Files
filament/libs/filamat/src/shaders/ShaderGenerator.cpp
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Eliza Velasquez 3aee9402d5 Add ESSL1 block to feature level 0 mats
Previously, when a material was expilicitly built for feature level 0, it was
necessary to write ESSL 1.0 code which was incompatible with the OpenGL feature
level 1 implementation in Filament. Rather than adjust the Filament
implementation so that feature level 1 uses the same workarounds as feature
level 0 to emulate GLES 3.0+ features, it's more runtime-efficient to have matc
embed ESSL 1.0 and 3.0 shaders as separate chunks and load the corresponding
one based on the active feature level.

Feature level 0 material shaders must still be written in what is effectively
ESSL 1.0. To assist with this, a small set of compatibility definitions are
introduced when building the ESSL 3.0 variant. These are virtually all
textureXXX() functions, and end up either optimized out or inlined by glslang.

One final effect of this change is that external and 3D samplers are now
properly supported in feature level 0 materials.
2023-09-26 22:46:51 +00:00

747 lines
31 KiB
C++

/*
* Copyright (C) 2017 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "ShaderGenerator.h"
#include <filament/MaterialEnums.h>
#include <private/filament/EngineEnums.h>
#include <private/filament/Variant.h>
#include <utils/CString.h>
#include "filamat/MaterialBuilder.h"
#include "CodeGenerator.h"
#include "SibGenerator.h"
#include "UibGenerator.h"
#include <iterator>
namespace filamat {
using namespace filament;
using namespace filament::backend;
using namespace utils;
void ShaderGenerator::generateSurfaceMaterialVariantDefines(utils::io::sstream& out,
ShaderStage stage, MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material, filament::Variant variant) noexcept {
bool const litVariants = material.isLit || material.hasShadowMultiplier;
CodeGenerator::generateDefine(out, "VARIANT_HAS_DIRECTIONAL_LIGHTING",
litVariants && variant.hasDirectionalLighting());
CodeGenerator::generateDefine(out, "VARIANT_HAS_DYNAMIC_LIGHTING",
litVariants && variant.hasDynamicLighting());
CodeGenerator::generateDefine(out, "VARIANT_HAS_SHADOWING",
litVariants && filament::Variant::isShadowReceiverVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_VSM",
filament::Variant::isVSMVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_INSTANCED_STEREO",
filament::Variant::isStereoVariant(variant));
switch (stage) {
case ShaderStage::VERTEX:
CodeGenerator::generateDefine(out, "VARIANT_HAS_SKINNING_OR_MORPHING",
variant.hasSkinningOrMorphing());
break;
case ShaderStage::FRAGMENT:
CodeGenerator::generateDefine(out, "VARIANT_HAS_FOG",
filament::Variant::isFogVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_PICKING",
filament::Variant::isPickingVariant(variant));
CodeGenerator::generateDefine(out, "VARIANT_HAS_SSR",
filament::Variant::isSSRVariant(variant));
break;
case ShaderStage::COMPUTE:
break;
}
out << '\n';
CodeGenerator::generateDefine(out, "MATERIAL_FEATURE_LEVEL", uint32_t(featureLevel));
CodeGenerator::generateDefine(out, "MATERIAL_HAS_SHADOW_MULTIPLIER",
material.hasShadowMultiplier);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_INSTANCES", material.instanced);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_VERTEX_DOMAIN_DEVICE_JITTERED",
material.vertexDomainDeviceJittered);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_TRANSPARENT_SHADOW",
material.hasTransparentShadow);
if (stage == ShaderStage::FRAGMENT) {
// We only support both screen-space refractions and reflections at the same time.
// And the MATERIAL_HAS_REFRACTION/MATERIAL_HAS_REFLECTIONS defines signify if
// refraction/reflections are supported by the material.
CodeGenerator::generateDefine(out, "MATERIAL_HAS_REFRACTION",
material.refractionMode != RefractionMode::NONE);
if (material.refractionMode != RefractionMode::NONE) {
CodeGenerator::generateDefine(out, "REFRACTION_MODE_CUBEMAP",
uint32_t(RefractionMode::CUBEMAP));
CodeGenerator::generateDefine(out, "REFRACTION_MODE_SCREEN_SPACE",
uint32_t(RefractionMode::SCREEN_SPACE));
switch (material.refractionMode) {
case RefractionMode::NONE:
// can't be here
break;
case RefractionMode::CUBEMAP:
CodeGenerator::generateDefine(out, "REFRACTION_MODE",
"REFRACTION_MODE_CUBEMAP");
break;
case RefractionMode::SCREEN_SPACE:
CodeGenerator::generateDefine(out, "REFRACTION_MODE",
"REFRACTION_MODE_SCREEN_SPACE");
break;
}
CodeGenerator::generateDefine(out, "REFRACTION_TYPE_SOLID",
uint32_t(RefractionType::SOLID));
CodeGenerator::generateDefine(out, "REFRACTION_TYPE_THIN",
uint32_t(RefractionType::THIN));
switch (material.refractionType) {
case RefractionType::SOLID:
CodeGenerator::generateDefine(out, "REFRACTION_TYPE", "REFRACTION_TYPE_SOLID");
break;
case RefractionType::THIN:
CodeGenerator::generateDefine(out, "REFRACTION_TYPE", "REFRACTION_TYPE_THIN");
break;
}
}
CodeGenerator::generateDefine(out, "MATERIAL_HAS_REFLECTIONS",
material.reflectionMode == ReflectionMode::SCREEN_SPACE);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_DOUBLE_SIDED_CAPABILITY",
material.hasDoubleSidedCapability);
CodeGenerator::generateDefine(out, "MATERIAL_HAS_CUSTOM_SURFACE_SHADING",
material.hasCustomSurfaceShading);
out << '\n';
switch (material.blendingMode) {
case BlendingMode::OPAQUE:
CodeGenerator::generateDefine(out, "BLEND_MODE_OPAQUE", true);
break;
case BlendingMode::TRANSPARENT:
CodeGenerator::generateDefine(out, "BLEND_MODE_TRANSPARENT", true);
break;
case BlendingMode::ADD:
CodeGenerator::generateDefine(out, "BLEND_MODE_ADD", true);
break;
case BlendingMode::MASKED:
CodeGenerator::generateDefine(out, "BLEND_MODE_MASKED", true);
break;
case BlendingMode::FADE:
// Fade is a special case of transparent
CodeGenerator::generateDefine(out, "BLEND_MODE_TRANSPARENT", true);
CodeGenerator::generateDefine(out, "BLEND_MODE_FADE", true);
break;
case BlendingMode::MULTIPLY:
CodeGenerator::generateDefine(out, "BLEND_MODE_MULTIPLY", true);
break;
case BlendingMode::SCREEN:
CodeGenerator::generateDefine(out, "BLEND_MODE_SCREEN", true);
break;
}
switch (material.postLightingBlendingMode) {
case BlendingMode::OPAQUE:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_OPAQUE", true);
break;
case BlendingMode::TRANSPARENT:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_TRANSPARENT", true);
break;
case BlendingMode::ADD:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_ADD", true);
break;
case BlendingMode::MULTIPLY:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_MULTIPLY", true);
break;
case BlendingMode::SCREEN:
CodeGenerator::generateDefine(out, "POST_LIGHTING_BLEND_MODE_SCREEN", true);
break;
default:
break;
}
out << '\n';
CodeGenerator::generateDefine(out, "GEOMETRIC_SPECULAR_AA",
material.specularAntiAliasing && material.isLit);
CodeGenerator::generateDefine(out, "CLEAR_COAT_IOR_CHANGE",
material.clearCoatIorChange);
}
}
void ShaderGenerator::generateSurfaceMaterialVariantProperties(io::sstream& out,
MaterialBuilder::PropertyList const properties,
const MaterialBuilder::PreprocessorDefineList& defines) noexcept {
UTILS_NOUNROLL
for (size_t i = 0; i < MaterialBuilder::MATERIAL_PROPERTIES_COUNT; i++) {
CodeGenerator::generateMaterialProperty(out,
static_cast<MaterialBuilder::Property>(i), properties[i]);
}
// synthetic defines
bool const hasTBN =
properties[static_cast<int>(MaterialBuilder::Property::ANISOTROPY)] ||
properties[static_cast<int>(MaterialBuilder::Property::NORMAL)] ||
properties[static_cast<int>(MaterialBuilder::Property::BENT_NORMAL)] ||
properties[static_cast<int>(MaterialBuilder::Property::CLEAR_COAT_NORMAL)];
CodeGenerator::generateDefine(out, "MATERIAL_NEEDS_TBN", hasTBN);
// Additional, user-provided defines.
for (const auto& define : defines) {
CodeGenerator::generateDefine(out, define.name.c_str(), define.value.c_str());
}
}
void ShaderGenerator::generateVertexDomainDefines(io::sstream& vs, VertexDomain domain) noexcept {
switch (domain) {
case VertexDomain::OBJECT:
CodeGenerator::generateDefine(vs, "VERTEX_DOMAIN_OBJECT", true);
break;
case VertexDomain::WORLD:
CodeGenerator::generateDefine(vs, "VERTEX_DOMAIN_WORLD", true);
break;
case VertexDomain::VIEW:
CodeGenerator::generateDefine(vs, "VERTEX_DOMAIN_VIEW", true);
break;
case VertexDomain::DEVICE:
CodeGenerator::generateDefine(vs, "VERTEX_DOMAIN_DEVICE", true);
break;
}
}
void ShaderGenerator::generatePostProcessMaterialVariantDefines(io::sstream& out,
PostProcessVariant variant) noexcept {
switch (variant) {
case PostProcessVariant::OPAQUE:
CodeGenerator::generateDefine(out, "POST_PROCESS_OPAQUE", 1u);
break;
case PostProcessVariant::TRANSLUCENT:
CodeGenerator::generateDefine(out, "POST_PROCESS_OPAQUE", 0u);
break;
}
}
void ShaderGenerator::appendShader(io::sstream& ss,
const CString& shader, size_t lineOffset) noexcept {
auto countLines = [](const char* s) -> size_t {
size_t lines = 0;
size_t i = 0;
while (s[i]) {
if (s[i++] == '\n') lines++;
}
return lines;
};
if (!shader.empty()) {
size_t lines = countLines(ss.c_str());
ss << "#line " << lineOffset + 1 << '\n';
ss << shader.c_str();
if (shader[shader.size() - 1] != '\n') {
ss << "\n";
lines++;
}
// + 2 to account for the #line directives we just added
ss << "#line " << lines + countLines(shader.c_str()) + 2 << "\n";
}
}
void ShaderGenerator::generateUserSpecConstants(
const CodeGenerator& cg, io::sstream& fs, MaterialBuilder::ConstantList const& constants) {
// Constants 0 to CONFIG_MAX_RESERVED_SPEC_CONSTANTS - 1 are reserved by Filament.
size_t index = CONFIG_MAX_RESERVED_SPEC_CONSTANTS;
for (const auto& constant : constants) {
std::string const fullName = std::string("materialConstants_") + constant.name.c_str();
switch (constant.type) {
case ConstantType::INT:
cg.generateSpecializationConstant(
fs, fullName.c_str(), index++, constant.defaultValue.i);
break;
case ConstantType::FLOAT:
cg.generateSpecializationConstant(
fs, fullName.c_str(), index++, constant.defaultValue.f);
break;
case ConstantType::BOOL:
cg.generateSpecializationConstant(
fs, fullName.c_str(), index++, constant.defaultValue.b);
break;
}
}
}
// ------------------------------------------------------------------------------------------------
ShaderGenerator::ShaderGenerator(
MaterialBuilder::PropertyList const& properties,
MaterialBuilder::VariableList const& variables,
MaterialBuilder::OutputList const& outputs,
MaterialBuilder::PreprocessorDefineList const& defines,
MaterialBuilder::ConstantList const& constants,
CString const& materialCode, size_t lineOffset,
CString const& materialVertexCode, size_t vertexLineOffset,
MaterialBuilder::MaterialDomain materialDomain) noexcept {
if (materialDomain == MaterialBuilder::MaterialDomain::COMPUTE) {
// we shouldn't have a vertex shader in a compute material
assert_invariant(materialVertexCode.empty());
}
std::copy(std::begin(properties), std::end(properties), std::begin(mProperties));
std::copy(std::begin(variables), std::end(variables), std::begin(mVariables));
std::copy(std::begin(outputs), std::end(outputs), std::back_inserter(mOutputs));
mMaterialFragmentCode = materialCode;
mMaterialVertexCode = materialVertexCode;
mIsMaterialVertexShaderEmpty = materialVertexCode.empty();
mMaterialLineOffset = lineOffset;
mMaterialVertexLineOffset = vertexLineOffset;
mMaterialDomain = materialDomain;
mDefines = defines;
mConstants = constants;
if (mMaterialFragmentCode.empty()) {
if (mMaterialDomain == MaterialBuilder::MaterialDomain::SURFACE) {
mMaterialFragmentCode =
CString("void material(inout MaterialInputs m) {\n prepareMaterial(m);\n}\n");
} else if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
mMaterialFragmentCode =
CString("void postProcess(inout PostProcessInputs p) {\n}\n");
} else if (mMaterialDomain == MaterialBuilder::MaterialDomain::COMPUTE) {
mMaterialFragmentCode =
CString("void compute() {\n}\n");
}
}
if (mMaterialVertexCode.empty()) {
if (mMaterialDomain == MaterialBuilder::MaterialDomain::SURFACE) {
mMaterialVertexCode =
CString("void materialVertex(inout MaterialVertexInputs m) {\n}\n");
} else if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
mMaterialVertexCode =
CString("void postProcessVertex(inout PostProcessVertexInputs m) {\n}\n");
}
}
}
void ShaderGenerator::fixupExternalSamplers(ShaderModel sm,
std::string& shader, MaterialInfo const& material) noexcept {
// External samplers are only supported on GL ES at the moment, we must
// skip the fixup on desktop targets
if (material.hasExternalSamplers && sm == ShaderModel::MOBILE) {
CodeGenerator::fixupExternalSamplers(shader, material.sib);
}
}
std::string ShaderGenerator::createVertexProgram(ShaderModel shaderModel,
MaterialBuilder::TargetApi targetApi, MaterialBuilder::TargetLanguage targetLanguage,
MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material, const filament::Variant variant, Interpolation interpolation,
VertexDomain vertexDomain) const noexcept {
assert_invariant(filament::Variant::isValid(variant));
assert_invariant(mMaterialDomain != MaterialBuilder::MaterialDomain::COMPUTE);
if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
return createPostProcessVertexProgram(
shaderModel, targetApi,
targetLanguage, featureLevel, material, variant.key);
}
io::sstream vs;
const CodeGenerator cg(shaderModel, targetApi, targetLanguage, featureLevel);
cg.generateProlog(vs, ShaderStage::VERTEX, material, variant);
generateUserSpecConstants(cg, vs, mConstants);
// note: even if the user vertex shader is empty, we can't use the "optimized" version if
// we're in masked mode because fragment shader needs the color varyings
const bool useOptimizedDepthVertexShader =
// must be a depth variant
filament::Variant::isValidDepthVariant(variant) &&
// must have an empty vertex shader
mIsMaterialVertexShaderEmpty &&
// but must not be MASKED mode
material.blendingMode != BlendingMode::MASKED &&
// and must not have transparent shadows
!(material.hasTransparentShadow &&
(material.blendingMode == BlendingMode::TRANSPARENT ||
material.blendingMode == BlendingMode::FADE));
CodeGenerator::generateDefine(vs, "USE_OPTIMIZED_DEPTH_VERTEX_SHADER",
useOptimizedDepthVertexShader);
generateSurfaceMaterialVariantDefines(vs, ShaderStage::VERTEX, featureLevel, material, variant);
generateSurfaceMaterialVariantProperties(vs, mProperties, mDefines);
AttributeBitset attributes = material.requiredAttributes;
if (variant.hasSkinningOrMorphing()) {
attributes.set(VertexAttribute::BONE_INDICES);
attributes.set(VertexAttribute::BONE_WEIGHTS);
if (material.useLegacyMorphing) {
attributes.set(VertexAttribute::MORPH_POSITION_0);
attributes.set(VertexAttribute::MORPH_POSITION_1);
attributes.set(VertexAttribute::MORPH_POSITION_2);
attributes.set(VertexAttribute::MORPH_POSITION_3);
attributes.set(VertexAttribute::MORPH_TANGENTS_0);
attributes.set(VertexAttribute::MORPH_TANGENTS_1);
attributes.set(VertexAttribute::MORPH_TANGENTS_2);
attributes.set(VertexAttribute::MORPH_TANGENTS_3);
}
}
cg.generateShaderInputs(vs, ShaderStage::VERTEX, attributes, interpolation);
CodeGenerator::generateCommonTypes(vs, ShaderStage::VERTEX);
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateVariable(vs, ShaderStage::VERTEX, variable, variableIndex++);
}
// materials defines
generateVertexDomainDefines(vs, vertexDomain);
// uniforms
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE, UibGenerator::getPerRenderableUib());
const bool litVariants = material.isLit || material.hasShadowMultiplier;
if (litVariants && filament::Variant::isShadowReceiverVariant(variant)) {
cg.generateUniforms(vs, ShaderStage::FRAGMENT,
UniformBindingPoints::SHADOW, UibGenerator::getShadowUib());
}
if (variant.hasSkinningOrMorphing()) {
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE_BONES,
UibGenerator::getPerRenderableBonesUib());
cg.generateSamplers(vs, SamplerBindingPoints::PER_RENDERABLE_SKINNING,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_RENDERABLE_SKINNING),
SibGenerator::getPerRenderPrimitiveBonesSib(variant));
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_RENDERABLE_MORPHING,
UibGenerator::getPerRenderableMorphingUib());
cg.generateSamplers(vs, SamplerBindingPoints::PER_RENDERABLE_MORPHING,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_RENDERABLE_MORPHING),
SibGenerator::getPerRenderPrimitiveMorphingSib(variant));
}
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_MATERIAL_INSTANCE, material.uib);
CodeGenerator::generateSeparator(vs);
// TODO: should we generate per-view SIB in the vertex shader?
cg.generateSamplers(vs, SamplerBindingPoints::PER_MATERIAL_INSTANCE,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_MATERIAL_INSTANCE),
material.sib);
// shader code
CodeGenerator::generateCommon(vs, ShaderStage::VERTEX);
CodeGenerator::generateGetters(vs, ShaderStage::VERTEX);
CodeGenerator::generateCommonMaterial(vs, ShaderStage::VERTEX);
// main entry point
appendShader(vs, mMaterialVertexCode, mMaterialVertexLineOffset);
CodeGenerator::generateShaderMain(vs, ShaderStage::VERTEX);
CodeGenerator::generateEpilog(vs);
return vs.c_str();
}
std::string ShaderGenerator::createFragmentProgram(ShaderModel shaderModel,
MaterialBuilder::TargetApi targetApi, MaterialBuilder::TargetLanguage targetLanguage,
MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material, const filament::Variant variant,
Interpolation interpolation) const noexcept {
assert_invariant(filament::Variant::isValid(variant));
assert_invariant(mMaterialDomain != MaterialBuilder::MaterialDomain::COMPUTE);
if (mMaterialDomain == MaterialBuilder::MaterialDomain::POST_PROCESS) {
return createPostProcessFragmentProgram(shaderModel, targetApi, targetLanguage,
featureLevel, material, variant.key);
}
const CodeGenerator cg(shaderModel, targetApi, targetLanguage, featureLevel);
io::sstream fs;
cg.generateProlog(fs, ShaderStage::FRAGMENT, material, variant);
generateUserSpecConstants(cg, fs, mConstants);
generateSurfaceMaterialVariantDefines(
fs, ShaderStage::FRAGMENT, featureLevel, material, variant);
auto defaultSpecularAO = shaderModel == ShaderModel::MOBILE ?
SpecularAmbientOcclusion::NONE : SpecularAmbientOcclusion::SIMPLE;
auto specularAO = material.specularAOSet ? material.specularAO : defaultSpecularAO;
CodeGenerator::generateDefine(fs, "SPECULAR_AMBIENT_OCCLUSION", uint32_t(specularAO));
bool const multiBounceAO = material.multiBounceAOSet ?
material.multiBounceAO : shaderModel == ShaderModel::DESKTOP;
CodeGenerator::generateDefine(fs, "MULTI_BOUNCE_AMBIENT_OCCLUSION", multiBounceAO ? 1u : 0u);
generateSurfaceMaterialVariantProperties(fs, mProperties, mDefines);
cg.generateShaderInputs(fs, ShaderStage::FRAGMENT,
material.requiredAttributes, interpolation);
CodeGenerator::generateCommonTypes(fs, ShaderStage::FRAGMENT);
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateVariable(fs, ShaderStage::FRAGMENT, variable, variableIndex++);
}
// uniforms and samplers
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::PER_RENDERABLE, UibGenerator::getPerRenderableUib());
if (variant.hasDynamicLighting()) {
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::LIGHTS, UibGenerator::getLightsUib());
}
bool const litVariants = material.isLit || material.hasShadowMultiplier;
if (litVariants && filament::Variant::isShadowReceiverVariant(variant)) {
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::SHADOW, UibGenerator::getShadowUib());
}
if (variant.hasDynamicLighting()) {
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::FROXEL_RECORDS, UibGenerator::getFroxelRecordUib());
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::FROXELS, UibGenerator::getFroxelsUib());
}
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::PER_MATERIAL_INSTANCE, material.uib);
CodeGenerator::generateSeparator(fs);
if (featureLevel >= FeatureLevel::FEATURE_LEVEL_1) { // FIXME: generate only what we need
cg.generateSamplers(fs, SamplerBindingPoints::PER_VIEW,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_VIEW),
SibGenerator::getPerViewSib(variant));
}
cg.generateSamplers(fs, SamplerBindingPoints::PER_MATERIAL_INSTANCE,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_MATERIAL_INSTANCE),
material.sib);
fs << "float filament_lodBias;\n";
// shading code
CodeGenerator::generateCommon(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateGetters(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateCommonMaterial(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateParameters(fs, ShaderStage::FRAGMENT);
if (filament::Variant::isFogVariant(variant)) {
CodeGenerator::generateFog(fs, ShaderStage::FRAGMENT);
}
// shading model
if (filament::Variant::isValidDepthVariant(variant)) {
// In MASKED mode or with transparent shadows, we need the alpha channel computed by
// the material (user code), so we append it here.
if (material.blendingMode == BlendingMode::MASKED || material.hasTransparentShadow) {
appendShader(fs, mMaterialFragmentCode, mMaterialLineOffset);
}
// These variants are special and are treated as DEPTH variants. Filament will never
// request that variant for the color pass.
CodeGenerator::generateDepthShaderMain(fs, ShaderStage::FRAGMENT);
} else {
appendShader(fs, mMaterialFragmentCode, mMaterialLineOffset);
if (filament::Variant::isSSRVariant(variant)) {
CodeGenerator::generateShaderReflections(fs, ShaderStage::FRAGMENT);
} else if (material.isLit) {
CodeGenerator::generateShaderLit(fs, ShaderStage::FRAGMENT, variant,
material.shading,material.hasCustomSurfaceShading);
} else {
CodeGenerator::generateShaderUnlit(fs, ShaderStage::FRAGMENT, variant,
material.hasShadowMultiplier);
}
// entry point
CodeGenerator::generateShaderMain(fs, ShaderStage::FRAGMENT);
}
CodeGenerator::generateEpilog(fs);
return fs.c_str();
}
std::string ShaderGenerator::createComputeProgram(filament::backend::ShaderModel shaderModel,
MaterialBuilder::TargetApi targetApi, MaterialBuilder::TargetLanguage targetLanguage,
MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material) const noexcept {
assert_invariant(mMaterialDomain == MaterialBuilder::MaterialDomain::COMPUTE);
assert_invariant(featureLevel >= FeatureLevel::FEATURE_LEVEL_2);
const CodeGenerator cg(shaderModel, targetApi, targetLanguage, featureLevel);
io::sstream s;
cg.generateProlog(s, ShaderStage::COMPUTE, material, {});
generateUserSpecConstants(cg, s, mConstants);
CodeGenerator::generateCommonTypes(s, ShaderStage::COMPUTE);
cg.generateUniforms(s, ShaderStage::COMPUTE,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(s, ShaderStage::COMPUTE,
UniformBindingPoints::PER_MATERIAL_INSTANCE, material.uib);
cg.generateSamplers(s, SamplerBindingPoints::PER_MATERIAL_INSTANCE,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_MATERIAL_INSTANCE),
material.sib);
// generate SSBO
cg.generateBuffers(s, material.buffers);
// TODO: generate images
CodeGenerator::generateCommon(s, ShaderStage::COMPUTE);
CodeGenerator::generateGetters(s, ShaderStage::COMPUTE);
appendShader(s, mMaterialFragmentCode, mMaterialLineOffset);
CodeGenerator::generateShaderMain(s, ShaderStage::COMPUTE);
CodeGenerator::generateEpilog(s);
return s.c_str();
}
std::string ShaderGenerator::createPostProcessVertexProgram(ShaderModel sm,
MaterialBuilder::TargetApi targetApi, MaterialBuilder::TargetLanguage targetLanguage,
MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material, const filament::Variant::type_t variantKey) const noexcept {
const CodeGenerator cg(sm, targetApi, targetLanguage, featureLevel);
io::sstream vs;
cg.generateProlog(vs, ShaderStage::VERTEX, material, {});
generateUserSpecConstants(cg, vs, mConstants);
CodeGenerator::generateDefine(vs, "LOCATION_POSITION", uint32_t(VertexAttribute::POSITION));
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateVariable(vs, ShaderStage::VERTEX, variable, variableIndex++);
}
CodeGenerator::generatePostProcessInputs(vs, ShaderStage::VERTEX);
generatePostProcessMaterialVariantDefines(vs, PostProcessVariant(variantKey));
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(vs, ShaderStage::VERTEX,
UniformBindingPoints::PER_MATERIAL_INSTANCE, material.uib);
cg.generateSamplers(vs, SamplerBindingPoints::PER_MATERIAL_INSTANCE,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_MATERIAL_INSTANCE),
material.sib);
CodeGenerator::generatePostProcessCommon(vs, ShaderStage::VERTEX);
CodeGenerator::generatePostProcessGetters(vs, ShaderStage::VERTEX);
appendShader(vs, mMaterialVertexCode, mMaterialVertexLineOffset);
CodeGenerator::generatePostProcessMain(vs, ShaderStage::VERTEX);
CodeGenerator::generateEpilog(vs);
return vs.c_str();
}
std::string ShaderGenerator::createPostProcessFragmentProgram(ShaderModel sm,
MaterialBuilder::TargetApi targetApi, MaterialBuilder::TargetLanguage targetLanguage,
MaterialBuilder::FeatureLevel featureLevel,
MaterialInfo const& material, uint8_t variant) const noexcept {
const CodeGenerator cg(sm, targetApi, targetLanguage, featureLevel);
io::sstream fs;
cg.generateProlog(fs, ShaderStage::FRAGMENT, material, {});
generateUserSpecConstants(cg, fs, mConstants);
generatePostProcessMaterialVariantDefines(fs, PostProcessVariant(variant));
// custom material variables
size_t variableIndex = 0;
for (const auto& variable : mVariables) {
CodeGenerator::generateVariable(fs, ShaderStage::FRAGMENT, variable, variableIndex++);
}
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::PER_VIEW, UibGenerator::getPerViewUib());
cg.generateUniforms(fs, ShaderStage::FRAGMENT,
UniformBindingPoints::PER_MATERIAL_INSTANCE, material.uib);
cg.generateSamplers(fs, SamplerBindingPoints::PER_MATERIAL_INSTANCE,
material.samplerBindings.getBlockOffset(SamplerBindingPoints::PER_MATERIAL_INSTANCE),
material.sib);
// subpass
CodeGenerator::generateSubpass(fs, material.subpass);
CodeGenerator::generatePostProcessCommon(fs, ShaderStage::FRAGMENT);
CodeGenerator::generatePostProcessGetters(fs, ShaderStage::FRAGMENT);
// Generate post-process outputs.
for (const auto& output : mOutputs) {
if (output.target == MaterialBuilder::OutputTarget::COLOR) {
cg.generateOutput(fs, ShaderStage::FRAGMENT, output.name, output.location,
output.qualifier, output.precision, output.type);
}
if (output.target == MaterialBuilder::OutputTarget::DEPTH) {
CodeGenerator::generateDefine(fs, "FRAG_OUTPUT_DEPTH", 1u);
}
}
CodeGenerator::generatePostProcessInputs(fs, ShaderStage::FRAGMENT);
appendShader(fs, mMaterialFragmentCode, mMaterialLineOffset);
CodeGenerator::generatePostProcessMain(fs, ShaderStage::FRAGMENT);
CodeGenerator::generateEpilog(fs);
return fs.c_str();
}
} // namespace filament