ENTRYPOINT_RAW; if (std::regex_search(src, m, std::regex("vec4\\s+position\\s*\\("))) return Shader::ENTRYPOINT_HIGHLEVEL; return Shader::ENTRYPOINT_NONE; } static Shader::EntryPoint getPixelEntryPoint(const std::string &src, bool &mrt) { mrt = false; std::smatch m; if (std::regex_search(src, m, std::regex("void\\s+pixelmain\\s*\\("))) return Shader::ENTRYPOINT_RAW; if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\("))) return Shader::ENTRYPOINT_HIGHLEVEL; if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\("))) { if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos) mrt = true; return Shader::ENTRYPOINT_CUSTOM; } return Shader::ENTRYPOINT_NONE; } } // 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); 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.stages[ShaderStage::STAGE_VERTEX] = glsl::getVertexEntryPoint(src); info.stages[ShaderStage::STAGE_PIXEL] = glsl::getPixelEntryPoint(src, 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"); if (info.stages[stage] == ENTRYPOINT_NONE) throw love::Exception("Cannot find entry point for shader stage."); if (info.stages[stage] == ENTRYPOINT_RAW && info.language == LANGUAGE_GLSL1) throw love::Exception("Shaders using a raw entry point (vertexmain or pixelmain) must use GLSL 3 or greater."); 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; if (info.stages[stage] == ENTRYPOINT_HIGHLEVEL) ss << stageinfo.main; else if (info.stages[stage] == ENTRYPOINT_CUSTOM) ss << stageinfo.main_custom; else if (info.stages[stage] == ENTRYPOINT_RAW) ss << stageinfo.main_raw; else throw love::Exception("Unknown shader entry point %d", info.stages[stage]); 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() { std::string err; if (!validateInternal(vertex, pixel, err, validationReflection)) throw love::Exception("%s", err.c_str()); stages[ShaderStage::STAGE_VERTEX] = vertex; stages[ShaderStage::STAGE_PIXEL] = pixel; } Shader::~Shader() { for (int i = 0; i < STANDARD_MAX_ENUM; i++) { if (this == standardShaders[i]) standardShaders[i] = nullptr; } if (current == this) attachDefault(STANDARD_DEFAULT); } void Shader::attachDefault(StandardShader defaultType) { Shader *defaultshader = standardShaders[defaultType]; if (defaultshader == nullptr) { current = nullptr; return; } if (current != defaultshader) defaultshader->attach(); } bool Shader::isDefaultActive() { for (int i = 0; i < STANDARD_MAX_ENUM; i++) { if (current == standardShaders[i]) return true; } return false; } TextureType Shader::getMainTextureType() const { const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN); return info != nullptr ? info->textureType : TEXTURE_MAX_ENUM; } void Shader::validateDrawState(PrimitiveType primtype, Texture *maintex) const { if ((primtype == PRIMITIVE_POINTS) != validationReflection.usesPointSize) { if (validationReflection.usesPointSize) throw love::Exception("The active shader can only be used to draw points."); else throw love::Exception("The gl_PointSize variable must be set in a vertex shader when drawing points."); } if (maintex == nullptr) return; const UniformInfo *info = getUniformInfo(BUILTIN_TEXTURE_MAIN); if (info == nullptr) return; if (!maintex->isReadable()) throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader."); auto textype = maintex->getTextureType(); if (info->textureType != TEXTURE_MAX_ENUM && info->textureType != textype) { const char *textypestr = "unknown"; const char *shadertextypestr = "unknown"; Texture::getConstant(textype, textypestr); Texture::getConstant(info->textureType, shadertextypestr); throw love::Exception("Texture's type (%s) must match the type of the shader's main texture type (%s).", textypestr, shadertextypestr); } if (info->isDepthSampler != maintex->getSamplerState().depthSampleMode.hasValue) { if (info->isDepthSampler) throw love::Exception("Depth comparison samplers in shaders can only be used with depth textures which have depth comparison set."); else throw love::Exception("Depth textures which have depth comparison set can only be used with depth/shadow samplers in shaders."); } } bool Shader::validate(ShaderStage* vertex, ShaderStage* pixel, std::string& err) { ValidationReflection reflection; return validateInternal(vertex, pixel, err, reflection); } bool Shader::validateInternal(ShaderStage *vertex, ShaderStage *pixel, std::string &err, ValidationReflection &reflection) { glslang::TProgram program; if (vertex != nullptr) program.addShader(vertex->getGLSLangShader()); if (pixel != nullptr) program.addShader(pixel->getGLSLangShader()); if (!program.link(EShMsgDefault)) { err = "Cannot compile shader:\n\n" + std::string(program.getInfoLog()) + "\n" + std::string(program.getInfoDebugLog()); return false; } if (!program.buildReflection(EShReflectionSeparateBuffers)) { err = "Cannot get reflection information for shader."; return false; } const auto *vertintermediate = program.getIntermediate(EShLangVertex); if (vertintermediate != nullptr) { // NOTE: this doesn't check whether the use affects final output... reflection.usesPointSize = vertintermediate->inIoAccessed("gl_PointSize"); } for (int i = 0; i < program.getNumBufferBlocks(); i++) { const glslang::TObjectReflection &info = program.getBufferBlock(i); const glslang::TType *type = info.getType(); if (type != nullptr) { const glslang::TQualifier &qualifiers = type->getQualifier(); if ((!qualifiers.isReadOnly() || qualifiers.isWriteOnly()) && (info.stages & (EShLangVertexMask | EShLangFragmentMask))) { err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must be marked as readonly in vertex and pixel shaders."; return false; } if (qualifiers.layoutPacking != glslang::ElpStd430) { err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must use the std430 packing layout."; return false; } const glslang::TTypeList *structure = type->getStruct(); if (structure == nullptr || structure->size() != 1) { err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of structs."; return false; } const glslang::TType* structtype = (*structure)[0].type; if (structtype == nullptr || structtype->getBasicType() != glslang::EbtStruct || !structtype->isUnsizedArray()) { err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of structs."; return false; } BufferReflection bufferReflection = {}; bufferReflection.stride = (size_t) info.size; bufferReflection.memberCount = (size_t) info.numMembers; reflection.storageBuffers[info.name] = bufferReflection; } else { err = "Shader validation error:\nCannot retrieve type information for Storage Buffer Block '" + info.name + "'."; return false; } } return true; } bool Shader::initialize() { return glslang::InitializeProcess(); } void Shader::deinitialize() { glslang::FinalizeProcess(); } static const std::string defaultVertex = R"( vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) { return clipSpaceFromLocal * localPosition; } )"; static const std::string defaultPointsVertex = R"( vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) { love_PointSize = ConstantPointSize * CurrentDPIScale; 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) { if (shader == STANDARD_POINTS) return defaultPointsVertex; else 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_POINTS: return defaultStandardPixel; case STANDARD_MAX_ENUM: return nocode; } return nocode; } static StringMap::Entry languageEntries[] = { { "glsl1", Shader::LANGUAGE_GLSL1 }, { "glsl3", Shader::LANGUAGE_GLSL3 }, { "glsl4", Shader::LANGUAGE_GLSL4 }, }; static StringMap languages(languageEntries, sizeof(languageEntries)); static StringMap::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 }, }; static StringMap builtinNames(builtinNameEntries, sizeof(builtinNameEntries)); bool Shader::getConstant(const char *in, Language &out) { return languages.find(in, out); } bool Shader::getConstant(Language in, const char *&out) { return languages.find(in, out); } bool Shader::getConstant(const char *in, BuiltinUniform &out) { return builtinNames.find(in, out); } bool Shader::getConstant(BuiltinUniform in, const char *&out) { return builtinNames.find(in, out); } } // graphics } // love