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Angelica/src/main/java/net/coderbot/iris/shaderpack/ProgramSet.java
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package net.coderbot.iris.shaderpack;
import net.coderbot.iris.Iris;
import net.coderbot.iris.gl.blending.BlendModeOverride;
import net.coderbot.iris.shaderpack.include.AbsolutePackPath;
import net.coderbot.iris.shaderpack.loading.ProgramId;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import java.util.Optional;
import java.util.function.Function;
public class ProgramSet {
private final PackDirectives packDirectives;
private final ProgramSource shadow;
private final ComputeSource[] shadowCompute;
private final ProgramSource[] shadowcomp;
private final ComputeSource[][] shadowCompCompute;
private final ProgramSource[] prepare;
private final ComputeSource[][] prepareCompute;
private final ProgramSource gbuffersBasic;
private final ProgramSource gbuffersLine;
private final ProgramSource gbuffersBeaconBeam;
private final ProgramSource gbuffersTextured;
private final ProgramSource gbuffersTexturedLit;
private final ProgramSource gbuffersTerrain;
private ProgramSource gbuffersDamagedBlock;
private final ProgramSource gbuffersSkyBasic;
private final ProgramSource gbuffersSkyTextured;
private final ProgramSource gbuffersClouds;
private final ProgramSource gbuffersWeather;
private final ProgramSource gbuffersEntities;
private final ProgramSource gbuffersEntitiesTrans;
private final ProgramSource gbuffersEntitiesGlowing;
private final ProgramSource gbuffersGlint;
private final ProgramSource gbuffersEntityEyes;
private final ProgramSource gbuffersBlock;
private final ProgramSource gbuffersHand;
private final ProgramSource[] deferred;
private final ComputeSource[][] deferredCompute;
private final ProgramSource gbuffersWater;
private final ProgramSource gbuffersHandWater;
private final ProgramSource[] composite;
private final ComputeSource[][] compositeCompute;
private final ProgramSource compositeFinal;
private final ComputeSource[] finalCompute;
private final ShaderPack pack;
public ProgramSet(AbsolutePackPath directory, Function<AbsolutePackPath, String> sourceProvider,
ShaderProperties shaderProperties, ShaderPack pack) {
this.packDirectives = new PackDirectives(PackRenderTargetDirectives.BASELINE_SUPPORTED_RENDER_TARGETS, shaderProperties);
this.pack = pack;
// Note: Ensure that blending is properly overridden during the shadow pass. By default, blending is disabled
// in the shadow pass. Shader packs expect this for colored shadows from stained glass and nether portals
// to work properly.
//
// Note: Enabling blending in the shadow pass results in weird results since translucency sorting happens
// relative to the player camera, not the shadow camera, so we can't rely on chunks being properly
// sorted in the shadow pass.
//
// - https://github.com/IrisShaders/Iris/issues/483
// - https://github.com/IrisShaders/Iris/issues/987
this.shadow = readProgramSource(directory, sourceProvider, "shadow", this, shaderProperties,
BlendModeOverride.OFF);
this.shadowCompute = readComputeArray(directory, sourceProvider, "shadow");
this.shadowcomp = readProgramArray(directory, sourceProvider, "shadowcomp", shaderProperties);
this.shadowCompCompute = new ComputeSource[shadowcomp.length][];
for (int i = 0; i < shadowcomp.length; i++) {
this.shadowCompCompute[i] = readComputeArray(directory, sourceProvider, "shadowcomp" + ((i == 0) ? "" : i));
}
this.prepare = readProgramArray(directory, sourceProvider, "prepare", shaderProperties);
this.prepareCompute = new ComputeSource[prepare.length][];
for (int i = 0; i < prepare.length; i++) {
this.prepareCompute[i] = readComputeArray(directory, sourceProvider, "prepare" + ((i == 0) ? "" : i));
}
this.gbuffersBasic = readProgramSource(directory, sourceProvider, "gbuffers_basic", this, shaderProperties);
this.gbuffersLine = readProgramSource(directory, sourceProvider, "gbuffers_line", this, shaderProperties);
this.gbuffersBeaconBeam = readProgramSource(directory, sourceProvider, "gbuffers_beaconbeam", this, shaderProperties);
this.gbuffersTextured = readProgramSource(directory, sourceProvider, "gbuffers_textured", this, shaderProperties);
this.gbuffersTexturedLit = readProgramSource(directory, sourceProvider, "gbuffers_textured_lit", this, shaderProperties);
this.gbuffersTerrain = readProgramSource(directory, sourceProvider, "gbuffers_terrain", this, shaderProperties);
this.gbuffersDamagedBlock = readProgramSource(directory, sourceProvider, "gbuffers_damagedblock", this, shaderProperties);
this.gbuffersSkyBasic = readProgramSource(directory, sourceProvider, "gbuffers_skybasic", this, shaderProperties);
this.gbuffersSkyTextured = readProgramSource(directory, sourceProvider, "gbuffers_skytextured", this, shaderProperties);
this.gbuffersClouds = readProgramSource(directory, sourceProvider, "gbuffers_clouds", this, shaderProperties);
this.gbuffersWeather = readProgramSource(directory, sourceProvider, "gbuffers_weather", this, shaderProperties);
this.gbuffersEntities = readProgramSource(directory, sourceProvider, "gbuffers_entities", this, shaderProperties);
this.gbuffersEntitiesTrans = readProgramSource(directory, sourceProvider, "gbuffers_entities_translucent", this, shaderProperties);
this.gbuffersEntitiesGlowing = readProgramSource(directory, sourceProvider, "gbuffers_entities_glowing", this, shaderProperties);
this.gbuffersGlint = readProgramSource(directory, sourceProvider, "gbuffers_armor_glint", this, shaderProperties);
this.gbuffersEntityEyes = readProgramSource(directory, sourceProvider, "gbuffers_spidereyes", this, shaderProperties);
this.gbuffersBlock = readProgramSource(directory, sourceProvider, "gbuffers_block", this, shaderProperties);
this.gbuffersHand = readProgramSource(directory, sourceProvider, "gbuffers_hand", this, shaderProperties);
this.deferred = readProgramArray(directory, sourceProvider, "deferred", shaderProperties);
this.deferredCompute = new ComputeSource[deferred.length][];
for (int i = 0; i < deferred.length; i++) {
this.deferredCompute[i] = readComputeArray(directory, sourceProvider, "deferred" + ((i == 0) ? "" : i));
}
this.gbuffersWater = readProgramSource(directory, sourceProvider, "gbuffers_water", this, shaderProperties);
this.gbuffersHandWater = readProgramSource(directory, sourceProvider, "gbuffers_hand_water", this, shaderProperties);
this.composite = readProgramArray(directory, sourceProvider, "composite", shaderProperties);
this.compositeCompute = new ComputeSource[composite.length][];
for (int i = 0; i < deferred.length; i++) {
this.compositeCompute[i] = readComputeArray(directory, sourceProvider, "composite" + ((i == 0) ? "" : i));
}
this.compositeFinal = readProgramSource(directory, sourceProvider, "final", this, shaderProperties);
this.finalCompute = readComputeArray(directory, sourceProvider, "final");
locateDirectives();
if (!gbuffersDamagedBlock.isValid()) {
// Special behavior inherited by OptiFine & Iris from old ShadersMod
// Presumably this was added before DRAWBUFFERS was a thing? Or just a hardcoded hacky fix for some
// shader packs - in any case, Sildurs Vibrant Shaders and other packs rely on it.
first(getGbuffersTerrain(), getGbuffersTexturedLit(), getGbuffersTextured(), getGbuffersBasic()).ifPresent(src -> {
ProgramDirectives overrideDirectives = src.getDirectives().withOverriddenDrawBuffers(new int[] { 0 });
this.gbuffersDamagedBlock = src.withDirectiveOverride(overrideDirectives);
});
}
}
@SafeVarargs
private static <T> Optional<T> first(Optional<T>... candidates) {
for (Optional<T> candidate : candidates) {
if (candidate.isPresent()) {
return candidate;
}
}
return Optional.empty();
}
private ProgramSource[] readProgramArray(AbsolutePackPath directory,
Function<AbsolutePackPath, String> sourceProvider, String name,
ShaderProperties shaderProperties) {
ProgramSource[] programs = new ProgramSource[99];
for (int i = 0; i < programs.length; i++) {
String suffix = i == 0 ? "" : Integer.toString(i);
programs[i] = readProgramSource(directory, sourceProvider, name + suffix, this, shaderProperties);
}
return programs;
}
private ComputeSource[] readComputeArray(AbsolutePackPath directory,
Function<AbsolutePackPath, String> sourceProvider, String name) {
ComputeSource[] programs = new ComputeSource[27];
programs[0] = readComputeSource(directory, sourceProvider, name, this);
for (char c = 'a'; c <= 'z'; ++c) {
String suffix = "_" + c;
programs[c - 96] = readComputeSource(directory, sourceProvider, name + suffix, this);
if (programs[c - 96] == null) {
break;
}
}
return programs;
}
private void locateDirectives() {
List<ProgramSource> programs = new ArrayList<>();
List<ComputeSource> computes = new ArrayList<>();
programs.add(shadow);
programs.addAll(Arrays.asList(shadowcomp));
programs.addAll(Arrays.asList(prepare));
programs.addAll (Arrays.asList(
gbuffersBasic, gbuffersBeaconBeam, gbuffersTextured, gbuffersTexturedLit, gbuffersTerrain,
gbuffersDamagedBlock, gbuffersSkyBasic, gbuffersSkyTextured, gbuffersClouds, gbuffersWeather,
gbuffersEntities, gbuffersEntitiesTrans, gbuffersEntitiesGlowing, gbuffersGlint, gbuffersEntityEyes, gbuffersBlock,
gbuffersHand
));
for (ComputeSource[] computeSources : compositeCompute) {
computes.addAll(Arrays.asList(computeSources));
}
for (ComputeSource[] computeSources : deferredCompute) {
computes.addAll(Arrays.asList(computeSources));
}
for (ComputeSource[] computeSources : prepareCompute) {
computes.addAll(Arrays.asList(computeSources));
}
for (ComputeSource[] computeSources : shadowCompCompute) {
computes.addAll(Arrays.asList(computeSources));
}
Collections.addAll(computes, finalCompute);
Collections.addAll(computes, shadowCompute);
for (ComputeSource source : computes) {
if (source != null) {
source.getSource().map(ConstDirectiveParser::findDirectives).ifPresent(constDirectives -> {
for (ConstDirectiveParser.ConstDirective directive : constDirectives) {
if (directive.getType() == ConstDirectiveParser.Type.IVEC3 && directive.getKey().equals("workGroups")) {
ComputeDirectiveParser.setComputeWorkGroups(source, directive);
} else if (directive.getType() == ConstDirectiveParser.Type.VEC2 && directive.getKey().equals("workGroupsRender")) {
ComputeDirectiveParser.setComputeWorkGroupsRelative(source, directive);
}
}
});
}
}
programs.addAll(Arrays.asList(deferred));
programs.add(gbuffersWater);
programs.add(gbuffersHandWater);
programs.addAll(Arrays.asList(composite));
programs.add(compositeFinal);
DispatchingDirectiveHolder packDirectiveHolder = new DispatchingDirectiveHolder();
packDirectives.acceptDirectivesFrom(packDirectiveHolder);
for (ProgramSource source : programs) {
if (source == null) {
continue;
}
source.getFragmentSource().map(ConstDirectiveParser::findDirectives).ifPresent(directives -> {
for (ConstDirectiveParser.ConstDirective directive : directives) {
packDirectiveHolder.processDirective(directive);
}
});
}
packDirectives.getRenderTargetDirectives().getRenderTargetSettings().forEach((index, settings) ->
Iris.logger.debug("Render target settings for colortex" + index + ": " + settings));
}
public Optional<ProgramSource> getShadow() {
return shadow.requireValid();
}
public ProgramSource[] getShadowComposite() {
return shadowcomp;
}
public ProgramSource[] getPrepare() {
return prepare;
}
public Optional<ProgramSource> getGbuffersBasic() {
return gbuffersBasic.requireValid();
}
public Optional<ProgramSource> getGbuffersBeaconBeam() {
return gbuffersBeaconBeam.requireValid();
}
public Optional<ProgramSource> getGbuffersTextured() {
return gbuffersTextured.requireValid();
}
public Optional<ProgramSource> getGbuffersTexturedLit() {
return gbuffersTexturedLit.requireValid();
}
public Optional<ProgramSource> getGbuffersTerrain() {
return gbuffersTerrain.requireValid();
}
public Optional<ProgramSource> getGbuffersDamagedBlock() {
return gbuffersDamagedBlock.requireValid();
}
public Optional<ProgramSource> getGbuffersSkyBasic() {
return gbuffersSkyBasic.requireValid();
}
public Optional<ProgramSource> getGbuffersSkyTextured() {
return gbuffersSkyTextured.requireValid();
}
public Optional<ProgramSource> getGbuffersClouds() {
return gbuffersClouds.requireValid();
}
public Optional<ProgramSource> getGbuffersWeather() {
return gbuffersWeather.requireValid();
}
public Optional<ProgramSource> getGbuffersEntities() {
return gbuffersEntities.requireValid();
}
public Optional<ProgramSource> getGbuffersEntitiesTrans() {
return gbuffersEntitiesTrans.requireValid();
}
public Optional<ProgramSource> getGbuffersEntitiesGlowing() {
return gbuffersEntitiesGlowing.requireValid();
}
public Optional<ProgramSource> getGbuffersGlint() {
return gbuffersGlint.requireValid();
}
public Optional<ProgramSource> getGbuffersEntityEyes() {
return gbuffersEntityEyes.requireValid();
}
public Optional<ProgramSource> getGbuffersBlock() {
return gbuffersBlock.requireValid();
}
public Optional<ProgramSource> getGbuffersHand() {
return gbuffersHand.requireValid();
}
public Optional<ProgramSource> get(ProgramId programId) {
return switch (programId) {
case Shadow -> getShadow();
case Basic -> getGbuffersBasic();
case Line -> gbuffersLine.requireValid();
case Textured -> getGbuffersTextured();
case TexturedLit -> getGbuffersTexturedLit();
case SkyBasic -> getGbuffersSkyBasic();
case SkyTextured -> getGbuffersSkyTextured();
case Clouds -> getGbuffersClouds();
case Terrain -> getGbuffersTerrain();
case DamagedBlock -> getGbuffersDamagedBlock();
case Block -> getGbuffersBlock();
case BeaconBeam -> getGbuffersBeaconBeam();
case Entities -> getGbuffersEntities();
case EntitiesTrans -> getGbuffersEntitiesTrans();
case EntitiesGlowing -> getGbuffersEntitiesGlowing();
case ArmorGlint -> getGbuffersGlint();
case SpiderEyes -> getGbuffersEntityEyes();
case Hand -> getGbuffersHand();
case Weather -> getGbuffersWeather();
case Water -> getGbuffersWater();
case HandWater -> getGbuffersHandWater();
case Final -> getCompositeFinal();
default -> Optional.empty();
};
}
public ProgramSource[] getDeferred() {
return deferred;
}
public Optional<ProgramSource> getGbuffersWater() {
return gbuffersWater.requireValid();
}
public Optional<ProgramSource> getGbuffersHandWater() {
return gbuffersHandWater.requireValid();
}
public ProgramSource[] getComposite() {
return composite;
}
public Optional<ProgramSource> getCompositeFinal() {
return compositeFinal.requireValid();
}
public ComputeSource[] getShadowCompute() {
return shadowCompute;
}
public ComputeSource[][] getShadowCompCompute() {
return shadowCompCompute;
}
public ComputeSource[][] getPrepareCompute() {
return prepareCompute;
}
public ComputeSource[][] getDeferredCompute() {
return deferredCompute;
}
public ComputeSource[][] getCompositeCompute() {
return compositeCompute;
}
public ComputeSource[] getFinalCompute() {
return finalCompute;
}
public PackDirectives getPackDirectives() {
return packDirectives;
}
public ShaderPack getPack() {
return pack;
}
private static ProgramSource readProgramSource(AbsolutePackPath directory,
Function<AbsolutePackPath, String> sourceProvider, String program,
ProgramSet programSet, ShaderProperties properties) {
return readProgramSource(directory, sourceProvider, program, programSet, properties, null);
}
private static ProgramSource readProgramSource(AbsolutePackPath directory,
Function<AbsolutePackPath, String> sourceProvider, String program,
ProgramSet programSet, ShaderProperties properties,
BlendModeOverride defaultBlendModeOverride) {
AbsolutePackPath vertexPath = directory.resolve(program + ".vsh");
String vertexSource = sourceProvider.apply(vertexPath);
AbsolutePackPath geometryPath = directory.resolve(program + ".gsh");
String geometrySource = sourceProvider.apply(geometryPath);
AbsolutePackPath fragmentPath = directory.resolve(program + ".fsh");
String fragmentSource = sourceProvider.apply(fragmentPath);
return new ProgramSource(program, vertexSource, geometrySource, fragmentSource, programSet, properties,
defaultBlendModeOverride);
}
private static ComputeSource readComputeSource(AbsolutePackPath directory,
Function<AbsolutePackPath, String> sourceProvider, String program,
ProgramSet programSet) {
AbsolutePackPath computePath = directory.resolve(program + ".csh");
String computeSource = sourceProvider.apply(computePath);
if (computeSource == null) {
return null;
}
return new ComputeSource(program, computeSource, programSet);
}
}