mirror of
https://github.com/love2d/love.git
synced 2026-08-12 16:40:57 +02:00
1367 lines
41 KiB
C++
1367 lines
41 KiB
C++
/**
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* Copyright (c) 2006-2023 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "Shader.h"
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#include "Graphics.h"
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#include "math/MathModule.h"
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#include "common/Range.h"
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// glslang
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#include "libraries/glslang/glslang/Public/ShaderLang.h"
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// Needed for reflection information.
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#include "libraries/glslang/glslang/Include/Types.h"
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#include "libraries/glslang/glslang/MachineIndependent/localintermediate.h"
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// C++
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#include <string>
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#include <regex>
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#include <sstream>
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namespace love
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{
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namespace graphics
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{
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namespace glsl
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{
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static const char global_syntax[] = R"(
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#if !defined(GL_ES) && __VERSION__ < 140
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#define lowp
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#define mediump
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#define highp
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#endif
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#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
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#define LOVE_HIGHP_OR_MEDIUMP highp
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#else
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#define LOVE_HIGHP_OR_MEDIUMP mediump
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#endif
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#if __VERSION__ >= 300
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#define LOVE_IO_LOCATION(x) layout (location = x)
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#else
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#define LOVE_IO_LOCATION(x)
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#endif
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#define number float
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#define Image sampler2D
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#define ArrayImage sampler2DArray
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#define CubeImage samplerCube
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#define VolumeImage sampler3D
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#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
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#define DepthImage sampler2DShadow
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#define DepthArrayImage sampler2DArrayShadow
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#define DepthCubeImage samplerCubeShadow
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#endif
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#define extern uniform
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#if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100 || defined(GL_OES_gpu_shader5))
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// Only used when !GLSLES1 to work around Ouya driver bug. But we still want it
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// enabled for glslang validation when glsl 1-on-3 is used, so also enable it if
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// OES_gpu_shader5 exists.
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#define LOVE_EXT_TEXTURE_ARRAY_ENABLED
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#extension GL_EXT_texture_array : enable
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#endif
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#ifdef GL_OES_texture_3D
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#extension GL_OES_texture_3D : enable
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#endif
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#ifdef GL_OES_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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)";
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static const char render_uniforms[] = R"(
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// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
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// but we can't guarantee that highp is always supported in fragment shaders...
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// We *really* don't want to use mediump for these in vertex shaders though.
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#ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[12];
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw2[1];
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#else
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uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_UniformsPerDraw[13];
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#endif
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// Older GLSL doesn't support preprocessor line continuations...
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#define TransformMatrix mat4(love_UniformsPerDraw[0], love_UniformsPerDraw[1], love_UniformsPerDraw[2], love_UniformsPerDraw[3])
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#define ProjectionMatrix mat4(love_UniformsPerDraw[4], love_UniformsPerDraw[5], love_UniformsPerDraw[6], love_UniformsPerDraw[7])
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#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
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#define NormalMatrix mat3(love_UniformsPerDraw[8].xyz, love_UniformsPerDraw[9].xyz, love_UniformsPerDraw[10].xyz)
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#define CurrentDPIScale (love_UniformsPerDraw[8].w)
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#define ConstantPointSize (love_UniformsPerDraw[9].w)
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#define ConstantColor (love_UniformsPerDraw[11])
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#ifdef LOVE_SPLIT_UNIFORMS_PER_DRAW
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#define love_ScreenSize (love_UniformsPerDraw2[0])
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#else
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#define love_ScreenSize (love_UniformsPerDraw[12])
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#endif
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// Alternate names
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#define ViewSpaceFromLocal TransformMatrix
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#define ClipSpaceFromView ProjectionMatrix
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#define ClipSpaceFromLocal TransformProjectionMatrix
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#define ViewNormalFromLocal NormalMatrix
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)";
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static const char global_functions[] = R"(
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#ifdef GL_ES
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#if __VERSION__ >= 300 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
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precision lowp sampler2DArray;
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#endif
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#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
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precision lowp sampler3D;
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#endif
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#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
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precision lowp sampler2DShadow;
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precision lowp samplerCubeShadow;
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precision lowp sampler2DArrayShadow;
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#endif
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#endif
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#if __VERSION__ >= 430 || (defined(GL_ES) && __VERSION__ >= 310)
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layout (std430) buffer;
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#endif
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#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
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#define Texel texture
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#else
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#if __VERSION__ >= 130
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#define texture2D Texel
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#define texture3D Texel
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#define textureCube Texel
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#define texture2DArray Texel
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#define love_texture2D texture
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#define love_texture3D texture
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#define love_textureCube texture
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#define love_texture2DArray texture
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#else
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#define love_texture2D texture2D
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#define love_texture3D texture3D
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#define love_textureCube textureCube
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#define love_texture2DArray texture2DArray
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#endif
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vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
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vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
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#endif
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#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
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vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
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#endif
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#ifdef PIXEL
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vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
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vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
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#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
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vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
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#endif
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#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
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vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
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#endif
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#endif
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#define texture love_texture
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#endif
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float gammaToLinearPrecise(float c) {
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return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
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}
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vec3 gammaToLinearPrecise(vec3 c) {
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bvec3 leq = lessThanEqual(c, vec3(0.04045));
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c.r = leq.r ? c.r / 12.92 : pow((c.r + 0.055) / 1.055, 2.4);
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c.g = leq.g ? c.g / 12.92 : pow((c.g + 0.055) / 1.055, 2.4);
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c.b = leq.b ? c.b / 12.92 : pow((c.b + 0.055) / 1.055, 2.4);
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return c;
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}
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vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
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float linearToGammaPrecise(float c) {
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return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
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}
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vec3 linearToGammaPrecise(vec3 c) {
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bvec3 lt = lessThanEqual(c, vec3(0.0031308));
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c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
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c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
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c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
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return c;
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}
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vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
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// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
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mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
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mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
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mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
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mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
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mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
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#define gammaToLinear gammaToLinearFast
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#define linearToGamma linearToGammaFast
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#ifdef LOVE_GAMMA_CORRECT
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#define gammaCorrectColor gammaToLinear
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#define unGammaCorrectColor linearToGamma
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#define gammaCorrectColorPrecise gammaToLinearPrecise
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#define unGammaCorrectColorPrecise linearToGammaPrecise
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#define gammaCorrectColorFast gammaToLinearFast
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#define unGammaCorrectColorFast linearToGammaFast
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#else
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#define gammaCorrectColor
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#define unGammaCorrectColor
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#define gammaCorrectColorPrecise
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#define unGammaCorrectColorPrecise
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#define gammaCorrectColorFast
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#define unGammaCorrectColorFast
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#endif
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)";
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static const char vertex_header[] = R"(
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#define love_Position gl_Position
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#define love_PointSize gl_PointSize
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#if __VERSION__ >= 130
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#define attribute in
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#define varying out
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#ifndef LOVE_GLSL1_ON_GLSL3
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#define love_VertexID gl_VertexID
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#define love_InstanceID gl_InstanceID
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#endif
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#endif
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)";
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static const char vertex_functions[] = R"()";
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static const char vertex_main[] = R"(
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LOVE_IO_LOCATION(0) attribute vec4 VertexPosition;
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LOVE_IO_LOCATION(1) attribute vec4 VertexTexCoord;
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LOVE_IO_LOCATION(2) attribute vec4 VertexColor;
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varying vec4 VaryingTexCoord;
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varying vec4 VaryingColor;
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vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
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void main() {
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VaryingTexCoord = VertexTexCoord;
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VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
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love_Position = position(ClipSpaceFromLocal, VertexPosition);
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}
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)";
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static const char vertex_main_raw[] = R"(
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void vertexmain();
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void main() {
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vertexmain();
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}
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)";
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static const char pixel_header[] = R"(
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define love_MaxRenderTargets gl_MaxDrawBuffers
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#if __VERSION__ >= 130
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#define varying in
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#endif
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// Legacy
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#define love_MaxCanvases love_MaxRenderTargets
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// See Shader::updateScreenParams in Shader.cpp.
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#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
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)";
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static const char pixel_functions[] = R"(
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uniform sampler2D love_VideoYChannel;
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uniform sampler2D love_VideoCbChannel;
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uniform sampler2D love_VideoCrChannel;
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vec4 VideoTexel(vec2 texcoords) {
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vec3 yuv;
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yuv[0] = Texel(love_VideoYChannel, texcoords).r;
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yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
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yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
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yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
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vec4 color;
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color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
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color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
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color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
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color.a = 1.0;
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return gammaCorrectColor(color);
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}
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)";
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static const char pixel_main[] = R"(
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#if __VERSION__ >= 130
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LOVE_IO_LOCATION(0) out vec4 love_PixelColor;
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#else
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#define love_PixelColor gl_FragColor
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#endif
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uniform sampler2D MainTex;
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varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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varying mediump vec4 VaryingColor;
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vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
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void main() {
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love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
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}
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)";
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static const char pixel_main_custom[] = R"(
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#if __VERSION__ >= 130
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// Some drivers seem to make the pixel shader do more work when multiple
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// pixel shader outputs are defined, even when only one is actually used.
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// TODO: We should use reflection or something instead of this, to determine
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// how many outputs are actually used in the shader code.
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#ifdef LOVE_MULTI_RENDER_TARGETS
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LOVE_IO_LOCATION(0) out vec4 love_RenderTargets[love_MaxRenderTargets];
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#define love_PixelColor love_RenderTargets[0]
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#else
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LOVE_IO_LOCATION(0) out vec4 love_PixelColor;
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#endif
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#else
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#ifdef LOVE_MULTI_RENDER_TARGETS
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#define love_RenderTargets gl_FragData
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#endif
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#define love_PixelColor gl_FragColor
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#endif
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// Legacy
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#define love_Canvases love_RenderTargets
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#ifdef LOVE_MULTI_RENDER_TARGETS
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#define LOVE_MULTI_CANVASES 1
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#endif
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varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
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varying mediump vec4 VaryingColor;
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void effect();
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void main() {
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effect();
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}
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)";
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static const char pixel_main_raw[] = R"(
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void pixelmain();
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void main() {
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pixelmain();
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}
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)";
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static const char compute_header[] = R"(
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#define love_ThreadGroupCount gl_NumWorkGroups
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#define love_ThreadGroupID gl_WorkGroupID
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#define love_LocalThreadID gl_LocalInvocationID
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#define love_GlobalThreadID gl_GlobalInvocationID
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#define love_LocalThreadIndex gl_LocalInvocationIndex
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#define love_ThreadGroupSize gl_WorkGroupSize
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)";
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static const char compute_uniforms[] = R"(
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)";
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static const char compute_functions[] = R"()";
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static const char compute_main[] = R"(
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void computemain();
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void main() {
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computemain();
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}
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)";
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struct StageInfo
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{
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const char *name;
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const char *header;
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const char *uniforms;
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const char *functions;
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const char *main;
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const char *main_custom;
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const char *main_raw;
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};
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static const StageInfo stageInfo[] =
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{
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{ "VERTEX", vertex_header, render_uniforms, vertex_functions, vertex_main, vertex_main, vertex_main_raw },
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{ "PIXEL", pixel_header, render_uniforms, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw },
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{ "COMPUTE", compute_header, compute_uniforms, compute_functions, compute_main, compute_main, compute_main },
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};
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static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == SHADERSTAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
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struct Version
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{
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std::string glsl;
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std::string glsles;
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};
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// Indexed by Shader::Version
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static const Version versions[] =
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{
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{ "#version 120", "#version 100" },
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{ "#version 330 core", "#version 300 es" },
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{ "#version 430 core", "#version 320 es" },
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};
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enum CommentType
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{
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COMMENT_NONE,
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COMMENT_LINE,
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COMMENT_BLOCK,
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};
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static void parseComments(const std::string &src, std::vector<Range> &comments)
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{
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CommentType commenttype = COMMENT_NONE;
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Range comment;
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const char *srcbytes = src.data();
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size_t len = src.length();
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for (size_t i = 0; i < len; i++)
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{
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char curchar = srcbytes[i];
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if (commenttype == COMMENT_NONE)
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{
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if (curchar == '/' && i + 1 < len)
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{
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char nextchar = srcbytes[i + 1];
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if (nextchar == '/')
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{
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commenttype = COMMENT_LINE;
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comment = Range(i, 1);
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}
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else if (nextchar == '*')
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{
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commenttype = COMMENT_BLOCK;
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comment = Range(i, 1);
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}
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}
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}
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else if (commenttype == COMMENT_LINE)
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{
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if (curchar == '\n')
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{
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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<Range> &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<Range> &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<Range> &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<Range> &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<Range> &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<Range> &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<Range> 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<ShaderStage> _stages[])
|
|
: stages()
|
|
{
|
|
std::string err;
|
|
if (!validateInternal(_stages, err, validationReflection))
|
|
throw love::Exception("%s", err.c_str());
|
|
|
|
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);
|
|
}
|
|
|
|
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::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) != 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 (!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 = validationReflection.localThreadgroupSize[0];
|
|
*y = validationReflection.localThreadgroupSize[1];
|
|
*z = validationReflection.localThreadgroupSize[2];
|
|
}
|
|
|
|
bool Shader::validate(StrongRef<ShaderStage> stages[], std::string& err)
|
|
{
|
|
ValidationReflection reflection;
|
|
return validateInternal(stages, err, reflection);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
template <typename T>
|
|
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<ShaderStage> stages[], std::string &err, ValidationReflection &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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
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 '" + info.name + "' must have an explicit format set in its layout declaration.";
|
|
return false;
|
|
}
|
|
|
|
StorageTextureReflection texreflection = {};
|
|
|
|
texreflection.format = getPixelFormat(qualifiers.getFormat());
|
|
|
|
if (qualifiers.isReadOnly())
|
|
texreflection.access = ACCESS_READ;
|
|
else if (qualifiers.isWriteOnly())
|
|
texreflection.access = ACCESS_WRITE;
|
|
else
|
|
texreflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
|
|
|
|
reflection.storageTextures[info.name] = texreflection;
|
|
}
|
|
else if (!type->isOpaque())
|
|
{
|
|
LocalUniform u = {};
|
|
auto &values = u.initializerValues;
|
|
const glslang::TConstUnionArray *constarray = info.getConstArray();
|
|
|
|
// 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.dataType = DATA_BASETYPE_FLOAT;
|
|
if (constarray != nullptr)
|
|
{
|
|
values.resize(constarray->size());
|
|
for (int i = 0; i < constarray->size(); i++)
|
|
values[i].f = convertData<float>((*constarray)[i]);
|
|
}
|
|
break;
|
|
case glslang::EbtUint:
|
|
u.dataType = DATA_BASETYPE_UINT;
|
|
if (constarray != nullptr)
|
|
{
|
|
values.resize(constarray->size());
|
|
for (int i = 0; i < constarray->size(); i++)
|
|
values[i].u = convertData<uint32>((*constarray)[i]);
|
|
}
|
|
break;
|
|
case glslang::EbtBool:
|
|
u.dataType = DATA_BASETYPE_BOOL;
|
|
if (constarray != nullptr)
|
|
{
|
|
values.resize(constarray->size());
|
|
for (int i = 0; i < constarray->size(); i++)
|
|
values[i].u = convertData<uint32>((*constarray)[i]);
|
|
}
|
|
break;
|
|
case glslang::EbtInt:
|
|
default:
|
|
u.dataType = DATA_BASETYPE_INT;
|
|
if (constarray != nullptr)
|
|
{
|
|
values.resize(constarray->size());
|
|
for (int i = 0; i < constarray->size(); i++)
|
|
values[i].i = convertData<int32>((*constarray)[i]);
|
|
}
|
|
break;
|
|
}
|
|
|
|
reflection.localUniforms[info.name] = u;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
BufferReflection bufferReflection = {};
|
|
bufferReflection.stride = (size_t) info.size;
|
|
bufferReflection.memberCount = (size_t) info.numMembers;
|
|
|
|
if (qualifiers.isReadOnly())
|
|
bufferReflection.access = ACCESS_READ;
|
|
else if (qualifiers.isWriteOnly())
|
|
bufferReflection.access = ACCESS_WRITE;
|
|
else
|
|
bufferReflection.access = (Access)(ACCESS_READ | ACCESS_WRITE);
|
|
|
|
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::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 != getLinearPixelFormat(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;
|
|
}
|
|
|
|
bool Shader::fillUniformReflectionData(UniformInfo &u)
|
|
{
|
|
const auto &r = validationReflection;
|
|
|
|
if (u.baseType == UNIFORM_STORAGETEXTURE)
|
|
{
|
|
const auto reflectionit = r.storageTextures.find(u.name);
|
|
if (reflectionit != r.storageTextures.end())
|
|
{
|
|
u.storageTextureFormat = reflectionit->second.format;
|
|
u.access = reflectionit->second.access;
|
|
return true;
|
|
}
|
|
|
|
// No reflection info - maybe glslang was better at detecting dead code
|
|
// than the driver's compiler?
|
|
return false;
|
|
}
|
|
else if (u.baseType == UNIFORM_STORAGEBUFFER)
|
|
{
|
|
const auto reflectionit = r.storageBuffers.find(u.name);
|
|
if (reflectionit != r.storageBuffers.end())
|
|
{
|
|
u.bufferStride = reflectionit->second.stride;
|
|
u.bufferMemberCount = reflectionit->second.memberCount;
|
|
u.access = reflectionit->second.access;
|
|
return true;
|
|
}
|
|
|
|
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, 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<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_UniformsPerDraw2", Shader::BUILTIN_UNIFORMS_PER_DRAW_2 },
|
|
};
|
|
|
|
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);
|
|
}
|
|
|
|
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
|