/** * Copyright (c) 2006-2024 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" #include "common/Range.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 #if __VERSION__ >= 300 #define LOVE_IO_LOCATION(x) layout (location = x) #else #define LOVE_IO_LOCATION(x) #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 render_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. #ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[12]; uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw2[1]; #else uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13]; #endif // Older GLSL doesn't support preprocessor line continuations... #define TransformMatrix mat4(love_UniformsPerDraw[0], love_UniformsPerDraw[1], love_UniformsPerDraw[2], love_UniformsPerDraw[3]) #define ProjectionMatrix mat4(love_UniformsPerDraw[4], love_UniformsPerDraw[5], love_UniformsPerDraw[6], love_UniformsPerDraw[7]) #define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix) #define NormalMatrix mat3(love_UniformsPerDraw[8].xyz, love_UniformsPerDraw[9].xyz, love_UniformsPerDraw[10].xyz) #define CurrentDPIScale (love_UniformsPerDraw[8].w) #define ConstantPointSize (love_UniformsPerDraw[9].w) #define ConstantColor (love_UniformsPerDraw[11]) #ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW #define love_ScreenSize (love_UniformsPerDraw2[0]) #else #define love_ScreenSize (love_UniformsPerDraw[12]) #endif // Alternate names #define ViewSpaceFromLocal TransformMatrix #define ClipSpaceFromView ProjectionMatrix #define ClipSpaceFromLocal TransformProjectionMatrix #define ViewNormalFromLocal NormalMatrix )"; 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 && !defined(LOVE_GLSL1_ON_GLSL3) precision lowp sampler2DShadow; precision lowp samplerCubeShadow; precision lowp sampler2DArrayShadow; #endif #endif #if __VERSION__ >= 430 || (defined(GL_ES) && __VERSION__ >= 310) layout (std430) buffer; #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"( LOVE_IO_LOCATION(0) attribute vec4 VertexPosition; LOVE_IO_LOCATION(1) attribute vec4 VertexTexCoord; LOVE_IO_LOCATION(2) attribute vec4 VertexColor; varying vec4 VaryingTexCoord; varying vec4 VaryingColor; vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition); void main() { VaryingTexCoord = VertexTexCoord; VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor; love_Position = position(ClipSpaceFromLocal, VertexPosition); } )"; static const char vertex_main_raw[] = R"( void vertexmain(); void main() { 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 LOVE_IO_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_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 LOVE_IO_LOCATION(0) out vec4 love_RenderTargets[love_MaxRenderTargets]; #define love_PixelColor love_RenderTargets[0] #else LOVE_IO_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() { effect(); } )"; static const char pixel_main_raw[] = R"( void pixelmain(); void main() { pixelmain(); } )"; static const char compute_header[] = R"( #define love_ThreadGroupCount gl_NumWorkGroups #define love_ThreadGroupID gl_WorkGroupID #define love_LocalThreadID gl_LocalInvocationID #define love_GlobalThreadID gl_GlobalInvocationID #define love_LocalThreadIndex gl_LocalInvocationIndex #define love_ThreadGroupSize gl_WorkGroupSize )"; static const char compute_uniforms[] = R"( )"; static const char compute_functions[] = R"()"; static const char compute_main[] = R"( void computemain(); void main() { computemain(); } )"; struct StageInfo { const char *name; const char *header; const char *uniforms; const char *functions; const char *main; const char *main_custom; const char *main_raw; }; static const StageInfo stageInfo[] = { { "VERTEX", vertex_header, render_uniforms, vertex_functions, vertex_main, vertex_main, vertex_main_raw }, { "PIXEL", pixel_header, render_uniforms, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw }, { "COMPUTE", compute_header, compute_uniforms, compute_functions, compute_main, compute_main, compute_main }, }; static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == SHADERSTAGE_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 320 es" }, }; enum CommentType { COMMENT_NONE, COMMENT_LINE, COMMENT_BLOCK, }; static void parseComments(const std::string &src, std::vector &comments) { CommentType commenttype = COMMENT_NONE; Range comment; const char *srcbytes = src.data(); size_t len = src.length(); for (size_t i = 0; i < len; i++) { char curchar = srcbytes[i]; if (commenttype == COMMENT_NONE) { if (curchar == '/' && i + 1 < len) { char nextchar = srcbytes[i + 1]; if (nextchar == '/') { commenttype = COMMENT_LINE; comment = Range(i, 1); } else if (nextchar == '*') { commenttype = COMMENT_BLOCK; comment = Range(i, 1); } } } else if (commenttype == COMMENT_LINE) { if (curchar == '\n') { commenttype = COMMENT_NONE; comment.last = i; comments.push_back(comment); } } else if (commenttype == COMMENT_BLOCK) { if (curchar == '/' && i > 0 && srcbytes[i - 1] == '*') { commenttype = COMMENT_NONE; comment.last = i; comments.push_back(comment); } } } if (commenttype == COMMENT_LINE) { comment.last = len - 1; comments.push_back(comment); } } static bool inComment(size_t i, const std::vector &comments) { Range r(i, 1); for (const Range &comment : comments) { if (comment.contains(r)) return true; } return false; } static bool textSearch(const std::string &src, const std::string &str, const std::vector &comments) { size_t start = 0; size_t found = std::string::npos; while ((found = src.find(str, start)) != std::string::npos) { if (!inComment(found, comments)) return true; start = found + str.size(); } return false; } static bool regexSearch(const std::string &src, const std::string &rstr, const std::vector &comments) { std::regex r(rstr); for (auto it = std::sregex_iterator(src.begin(), src.end(), r); it != std::sregex_iterator(); it++) { const std::smatch &m = *it; if (!inComment(m.position(), comments)) return true; } return false; } 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, const std::vector &comments) { if (regexSearch(src, "void\\s+vertexmain\\s*\\(", comments)) return Shader::ENTRYPOINT_RAW; if (regexSearch(src, "vec4\\s+position\\s*\\(", comments)) return Shader::ENTRYPOINT_HIGHLEVEL; return Shader::ENTRYPOINT_NONE; } static Shader::EntryPoint getPixelEntryPoint(const std::string &src, const std::vector &comments, bool &mrt) { mrt = false; if (regexSearch(src, "void\\s+pixelmain\\s*\\(", comments)) return Shader::ENTRYPOINT_RAW; if (regexSearch(src, "vec4\\s+effect\\s*\\(", comments)) return Shader::ENTRYPOINT_HIGHLEVEL; if (regexSearch(src, "void\\s+effect\\s*\\(", comments)) { if (textSearch(src, "love_RenderTargets", comments) || textSearch(src, "love_Canvases", comments)) mrt = true; return Shader::ENTRYPOINT_CUSTOM; } return Shader::ENTRYPOINT_NONE; } static Shader::EntryPoint getComputeEntryPoint(const std::string &src, const std::vector &comments) { if (regexSearch(src, "void\\s+computemain\\s*\\(", comments)) return Shader::ENTRYPOINT_RAW; 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) { std::vector comments; glsl::parseComments(src, comments); SourceInfo info = {}; info.language = glsl::getTargetLanguage(src); info.stages[SHADERSTAGE_VERTEX] = glsl::getVertexEntryPoint(src, comments); info.stages[SHADERSTAGE_PIXEL] = glsl::getPixelEntryPoint(src, comments, info.usesMRT); info.stages[SHADERSTAGE_COMPUTE] = glsl::getComputeEntryPoint(src, comments); if (info.stages[SHADERSTAGE_COMPUTE]) info.language = LANGUAGE_GLSL4; return info; } std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStageType stage, const std::string &code, const CompileOptions &options, const Shader::SourceInfo &info, bool gles, bool checksystemfeatures) { 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."); if (stage == SHADERSTAGE_COMPUTE && info.language != LANGUAGE_GLSL4) throw love::Exception("Compute shaders must use GLSL 4."); bool glsl1on3 = info.language == LANGUAGE_GLSL1; if (checksystemfeatures) { const auto &features = gfx->getCapabilities().features; if (stage == SHADERSTAGE_COMPUTE && !features[Graphics::FEATURE_GLSL4]) throw love::Exception("Compute shaders require GLSL 4 which is not supported on this system."); 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."); 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"; 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\n"; // Note: backends are expected to handle this situation if highp is ever // conditional in that backend. if (!gfx->getCapabilities().features[Graphics::FEATURE_PIXEL_SHADER_HIGHP]) ss << "#define LOVE_SPLIT_UNIFORMS_PER_DRAW 1\n"; for (const auto &def : options.defines) ss << "#define " + def.first + " " + def.second + "\n"; ss << "#define " << stageinfo.name << " " << stageinfo.name << "\n"; ss << glsl::global_syntax; ss << stageinfo.header; ss << stageinfo.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(StrongRef _stages[], const CompileOptions &options) : stages() , debugName(options.debugName) { std::string err; if (!validateInternal(_stages, err, reflection)) throw love::Exception("%s", err.c_str()); activeTextures.resize(reflection.textureCount); activeBuffers.resize(reflection.bufferCount); auto gfx = Module::getInstance(Module::M_GRAPHICS); // Default bindings for read-only resources. for (const auto &kvp : reflection.allUniforms) { const auto &u = *kvp.second; if (u.resourceIndex < 0) continue; if ((u.access & ACCESS_WRITE) != 0) continue; if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE) { auto tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType); for (int i = 0; i < u.count; i++) { tex->retain(); activeTextures[u.resourceIndex + i] = tex; } } else if (u.baseType == UNIFORM_TEXELBUFFER || u.baseType == UNIFORM_STORAGEBUFFER) { auto buffer = u.baseType == UNIFORM_TEXELBUFFER ? gfx->getDefaultTexelBuffer(u.dataBaseType) : gfx->getDefaultStorageBuffer(); for (int i = 0; i < u.count; i++) { buffer->retain(); activeBuffers[u.resourceIndex + i] = buffer; } } } for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++) stages[i] = _stages[i]; } Shader::~Shader() { for (int i = 0; i < STANDARD_MAX_ENUM; i++) { if (this == standardShaders[i]) standardShaders[i] = nullptr; } if (current == this) attachDefault(STANDARD_DEFAULT); for (Texture *tex : activeTextures) { if (tex) tex->release(); } for (Buffer *buffer : activeBuffers) { if (buffer) buffer->release(); } } bool Shader::hasStage(ShaderStageType stage) { return stages[stage] != nullptr; } 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; } const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const { const auto it = reflection.allUniforms.find(name); return it != reflection.allUniforms.end() ? it->second : nullptr; } bool Shader::hasUniform(const std::string &name) const { const auto it = reflection.allUniforms.find(name); return it != reflection.allUniforms.end() && it->second->active; } const Shader::UniformInfo *Shader::getMainTextureInfo() const { return getUniformInfo(BUILTIN_TEXTURE_MAIN); } DataBaseType Shader::getDataBaseType(PixelFormat format) { switch (getPixelFormatInfo(format).dataType) { case PIXELFORMATTYPE_UNORM: return DATA_BASETYPE_UNORM; case PIXELFORMATTYPE_SNORM: return DATA_BASETYPE_SNORM; case PIXELFORMATTYPE_UFLOAT: case PIXELFORMATTYPE_SFLOAT: return DATA_BASETYPE_FLOAT; case PIXELFORMATTYPE_SINT: return DATA_BASETYPE_INT; case PIXELFORMATTYPE_UINT: return DATA_BASETYPE_UINT; default: return DATA_BASETYPE_FLOAT; } } bool Shader::isResourceBaseTypeCompatible(DataBaseType a, DataBaseType b) { if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM) return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM; if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT) return true; if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT) return true; return false; } void Shader::validateDrawState(PrimitiveType primtype, Texture *maintex) const { if ((primtype == PRIMITIVE_POINTS) != reflection.usesPointSize) { if (reflection.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 (!isResourceBaseTypeCompatible(info->dataBaseType, getDataBaseType(maintex->getPixelFormat()))) throw love::Exception("Texture's data format base type must match the uniform variable declared in the shader (float, int, or uint)."); 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."); } } void Shader::getLocalThreadgroupSize(int *x, int *y, int *z) { *x = reflection.localThreadgroupSize[0]; *y = reflection.localThreadgroupSize[1]; *z = reflection.localThreadgroupSize[2]; } bool Shader::validate(StrongRef stages[], std::string& err) { Reflection reflection; return validateInternal(stages, err, reflection); } static DataBaseType getBaseType(glslang::TBasicType basictype) { switch (basictype) { case glslang::EbtInt: return DATA_BASETYPE_INT; case glslang::EbtUint: return DATA_BASETYPE_UINT; case glslang::EbtFloat: return DATA_BASETYPE_FLOAT; case glslang::EbtBool: return DATA_BASETYPE_BOOL; default: return DATA_BASETYPE_FLOAT; } } static PixelFormat getPixelFormat(glslang::TLayoutFormat format) { using namespace glslang; switch (format) { case ElfNone: return PIXELFORMAT_UNKNOWN; case ElfRgba32f: return PIXELFORMAT_RGBA32_FLOAT; case ElfRgba16f: return PIXELFORMAT_RGBA16_FLOAT; case ElfR32f: return PIXELFORMAT_R32_FLOAT; case ElfRgba8: return PIXELFORMAT_RGBA8_UNORM; case ElfRgba8Snorm: return PIXELFORMAT_UNKNOWN; // no snorm yet case ElfRg32f: return PIXELFORMAT_RG32_FLOAT; case ElfRg16f: return PIXELFORMAT_RG16_FLOAT; case ElfR11fG11fB10f: return PIXELFORMAT_RG11B10_FLOAT; case ElfR16f: return PIXELFORMAT_R16_FLOAT; case ElfRgba16: return PIXELFORMAT_RGBA16_UNORM; case ElfRgb10A2: return PIXELFORMAT_RGB10A2_UNORM; case ElfRg16: return PIXELFORMAT_RG16_UNORM; case ElfRg8: return PIXELFORMAT_RG8_UNORM; case ElfR8: return PIXELFORMAT_R8_UNORM; case ElfRgba16Snorm: return PIXELFORMAT_UNKNOWN; case ElfRg16Snorm: return PIXELFORMAT_UNKNOWN; case ElfRg8Snorm: return PIXELFORMAT_UNKNOWN; case ElfR16Snorm: return PIXELFORMAT_UNKNOWN; case ElfR8Snorm: return PIXELFORMAT_UNKNOWN; case ElfRgba32i: return PIXELFORMAT_RGBA32_INT; case ElfRgba16i: return PIXELFORMAT_RGBA16_INT; case ElfRgba8i: return PIXELFORMAT_RGBA8_INT; case ElfR32i: return PIXELFORMAT_R32_INT; case ElfRg32i: return PIXELFORMAT_RG32_INT; case ElfRg16i: return PIXELFORMAT_RG16_INT; case ElfRg8i: return PIXELFORMAT_RG8_INT; case ElfR16i: return PIXELFORMAT_R16_INT; case ElfR8i: return PIXELFORMAT_R8_INT; case ElfRgba32ui: return PIXELFORMAT_RGBA32_UINT; case ElfRgba16ui: return PIXELFORMAT_RGBA16_UINT; case ElfRgba8ui: return PIXELFORMAT_RGBA8_UINT; case ElfR32ui: return PIXELFORMAT_R32_UINT; case ElfRg32ui: return PIXELFORMAT_RG32_UINT; case ElfRg16ui: return PIXELFORMAT_RG16_UINT; case ElfRgb10a2ui: return PIXELFORMAT_UNKNOWN; case ElfRg8ui: return PIXELFORMAT_RG8_UINT; case ElfR16ui: return PIXELFORMAT_R16_UINT; case ElfR8ui: return PIXELFORMAT_R8_UINT; default: return PIXELFORMAT_UNKNOWN; } } static TextureType getTextureType(const glslang::TSampler &sampler) { if (sampler.is2D()) return sampler.isArrayed() ? TEXTURE_2D_ARRAY : TEXTURE_2D; else if (sampler.dim == glslang::EsdCube) return sampler.isArrayed() ? TEXTURE_MAX_ENUM : TEXTURE_CUBE; else if (sampler.dim == glslang::Esd3D) return TEXTURE_VOLUME; else return TEXTURE_MAX_ENUM; } static uint32 getStageMask(EShLanguageMask mask) { uint32 m = 0; if (mask & EShLangVertexMask) m |= SHADERSTAGEMASK_VERTEX; if (mask & EShLangFragmentMask) m |= SHADERSTAGEMASK_PIXEL; if (mask & EShLangComputeMask) m |= SHADERSTAGEMASK_COMPUTE; return m; } template static T convertData(const glslang::TConstUnion &data) { switch (data.getType()) { case glslang::EbtInt: return (T) data.getIConst(); case glslang::EbtUint: return (T) data.getUConst(); case glslang::EbtDouble: return (T) data.getDConst(); case glslang::EbtInt8: return (T) data.getI8Const(); case glslang::EbtInt16: return (T) data.getI16Const(); case glslang::EbtInt64: return (T) data.getI64Const(); case glslang::EbtUint8: return (T) data.getU8Const(); case glslang::EbtUint16: return (T) data.getU16Const(); case glslang::EbtUint64: return (T) data.getU64Const(); default: return 0; } } bool Shader::validateInternal(StrongRef stages[], std::string &err, Reflection &reflection) { glslang::TProgram program; for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++) { if (stages[i] != nullptr) program.addShader(stages[i]->getGLSLangValidationShader()); } 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"); } if (stages[SHADERSTAGE_COMPUTE] != nullptr) { for (int i = 0; i < 3; i++) { reflection.localThreadgroupSize[i] = program.getLocalSize(i); if (reflection.localThreadgroupSize[i] <= 0) { err = "Shader validation error:\nNegative local threadgroup size."; return false; } } } reflection.textureCount = 0; reflection.bufferCount = 0; for (int i = 0; i < program.getNumUniformVariables(); i++) { const glslang::TObjectReflection &info = program.getUniform(i); const glslang::TType *type = info.getType(); if (type == nullptr) continue; const glslang::TQualifier &qualifiers = type->getQualifier(); UniformInfo u = {}; u.name = canonicaliizeUniformName(info.name); u.location = -1; u.access = ACCESS_READ; u.stageMask = getStageMask(info.stages); u.components = 1; u.resourceIndex = -1; if (type->isSizedArray()) u.count = type->getArraySizes()->getCumulativeSize(); else u.count = 1; const auto &sampler = type->getSampler(); if (type->isTexture() && type->getSampler().isCombined()) { u.baseType = UNIFORM_SAMPLER; u.dataBaseType = getBaseType(sampler.getBasicType()); u.isDepthSampler = sampler.isShadow(); u.textureType = getTextureType(sampler); if (u.textureType == TEXTURE_MAX_ENUM) continue; u.resourceIndex = reflection.textureCount; reflection.textureCount += u.count; reflection.sampledTextures[u.name] = u; } else if (type->isImage()) { if ((info.stages & (~EShLangComputeMask)) != 0) { err = "Shader validation error:\nStorage Texture uniform variables (image2D, etc) are only allowed in compute shaders."; return false; } if (!qualifiers.hasFormat()) { err = "Shader validation error:\nStorage Texture '" + u.name + "' must have an explicit format set in its layout declaration."; return false; } u.baseType = UNIFORM_STORAGETEXTURE; u.storageTextureFormat = getPixelFormat(qualifiers.getFormat()); u.dataBaseType = getDataBaseType(u.storageTextureFormat); u.textureType = getTextureType(sampler); if (u.textureType == TEXTURE_MAX_ENUM) continue; u.resourceIndex = reflection.textureCount; reflection.textureCount += u.count; if (qualifiers.isReadOnly()) u.access = ACCESS_READ; else if (qualifiers.isWriteOnly()) u.access = ACCESS_WRITE; else u.access = (Access)(ACCESS_READ | ACCESS_WRITE); reflection.storageTextures[u.name] = u; } else if (type->getBasicType() == glslang::EbtSampler && type->getSampler().isBuffer()) { u.baseType = UNIFORM_TEXELBUFFER; u.dataBaseType = getBaseType(sampler.getBasicType()); u.resourceIndex = reflection.bufferCount; reflection.bufferCount += u.count; reflection.texelBuffers[u.name] = u; } else if (!type->isOpaque()) { std::vector values; const glslang::TConstUnionArray *constarray = info.getConstArray(); if (type->isMatrix()) { u.matrix.rows = type->getMatrixRows(); u.matrix.columns = type->getMatrixCols(); } else { u.components = type->getVectorSize(); } // Store initializer values for local uniforms. Some love graphics // backends strip these out of the shader so we need to be able to // access them (to re-send them) by getting them here. switch (type->getBasicType()) { case glslang::EbtFloat: u.baseType = type->isMatrix() ? UNIFORM_MATRIX : UNIFORM_FLOAT; u.dataBaseType = DATA_BASETYPE_FLOAT; if (constarray != nullptr) { values.resize(constarray->size()); for (int i = 0; i < constarray->size(); i++) values[i].f = convertData((*constarray)[i]); } break; case glslang::EbtUint: u.baseType = UNIFORM_UINT; u.dataBaseType = DATA_BASETYPE_UINT; if (constarray != nullptr) { values.resize(constarray->size()); for (int i = 0; i < constarray->size(); i++) values[i].u = convertData((*constarray)[i]); } break; case glslang::EbtBool: u.baseType = UNIFORM_BOOL; u.dataBaseType = DATA_BASETYPE_BOOL; if (constarray != nullptr) { values.resize(constarray->size()); for (int i = 0; i < constarray->size(); i++) values[i].u = convertData((*constarray)[i]); } break; case glslang::EbtInt: default: u.baseType = UNIFORM_INT; u.dataBaseType = DATA_BASETYPE_INT; if (constarray != nullptr) { values.resize(constarray->size()); for (int i = 0; i < constarray->size(); i++) values[i].i = convertData((*constarray)[i]); } break; } reflection.localUniforms[u.name] = u; reflection.localUniformInitializerValues[u.name] = values; } } 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 & EShLangComputeMask) == 0) { 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 base types or structs."; return false; } const glslang::TType* elementtype = (*structure)[0].type; if (elementtype == nullptr || !elementtype->isUnsizedArray()) { err = "Shader validation error:\nStorage Buffer block '" + info.name + "' must contain a single unsized array of base types or structs."; return false; } UniformInfo u = {}; u.name = canonicaliizeUniformName(info.name); u.location = -1; u.stageMask = getStageMask(info.stages); u.components = 1; u.baseType = UNIFORM_STORAGEBUFFER; if (type->isSizedArray()) u.count = type->getArraySizes()->getCumulativeSize(); else u.count = 1; u.bufferStride = (size_t) info.size; u.bufferMemberCount = (size_t) info.numMembers; u.resourceIndex = reflection.bufferCount; reflection.bufferCount += u.count; if (qualifiers.isReadOnly()) u.access = ACCESS_READ; else if (qualifiers.isWriteOnly()) u.access = ACCESS_WRITE; else u.access = (Access)(ACCESS_READ | ACCESS_WRITE); reflection.storageBuffers[u.name] = u; } else { err = "Shader validation error:\nCannot retrieve type information for Storage Buffer Block '" + info.name + "'."; return false; } } for (auto &kvp : reflection.texelBuffers) reflection.allUniforms[kvp.first] = &kvp.second; for (auto &kvp : reflection.storageBuffers) reflection.allUniforms[kvp.first] = &kvp.second; for (auto &kvp : reflection.sampledTextures) reflection.allUniforms[kvp.first] = &kvp.second; for (auto &kvp : reflection.storageTextures) reflection.allUniforms[kvp.first] = &kvp.second; for (auto &kvp : reflection.localUniforms) reflection.allUniforms[kvp.first] = &kvp.second; return true; } bool Shader::validateTexture(const UniformInfo *info, Texture *tex, bool internalUpdate) { const SamplerState &sampler = tex->getSamplerState(); bool isstoragetex = info->baseType == UNIFORM_STORAGETEXTURE; if (!tex->isReadable()) { if (internalUpdate) return false; else throw love::Exception("Textures with non-readable formats cannot be sampled from in a shader."); } else if (info->isDepthSampler != sampler.depthSampleMode.hasValue) { if (internalUpdate) return false; else 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."); } else if (tex->getTextureType() != info->textureType) { if (internalUpdate) return false; else { const char *textypestr = "unknown"; const char *shadertextypestr = "unknown"; Texture::getConstant(tex->getTextureType(), textypestr); Texture::getConstant(info->textureType, shadertextypestr); throw love::Exception("Texture's type (%s) must match the type of %s (%s).", textypestr, info->name.c_str(), shadertextypestr); } } else if (!isResourceBaseTypeCompatible(info->dataBaseType, getDataBaseType(tex->getPixelFormat()))) { if (internalUpdate) return false; else throw love::Exception("Texture's data format base type must match the uniform variable declared in the shader (float, int, or uint)."); } else if (isstoragetex && !tex->isComputeWritable()) { if (internalUpdate) return false; else throw love::Exception("Texture must be created with the computewrite flag set to true in order to be used with a storage texture (image2D etc) shader uniform variable."); } else if (isstoragetex && info->storageTextureFormat != tex->getPixelFormat()) { if (internalUpdate) return false; else { const char *texpfstr = "unknown"; const char *shaderpfstr = "unknown"; love::getConstant(getLinearPixelFormat(tex->getPixelFormat()), texpfstr); love::getConstant(info->storageTextureFormat, shaderpfstr); throw love::Exception("Texture's pixel format (%s) must match the shader uniform variable %s's pixel format (%s)", texpfstr, info->name.c_str(), shaderpfstr); } } return true; } bool Shader::validateBuffer(const UniformInfo *info, Buffer *buffer, bool internalUpdate) { uint32 requiredtypeflags = 0; bool texelbinding = info->baseType == UNIFORM_TEXELBUFFER; bool storagebinding = info->baseType == UNIFORM_STORAGEBUFFER; if (texelbinding) requiredtypeflags = BUFFERUSAGEFLAG_TEXEL; else if (storagebinding) requiredtypeflags = BUFFERUSAGEFLAG_SHADER_STORAGE; if ((buffer->getUsageFlags() & requiredtypeflags) == 0) { if (internalUpdate) return false; else if (texelbinding) throw love::Exception("Shader uniform '%s' is a texel buffer, but the given Buffer was not created with texel buffer capabilities.", info->name.c_str()); else if (storagebinding) throw love::Exception("Shader uniform '%s' is a shader storage buffer block, but the given Buffer was not created with shader storage buffer capabilities.", info->name.c_str()); else throw love::Exception("Shader uniform '%s' does not match the types supported by the given Buffer.", info->name.c_str()); } if (texelbinding) { DataBaseType basetype = buffer->getDataMember(0).info.baseType; if (!isResourceBaseTypeCompatible(basetype, info->dataBaseType)) { if (internalUpdate) return false; else throw love::Exception("Texel buffer's data format base type must match the variable declared in the shader."); } } else if (storagebinding) { if (info->bufferStride != buffer->getArrayStride()) { if (internalUpdate) return false; else throw love::Exception("Shader storage block '%s' has an array stride of %d bytes, but the given Buffer has an array stride of %d bytes.", info->name.c_str(), info->bufferStride, buffer->getArrayStride()); } else if (info->bufferMemberCount != buffer->getDataMembers().size()) { if (internalUpdate) return false; else throw love::Exception("Shader storage block '%s' has a struct with %d fields, but the given Buffer has a format with %d members.", info->name.c_str(), info->bufferMemberCount, buffer->getDataMembers().size()); } } return true; } std::string Shader::getShaderStageDebugName(ShaderStageType stage) const { std::string name = debugName; if (!name.empty()) { const char *stagename = "unknown"; ShaderStage::getConstant(stage, stagename); name += " (" + std::string(stagename) + ")"; } return name; } std::string Shader::canonicaliizeUniformName(const std::string &n) { std::string name(n); // Some drivers/compilers append "[0]" to the end of array uniform names. if (name.length() > 3) { size_t findpos = name.rfind("[0]"); if (findpos != std::string::npos && findpos == name.length() - 3) name.erase(name.length() - 3); } return name; } void Shader::handleUnknownUniformName(const char */*name*/) { // TODO: do something here? } 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, ShaderStageType stage) { if (stage == SHADERSTAGE_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 }, { "love_UniformsPerDraw2", Shader::BUILTIN_UNIFORMS_PER_DRAW_2 }, }; 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