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+/*************************************************************************/
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+/* material_storage.cpp */
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+/*************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* https://godotengine.org */
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+/*************************************************************************/
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+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/*************************************************************************/
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+
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+#include "material_storage.h"
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+#include "core/config/engine.h"
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+#include "core/config/project_settings.h"
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+#include "core/io/resource_loader.h"
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+#include "texture_storage.h"
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+
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+using namespace RendererRD;
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+
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+///////////////////////////////////////////////////////////////////////////
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+// UBI helper functions
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+
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+_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
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+ switch (type) {
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+ case ShaderLanguage::TYPE_BOOL: {
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedInt32Array &ba = value;
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+ int s = ba.size();
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+ const int *r = ba.ptr();
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+
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+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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+ if (i < s) {
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+ gui[j] = (r[i] != 0) ? 1 : 0;
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+ } else {
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+ gui[j] = 0;
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+ }
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+ gui[j + 1] = 0; // ignored
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ bool v = value;
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+ gui[0] = v ? 1 : 0;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_BVEC2: {
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedInt32Array &ba = value;
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+ int s = ba.size();
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+ const int *r = ba.ptr();
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+ int count = 2 * p_array_size;
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+
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+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i] ? 1 : 0;
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+ gui[j + 1] = r[i + 1] ? 1 : 0;
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ }
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ int v = value;
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+ gui[0] = v & 1 ? 1 : 0;
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+ gui[1] = v & 2 ? 1 : 0;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_BVEC3: {
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedInt32Array &ba = value;
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+ int s = ba.size();
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+ const int *r = ba.ptr();
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+ int count = 3 * p_array_size;
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+
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+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i] ? 1 : 0;
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+ gui[j + 1] = r[i + 1] ? 1 : 0;
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+ gui[j + 2] = r[i + 2] ? 1 : 0;
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ gui[j + 2] = 0;
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+ }
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ int v = value;
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+ gui[0] = (v & 1) ? 1 : 0;
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+ gui[1] = (v & 2) ? 1 : 0;
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+ gui[2] = (v & 4) ? 1 : 0;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_BVEC4: {
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedInt32Array &ba = value;
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+ int s = ba.size();
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+ const int *r = ba.ptr();
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+ int count = 4 * p_array_size;
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+
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+ for (int i = 0; i < count; i += 4) {
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+ if (i < s) {
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+ gui[i] = r[i] ? 1 : 0;
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+ gui[i + 1] = r[i + 1] ? 1 : 0;
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+ gui[i + 2] = r[i + 2] ? 1 : 0;
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+ gui[i + 3] = r[i + 3] ? 1 : 0;
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+ } else {
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+ gui[i] = 0;
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+ gui[i + 1] = 0;
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+ gui[i + 2] = 0;
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+ gui[i + 3] = 0;
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+ }
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+ }
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+ } else {
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+ int v = value;
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+ gui[0] = (v & 1) ? 1 : 0;
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+ gui[1] = (v & 2) ? 1 : 0;
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+ gui[2] = (v & 4) ? 1 : 0;
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+ gui[3] = (v & 8) ? 1 : 0;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_INT: {
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+ int32_t *gui = (int32_t *)data;
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+
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+ if (p_array_size > 0) {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ const int *r = iv.ptr();
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+
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+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i];
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+ } else {
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+ gui[j] = 0;
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+ }
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+ gui[j + 1] = 0; // ignored
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ int v = value;
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+ gui[0] = v;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_IVEC2: {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ int32_t *gui = (int32_t *)data;
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+
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+ if (p_array_size <= 0) {
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+ p_array_size = 1;
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+ }
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+ int count = 2 * p_array_size;
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+
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+ const int *r = iv.ptr();
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+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i];
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+ gui[j + 1] = r[i + 1];
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ }
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_IVEC3: {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ int32_t *gui = (int32_t *)data;
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+
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+ if (p_array_size <= 0) {
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+ p_array_size = 1;
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+ }
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+ int count = 3 * p_array_size;
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+
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+ const int *r = iv.ptr();
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+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i];
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+ gui[j + 1] = r[i + 1];
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+ gui[j + 2] = r[i + 2];
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ gui[j + 2] = 0;
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+ }
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_IVEC4: {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ int32_t *gui = (int32_t *)data;
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+
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+ if (p_array_size <= 0) {
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+ p_array_size = 1;
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+ }
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+ int count = 4 * p_array_size;
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+
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+ const int *r = iv.ptr();
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+ for (int i = 0; i < count; i += 4) {
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+ if (i < s) {
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+ gui[i] = r[i];
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+ gui[i + 1] = r[i + 1];
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+ gui[i + 2] = r[i + 2];
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+ gui[i + 3] = r[i + 3];
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+ } else {
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+ gui[i] = 0;
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+ gui[i + 1] = 0;
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+ gui[i + 2] = 0;
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+ gui[i + 3] = 0;
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+ }
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_UINT: {
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size > 0) {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ const int *r = iv.ptr();
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+
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+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i];
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+ } else {
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+ gui[j] = 0;
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+ }
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+ gui[j + 1] = 0; // ignored
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ int v = value;
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+ gui[0] = v;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_UVEC2: {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size <= 0) {
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+ p_array_size = 1;
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+ }
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+ int count = 2 * p_array_size;
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+
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+ const int *r = iv.ptr();
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+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i];
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+ gui[j + 1] = r[i + 1];
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ }
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_UVEC3: {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size <= 0) {
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+ p_array_size = 1;
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+ }
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+ int count = 3 * p_array_size;
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+
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+ const int *r = iv.ptr();
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+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
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+ if (i < s) {
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+ gui[j] = r[i];
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+ gui[j + 1] = r[i + 1];
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+ gui[j + 2] = r[i + 2];
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ gui[j + 2] = 0;
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+ }
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_UVEC4: {
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+ Vector<int> iv = value;
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+ int s = iv.size();
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+ uint32_t *gui = (uint32_t *)data;
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+
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+ if (p_array_size <= 0) {
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+ p_array_size = 1;
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+ }
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+ int count = 4 * p_array_size;
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+
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+ const int *r = iv.ptr();
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+ for (int i = 0; i < count; i++) {
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+ if (i < s) {
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+ gui[i] = r[i];
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+ gui[i + 1] = r[i + 1];
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+ gui[i + 2] = r[i + 2];
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+ gui[i + 3] = r[i + 3];
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+ } else {
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+ gui[i] = 0;
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+ gui[i + 1] = 0;
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+ gui[i + 2] = 0;
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+ gui[i + 3] = 0;
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+ }
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_FLOAT: {
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+ float *gui = (float *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedFloat32Array &a = value;
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+ int s = a.size();
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+
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+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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+ if (i < s) {
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+ gui[j] = a[i];
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+ } else {
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+ gui[j] = 0;
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+ }
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+ gui[j + 1] = 0; // ignored
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ float v = value;
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+ gui[0] = v;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_VEC2: {
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+ float *gui = (float *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedVector2Array &a = value;
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+ int s = a.size();
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+
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+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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+ if (i < s) {
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+ gui[j] = a[i].x;
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+ gui[j + 1] = a[i].y;
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+ } else {
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+ gui[j] = 0;
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+ gui[j + 1] = 0;
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+ }
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+ gui[j + 2] = 0; // ignored
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+ gui[j + 3] = 0; // ignored
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+ }
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+ } else {
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+ Vector2 v = value;
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+ gui[0] = v.x;
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+ gui[1] = v.y;
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+ }
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+ } break;
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+ case ShaderLanguage::TYPE_VEC3: {
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+ float *gui = (float *)data;
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+
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+ if (p_array_size > 0) {
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+ const PackedVector3Array &a = value;
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+ int s = a.size();
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+
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+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
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+ if (i < s) {
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+ gui[j] = a[i].x;
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+ gui[j + 1] = a[i].y;
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|
|
+ gui[j + 2] = a[i].z;
|
|
|
+ } else {
|
|
|
+ gui[j] = 0;
|
|
|
+ gui[j + 1] = 0;
|
|
|
+ gui[j + 2] = 0;
|
|
|
+ }
|
|
|
+ gui[j + 3] = 0; // ignored
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ Vector3 v = value;
|
|
|
+ gui[0] = v.x;
|
|
|
+ gui[1] = v.y;
|
|
|
+ gui[2] = v.z;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_VEC4: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ if (p_array_size > 0) {
|
|
|
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
|
|
|
+ const PackedColorArray &a = value;
|
|
|
+ int s = a.size();
|
|
|
+
|
|
|
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
|
|
|
+ if (i < s) {
|
|
|
+ Color color = a[i];
|
|
|
+ if (p_linear_color) {
|
|
|
+ color = color.to_linear();
|
|
|
+ }
|
|
|
+ gui[j] = color.r;
|
|
|
+ gui[j + 1] = color.g;
|
|
|
+ gui[j + 2] = color.b;
|
|
|
+ gui[j + 3] = color.a;
|
|
|
+ } else {
|
|
|
+ gui[j] = 0;
|
|
|
+ gui[j + 1] = 0;
|
|
|
+ gui[j + 2] = 0;
|
|
|
+ gui[j + 3] = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ const PackedFloat32Array &a = value;
|
|
|
+ int s = a.size();
|
|
|
+ int count = 4 * p_array_size;
|
|
|
+
|
|
|
+ for (int i = 0; i < count; i += 4) {
|
|
|
+ if (i + 3 < s) {
|
|
|
+ gui[i] = a[i];
|
|
|
+ gui[i + 1] = a[i + 1];
|
|
|
+ gui[i + 2] = a[i + 2];
|
|
|
+ gui[i + 3] = a[i + 3];
|
|
|
+ } else {
|
|
|
+ gui[i] = 0;
|
|
|
+ gui[i + 1] = 0;
|
|
|
+ gui[i + 2] = 0;
|
|
|
+ gui[i + 3] = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (value.get_type() == Variant::COLOR) {
|
|
|
+ Color v = value;
|
|
|
+
|
|
|
+ if (p_linear_color) {
|
|
|
+ v = v.to_linear();
|
|
|
+ }
|
|
|
+
|
|
|
+ gui[0] = v.r;
|
|
|
+ gui[1] = v.g;
|
|
|
+ gui[2] = v.b;
|
|
|
+ gui[3] = v.a;
|
|
|
+ } else if (value.get_type() == Variant::RECT2) {
|
|
|
+ Rect2 v = value;
|
|
|
+
|
|
|
+ gui[0] = v.position.x;
|
|
|
+ gui[1] = v.position.y;
|
|
|
+ gui[2] = v.size.x;
|
|
|
+ gui[3] = v.size.y;
|
|
|
+ } else if (value.get_type() == Variant::QUATERNION) {
|
|
|
+ Quaternion v = value;
|
|
|
+
|
|
|
+ gui[0] = v.x;
|
|
|
+ gui[1] = v.y;
|
|
|
+ gui[2] = v.z;
|
|
|
+ gui[3] = v.w;
|
|
|
+ } else {
|
|
|
+ Plane v = value;
|
|
|
+
|
|
|
+ gui[0] = v.normal.x;
|
|
|
+ gui[1] = v.normal.y;
|
|
|
+ gui[2] = v.normal.z;
|
|
|
+ gui[3] = v.d;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT2: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ if (p_array_size > 0) {
|
|
|
+ const PackedFloat32Array &a = value;
|
|
|
+ int s = a.size();
|
|
|
+
|
|
|
+ for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
|
|
|
+ if (i + 3 < s) {
|
|
|
+ gui[j] = a[i];
|
|
|
+ gui[j + 1] = a[i + 1];
|
|
|
+
|
|
|
+ gui[j + 4] = a[i + 2];
|
|
|
+ gui[j + 5] = a[i + 3];
|
|
|
+ } else {
|
|
|
+ gui[j] = 1;
|
|
|
+ gui[j + 1] = 0;
|
|
|
+
|
|
|
+ gui[j + 4] = 0;
|
|
|
+ gui[j + 5] = 1;
|
|
|
+ }
|
|
|
+ gui[j + 2] = 0; // ignored
|
|
|
+ gui[j + 3] = 0; // ignored
|
|
|
+ gui[j + 6] = 0; // ignored
|
|
|
+ gui[j + 7] = 0; // ignored
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ Transform2D v = value;
|
|
|
+
|
|
|
+ //in std140 members of mat2 are treated as vec4s
|
|
|
+ gui[0] = v.elements[0][0];
|
|
|
+ gui[1] = v.elements[0][1];
|
|
|
+ gui[2] = 0; // ignored
|
|
|
+ gui[3] = 0; // ignored
|
|
|
+
|
|
|
+ gui[4] = v.elements[1][0];
|
|
|
+ gui[5] = v.elements[1][1];
|
|
|
+ gui[6] = 0; // ignored
|
|
|
+ gui[7] = 0; // ignored
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT3: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ if (p_array_size > 0) {
|
|
|
+ const PackedFloat32Array &a = value;
|
|
|
+ int s = a.size();
|
|
|
+
|
|
|
+ for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
|
|
|
+ if (i + 8 < s) {
|
|
|
+ gui[j] = a[i];
|
|
|
+ gui[j + 1] = a[i + 1];
|
|
|
+ gui[j + 2] = a[i + 2];
|
|
|
+
|
|
|
+ gui[j + 4] = a[i + 3];
|
|
|
+ gui[j + 5] = a[i + 4];
|
|
|
+ gui[j + 6] = a[i + 5];
|
|
|
+
|
|
|
+ gui[j + 8] = a[i + 6];
|
|
|
+ gui[j + 9] = a[i + 7];
|
|
|
+ gui[j + 10] = a[i + 8];
|
|
|
+ } else {
|
|
|
+ gui[j] = 1;
|
|
|
+ gui[j + 1] = 0;
|
|
|
+ gui[j + 2] = 0;
|
|
|
+
|
|
|
+ gui[j + 4] = 0;
|
|
|
+ gui[j + 5] = 1;
|
|
|
+ gui[j + 6] = 0;
|
|
|
+
|
|
|
+ gui[j + 8] = 0;
|
|
|
+ gui[j + 9] = 0;
|
|
|
+ gui[j + 10] = 1;
|
|
|
+ }
|
|
|
+ gui[j + 3] = 0; // ignored
|
|
|
+ gui[j + 7] = 0; // ignored
|
|
|
+ gui[j + 11] = 0; // ignored
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ Basis v = value;
|
|
|
+ gui[0] = v.elements[0][0];
|
|
|
+ gui[1] = v.elements[1][0];
|
|
|
+ gui[2] = v.elements[2][0];
|
|
|
+ gui[3] = 0; // ignored
|
|
|
+
|
|
|
+ gui[4] = v.elements[0][1];
|
|
|
+ gui[5] = v.elements[1][1];
|
|
|
+ gui[6] = v.elements[2][1];
|
|
|
+ gui[7] = 0; // ignored
|
|
|
+
|
|
|
+ gui[8] = v.elements[0][2];
|
|
|
+ gui[9] = v.elements[1][2];
|
|
|
+ gui[10] = v.elements[2][2];
|
|
|
+ gui[11] = 0; // ignored
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT4: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ if (p_array_size > 0) {
|
|
|
+ const PackedFloat32Array &a = value;
|
|
|
+ int s = a.size();
|
|
|
+
|
|
|
+ for (int i = 0; i < p_array_size * 16; i += 16) {
|
|
|
+ if (i + 15 < s) {
|
|
|
+ gui[i] = a[i];
|
|
|
+ gui[i + 1] = a[i + 1];
|
|
|
+ gui[i + 2] = a[i + 2];
|
|
|
+ gui[i + 3] = a[i + 3];
|
|
|
+
|
|
|
+ gui[i + 4] = a[i + 4];
|
|
|
+ gui[i + 5] = a[i + 5];
|
|
|
+ gui[i + 6] = a[i + 6];
|
|
|
+ gui[i + 7] = a[i + 7];
|
|
|
+
|
|
|
+ gui[i + 8] = a[i + 8];
|
|
|
+ gui[i + 9] = a[i + 9];
|
|
|
+ gui[i + 10] = a[i + 10];
|
|
|
+ gui[i + 11] = a[i + 11];
|
|
|
+
|
|
|
+ gui[i + 12] = a[i + 12];
|
|
|
+ gui[i + 13] = a[i + 13];
|
|
|
+ gui[i + 14] = a[i + 14];
|
|
|
+ gui[i + 15] = a[i + 15];
|
|
|
+ } else {
|
|
|
+ gui[i] = 1;
|
|
|
+ gui[i + 1] = 0;
|
|
|
+ gui[i + 2] = 0;
|
|
|
+ gui[i + 3] = 0;
|
|
|
+
|
|
|
+ gui[i + 4] = 0;
|
|
|
+ gui[i + 5] = 1;
|
|
|
+ gui[i + 6] = 0;
|
|
|
+ gui[i + 7] = 0;
|
|
|
+
|
|
|
+ gui[i + 8] = 0;
|
|
|
+ gui[i + 9] = 0;
|
|
|
+ gui[i + 10] = 1;
|
|
|
+ gui[i + 11] = 0;
|
|
|
+
|
|
|
+ gui[i + 12] = 0;
|
|
|
+ gui[i + 13] = 0;
|
|
|
+ gui[i + 14] = 0;
|
|
|
+ gui[i + 15] = 1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ Transform3D v = value;
|
|
|
+ gui[0] = v.basis.elements[0][0];
|
|
|
+ gui[1] = v.basis.elements[1][0];
|
|
|
+ gui[2] = v.basis.elements[2][0];
|
|
|
+ gui[3] = 0;
|
|
|
+
|
|
|
+ gui[4] = v.basis.elements[0][1];
|
|
|
+ gui[5] = v.basis.elements[1][1];
|
|
|
+ gui[6] = v.basis.elements[2][1];
|
|
|
+ gui[7] = 0;
|
|
|
+
|
|
|
+ gui[8] = v.basis.elements[0][2];
|
|
|
+ gui[9] = v.basis.elements[1][2];
|
|
|
+ gui[10] = v.basis.elements[2][2];
|
|
|
+ gui[11] = 0;
|
|
|
+
|
|
|
+ gui[12] = v.origin.x;
|
|
|
+ gui[13] = v.origin.y;
|
|
|
+ gui[14] = v.origin.z;
|
|
|
+ gui[15] = 1;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ default: {
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
|
|
|
+ switch (type) {
|
|
|
+ case ShaderLanguage::TYPE_BOOL: {
|
|
|
+ uint32_t *gui = (uint32_t *)data;
|
|
|
+ *gui = value[0].boolean ? 1 : 0;
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_BVEC2: {
|
|
|
+ uint32_t *gui = (uint32_t *)data;
|
|
|
+ gui[0] = value[0].boolean ? 1 : 0;
|
|
|
+ gui[1] = value[1].boolean ? 1 : 0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_BVEC3: {
|
|
|
+ uint32_t *gui = (uint32_t *)data;
|
|
|
+ gui[0] = value[0].boolean ? 1 : 0;
|
|
|
+ gui[1] = value[1].boolean ? 1 : 0;
|
|
|
+ gui[2] = value[2].boolean ? 1 : 0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_BVEC4: {
|
|
|
+ uint32_t *gui = (uint32_t *)data;
|
|
|
+ gui[0] = value[0].boolean ? 1 : 0;
|
|
|
+ gui[1] = value[1].boolean ? 1 : 0;
|
|
|
+ gui[2] = value[2].boolean ? 1 : 0;
|
|
|
+ gui[3] = value[3].boolean ? 1 : 0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_INT: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+ gui[0] = value[0].sint;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_IVEC2: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 2; i++) {
|
|
|
+ gui[i] = value[i].sint;
|
|
|
+ }
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_IVEC3: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 3; i++) {
|
|
|
+ gui[i] = value[i].sint;
|
|
|
+ }
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_IVEC4: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
+ gui[i] = value[i].sint;
|
|
|
+ }
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_UINT: {
|
|
|
+ uint32_t *gui = (uint32_t *)data;
|
|
|
+ gui[0] = value[0].uint;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_UVEC2: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 2; i++) {
|
|
|
+ gui[i] = value[i].uint;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_UVEC3: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 3; i++) {
|
|
|
+ gui[i] = value[i].uint;
|
|
|
+ }
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_UVEC4: {
|
|
|
+ int32_t *gui = (int32_t *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
+ gui[i] = value[i].uint;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_FLOAT: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+ gui[0] = value[0].real;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_VEC2: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 2; i++) {
|
|
|
+ gui[i] = value[i].real;
|
|
|
+ }
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_VEC3: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 3; i++) {
|
|
|
+ gui[i] = value[i].real;
|
|
|
+ }
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_VEC4: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
+ gui[i] = value[i].real;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT2: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ //in std140 members of mat2 are treated as vec4s
|
|
|
+ gui[0] = value[0].real;
|
|
|
+ gui[1] = value[1].real;
|
|
|
+ gui[2] = 0;
|
|
|
+ gui[3] = 0;
|
|
|
+ gui[4] = value[2].real;
|
|
|
+ gui[5] = value[3].real;
|
|
|
+ gui[6] = 0;
|
|
|
+ gui[7] = 0;
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT3: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ gui[0] = value[0].real;
|
|
|
+ gui[1] = value[1].real;
|
|
|
+ gui[2] = value[2].real;
|
|
|
+ gui[3] = 0;
|
|
|
+ gui[4] = value[3].real;
|
|
|
+ gui[5] = value[4].real;
|
|
|
+ gui[6] = value[5].real;
|
|
|
+ gui[7] = 0;
|
|
|
+ gui[8] = value[6].real;
|
|
|
+ gui[9] = value[7].real;
|
|
|
+ gui[10] = value[8].real;
|
|
|
+ gui[11] = 0;
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT4: {
|
|
|
+ float *gui = (float *)data;
|
|
|
+
|
|
|
+ for (int i = 0; i < 16; i++) {
|
|
|
+ gui[i] = value[i].real;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ default: {
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
|
|
|
+ if (p_array_size <= 0) {
|
|
|
+ p_array_size = 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ switch (type) {
|
|
|
+ case ShaderLanguage::TYPE_BOOL:
|
|
|
+ case ShaderLanguage::TYPE_INT:
|
|
|
+ case ShaderLanguage::TYPE_UINT:
|
|
|
+ case ShaderLanguage::TYPE_FLOAT: {
|
|
|
+ memset(data, 0, 4 * p_array_size);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_BVEC2:
|
|
|
+ case ShaderLanguage::TYPE_IVEC2:
|
|
|
+ case ShaderLanguage::TYPE_UVEC2:
|
|
|
+ case ShaderLanguage::TYPE_VEC2: {
|
|
|
+ memset(data, 0, 8 * p_array_size);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_BVEC3:
|
|
|
+ case ShaderLanguage::TYPE_IVEC3:
|
|
|
+ case ShaderLanguage::TYPE_UVEC3:
|
|
|
+ case ShaderLanguage::TYPE_VEC3:
|
|
|
+ case ShaderLanguage::TYPE_BVEC4:
|
|
|
+ case ShaderLanguage::TYPE_IVEC4:
|
|
|
+ case ShaderLanguage::TYPE_UVEC4:
|
|
|
+ case ShaderLanguage::TYPE_VEC4: {
|
|
|
+ memset(data, 0, 16 * p_array_size);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT2: {
|
|
|
+ memset(data, 0, 32 * p_array_size);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT3: {
|
|
|
+ memset(data, 0, 48 * p_array_size);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_MAT4: {
|
|
|
+ memset(data, 0, 64 * p_array_size);
|
|
|
+ } break;
|
|
|
+
|
|
|
+ default: {
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+///////////////////////////////////////////////////////////////////////////
|
|
|
+// MaterialData
|
|
|
+
|
|
|
+void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
|
|
|
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
|
+ bool uses_global_buffer = false;
|
|
|
+
|
|
|
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
|
|
|
+ if (E.value.order < 0) {
|
|
|
+ continue; // texture, does not go here
|
|
|
+ }
|
|
|
+
|
|
|
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
|
|
|
+ continue; //instance uniforms don't appear in the buffer
|
|
|
+ }
|
|
|
+
|
|
|
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
|
|
|
+ //this is a global variable, get the index to it
|
|
|
+ GlobalVariables::Variable *gv = material_storage->global_variables.variables.getptr(E.key);
|
|
|
+ uint32_t index = 0;
|
|
|
+ if (gv) {
|
|
|
+ index = gv->buffer_index;
|
|
|
+ } else {
|
|
|
+ WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly.");
|
|
|
+ }
|
|
|
+
|
|
|
+ uint32_t offset = p_uniform_offsets[E.value.order];
|
|
|
+ uint32_t *intptr = (uint32_t *)&p_buffer[offset];
|
|
|
+ *intptr = index;
|
|
|
+ uses_global_buffer = true;
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ //regular uniform
|
|
|
+ uint32_t offset = p_uniform_offsets[E.value.order];
|
|
|
+#ifdef DEBUG_ENABLED
|
|
|
+ uint32_t size = 0U;
|
|
|
+ // The following code enforces a 16-byte alignment of uniform arrays.
|
|
|
+ if (E.value.array_size > 0) {
|
|
|
+ size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
|
|
|
+ int m = (16 * E.value.array_size);
|
|
|
+ if ((size % m) != 0U) {
|
|
|
+ size += m - (size % m);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ size = ShaderLanguage::get_datatype_size(E.value.type);
|
|
|
+ }
|
|
|
+ ERR_CONTINUE(offset + size > p_buffer_size);
|
|
|
+#endif
|
|
|
+ uint8_t *data = &p_buffer[offset];
|
|
|
+ const Map<StringName, Variant>::Element *V = p_parameters.find(E.key);
|
|
|
+
|
|
|
+ if (V) {
|
|
|
+ //user provided
|
|
|
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data, p_use_linear_color);
|
|
|
+
|
|
|
+ } else if (E.value.default_value.size()) {
|
|
|
+ //default value
|
|
|
+ _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
|
|
|
+ //value=E.value.default_value;
|
|
|
+ } else {
|
|
|
+ //zero because it was not provided
|
|
|
+ if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
|
|
|
+ //colors must be set as black, with alpha as 1.0
|
|
|
+ _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
|
|
|
+ } else {
|
|
|
+ //else just zero it out
|
|
|
+ _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uses_global_buffer != (global_buffer_E != nullptr)) {
|
|
|
+ if (uses_global_buffer) {
|
|
|
+ global_buffer_E = material_storage->global_variables.materials_using_buffer.push_back(self);
|
|
|
+ } else {
|
|
|
+ material_storage->global_variables.materials_using_buffer.erase(global_buffer_E);
|
|
|
+ global_buffer_E = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+MaterialData::~MaterialData() {
|
|
|
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
|
+
|
|
|
+ if (global_buffer_E) {
|
|
|
+ //unregister global buffers
|
|
|
+ material_storage->global_variables.materials_using_buffer.erase(global_buffer_E);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (global_texture_E) {
|
|
|
+ //unregister global textures
|
|
|
+
|
|
|
+ for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
|
|
|
+ GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E.key);
|
|
|
+ if (v) {
|
|
|
+ v->texture_materials.erase(self);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ //unregister material from those using global textures
|
|
|
+ material_storage->global_variables.materials_using_texture.erase(global_texture_E);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uniform_buffer.is_valid()) {
|
|
|
+ RD::get_singleton()->free(uniform_buffer);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
|
|
|
+ TextureStorage *texture_storage = TextureStorage::get_singleton();
|
|
|
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
|
+
|
|
|
+#ifdef TOOLS_ENABLED
|
|
|
+ Texture *roughness_detect_texture = nullptr;
|
|
|
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
|
|
|
+ Texture *normal_detect_texture = nullptr;
|
|
|
+#endif
|
|
|
+
|
|
|
+ bool uses_global_textures = false;
|
|
|
+ global_textures_pass++;
|
|
|
+
|
|
|
+ for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
|
|
|
+ const StringName &uniform_name = p_texture_uniforms[i].name;
|
|
|
+ int uniform_array_size = p_texture_uniforms[i].array_size;
|
|
|
+
|
|
|
+ Vector<RID> textures;
|
|
|
+
|
|
|
+ if (p_texture_uniforms[i].global) {
|
|
|
+ uses_global_textures = true;
|
|
|
+
|
|
|
+ GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(uniform_name);
|
|
|
+ if (v) {
|
|
|
+ if (v->buffer_index >= 0) {
|
|
|
+ WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
|
|
|
+
|
|
|
+ } else {
|
|
|
+ Map<StringName, uint64_t>::Element *E = used_global_textures.find(uniform_name);
|
|
|
+ if (!E) {
|
|
|
+ E = used_global_textures.insert(uniform_name, global_textures_pass);
|
|
|
+ v->texture_materials.insert(self);
|
|
|
+ } else {
|
|
|
+ E->get() = global_textures_pass;
|
|
|
+ }
|
|
|
+
|
|
|
+ textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+ WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name);
|
|
|
+ if (V) {
|
|
|
+ if (V->get().is_array()) {
|
|
|
+ Array array = (Array)V->get();
|
|
|
+ if (uniform_array_size > 0) {
|
|
|
+ for (int j = 0; j < array.size(); j++) {
|
|
|
+ textures.push_back(array[j]);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ if (array.size() > 0) {
|
|
|
+ textures.push_back(array[0]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ textures.push_back(V->get());
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (uniform_array_size > 0) {
|
|
|
+ if (textures.size() < uniform_array_size) {
|
|
|
+ const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
|
|
|
+ for (int j = textures.size(); j < uniform_array_size; j++) {
|
|
|
+ if (W && W->get().has(j)) {
|
|
|
+ textures.push_back(W->get()[j]);
|
|
|
+ } else {
|
|
|
+ textures.push_back(RID());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else if (textures.is_empty()) {
|
|
|
+ const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
|
|
|
+ if (W && W->get().has(0)) {
|
|
|
+ textures.push_back(W->get()[0]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ RID rd_texture;
|
|
|
+
|
|
|
+ if (textures.is_empty()) {
|
|
|
+ //check default usage
|
|
|
+ switch (p_texture_uniforms[i].type) {
|
|
|
+ case ShaderLanguage::TYPE_ISAMPLER2D:
|
|
|
+ case ShaderLanguage::TYPE_USAMPLER2D:
|
|
|
+ case ShaderLanguage::TYPE_SAMPLER2D: {
|
|
|
+ switch (p_texture_uniforms[i].hint) {
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
|
|
|
+ } break;
|
|
|
+ default: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
|
|
|
+ } break;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+
|
|
|
+ case ShaderLanguage::TYPE_SAMPLERCUBE: {
|
|
|
+ switch (p_texture_uniforms[i].hint) {
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
|
|
|
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
|
|
|
+ } break;
|
|
|
+ default: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
|
|
|
+ } break;
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
|
|
|
+ } break;
|
|
|
+
|
|
|
+ case ShaderLanguage::TYPE_ISAMPLER3D:
|
|
|
+ case ShaderLanguage::TYPE_USAMPLER3D:
|
|
|
+ case ShaderLanguage::TYPE_SAMPLER3D: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE);
|
|
|
+ } break;
|
|
|
+
|
|
|
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
|
|
|
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
|
|
|
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
|
|
|
+ } break;
|
|
|
+
|
|
|
+ default: {
|
|
|
+ }
|
|
|
+ }
|
|
|
+#ifdef TOOLS_ENABLED
|
|
|
+ if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
|
|
|
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+ if (uniform_array_size > 0) {
|
|
|
+ for (int j = 0; j < uniform_array_size; j++) {
|
|
|
+ p_textures[k++] = rd_texture;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ p_textures[k++] = rd_texture;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
|
|
|
+
|
|
|
+ for (int j = 0; j < textures.size(); j++) {
|
|
|
+ Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
|
|
|
+
|
|
|
+ if (tex) {
|
|
|
+ rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
|
|
|
+#ifdef TOOLS_ENABLED
|
|
|
+ if (tex->detect_3d_callback && p_use_linear_color) {
|
|
|
+ tex->detect_3d_callback(tex->detect_3d_callback_ud);
|
|
|
+ }
|
|
|
+ if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
|
|
|
+ if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
|
|
|
+ normal_detect_texture = tex;
|
|
|
+ }
|
|
|
+ tex->detect_normal_callback(tex->detect_normal_callback_ud);
|
|
|
+ }
|
|
|
+ if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
|
|
|
+ //find the normal texture
|
|
|
+ roughness_detect_texture = tex;
|
|
|
+ roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+ }
|
|
|
+ if (rd_texture.is_null()) {
|
|
|
+ rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
|
|
|
+ }
|
|
|
+#ifdef TOOLS_ENABLED
|
|
|
+ if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
|
|
|
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+ p_textures[k++] = rd_texture;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ {
|
|
|
+ //for textures no longer used, unregister them
|
|
|
+ List<Map<StringName, uint64_t>::Element *> to_delete;
|
|
|
+ for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
|
|
|
+ if (E->get() != global_textures_pass) {
|
|
|
+ to_delete.push_back(E);
|
|
|
+
|
|
|
+ GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E->key());
|
|
|
+ if (v) {
|
|
|
+ v->texture_materials.erase(self);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ while (to_delete.front()) {
|
|
|
+ used_global_textures.erase(to_delete.front()->get());
|
|
|
+ to_delete.pop_front();
|
|
|
+ }
|
|
|
+ //handle registering/unregistering global textures
|
|
|
+ if (uses_global_textures != (global_texture_E != nullptr)) {
|
|
|
+ if (uses_global_textures) {
|
|
|
+ global_texture_E = material_storage->global_variables.materials_using_texture.push_back(self);
|
|
|
+ } else {
|
|
|
+ material_storage->global_variables.materials_using_texture.erase(global_texture_E);
|
|
|
+ global_texture_E = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
|
|
|
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
|
|
|
+ RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
|
|
|
+ RD::get_singleton()->free(p_uniform_set);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
|
|
|
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
|
|
|
+ p_uniform_dirty = true;
|
|
|
+ if (uniform_buffer.is_valid()) {
|
|
|
+ RD::get_singleton()->free(uniform_buffer);
|
|
|
+ uniform_buffer = RID();
|
|
|
+ }
|
|
|
+
|
|
|
+ ubo_data.resize(p_ubo_size);
|
|
|
+ if (ubo_data.size()) {
|
|
|
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
|
|
|
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
|
|
|
+ }
|
|
|
+
|
|
|
+ //clear previous uniform set
|
|
|
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
|
|
|
+ RD::get_singleton()->free(uniform_set);
|
|
|
+ uniform_set = RID();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //check whether buffer changed
|
|
|
+ if (p_uniform_dirty && ubo_data.size()) {
|
|
|
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
|
|
|
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
|
|
|
+ }
|
|
|
+
|
|
|
+ uint32_t tex_uniform_count = 0U;
|
|
|
+ for (int i = 0; i < p_texture_uniforms.size(); i++) {
|
|
|
+ tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
|
|
|
+ texture_cache.resize(tex_uniform_count);
|
|
|
+ p_textures_dirty = true;
|
|
|
+
|
|
|
+ //clear previous uniform set
|
|
|
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
|
|
|
+ RD::get_singleton()->free(uniform_set);
|
|
|
+ uniform_set = RID();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (p_textures_dirty && tex_uniform_count) {
|
|
|
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
|
|
|
+ // This material does not require an uniform set, so don't create it.
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
|
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ Vector<RD::Uniform> uniforms;
|
|
|
+
|
|
|
+ {
|
|
|
+ if (p_ubo_size) {
|
|
|
+ RD::Uniform u;
|
|
|
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
|
+ u.binding = 0;
|
|
|
+ u.append_id(uniform_buffer);
|
|
|
+ uniforms.push_back(u);
|
|
|
+ }
|
|
|
+
|
|
|
+ const RID *textures = texture_cache.ptrw();
|
|
|
+ for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
|
|
|
+ const int array_size = p_texture_uniforms[i].array_size;
|
|
|
+
|
|
|
+ RD::Uniform u;
|
|
|
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
|
|
+ u.binding = 1 + k;
|
|
|
+ if (array_size > 0) {
|
|
|
+ for (int j = 0; j < array_size; j++) {
|
|
|
+ u.append_id(textures[k++]);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ u.append_id(textures[k++]);
|
|
|
+ }
|
|
|
+ uniforms.push_back(u);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
|
|
|
+
|
|
|
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+///////////////////////////////////////////////////////////////////////////
|
|
|
+// MaterialStorage
|
|
|
+
|
|
|
+MaterialStorage *MaterialStorage::singleton = nullptr;
|
|
|
+
|
|
|
+MaterialStorage *MaterialStorage::get_singleton() {
|
|
|
+ return singleton;
|
|
|
+}
|
|
|
+
|
|
|
+MaterialStorage::MaterialStorage() {
|
|
|
+ singleton = this;
|
|
|
+
|
|
|
+ for (int i = 0; i < SHADER_TYPE_MAX; i++) {
|
|
|
+ shader_data_request_func[i] = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ static_assert(sizeof(GlobalVariables::Value) == 16);
|
|
|
+
|
|
|
+ global_variables.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
|
|
|
+ global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size);
|
|
|
+ memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
|
|
|
+ global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size);
|
|
|
+ global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
|
|
|
+ memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
|
|
|
+ global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
|
|
|
+}
|
|
|
+
|
|
|
+MaterialStorage::~MaterialStorage() {
|
|
|
+ memdelete_arr(global_variables.buffer_values);
|
|
|
+ memdelete_arr(global_variables.buffer_usage);
|
|
|
+ memdelete_arr(global_variables.buffer_dirty_regions);
|
|
|
+ RD::get_singleton()->free(global_variables.buffer);
|
|
|
+
|
|
|
+ singleton = nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+/* GLOBAL VARIABLE API */
|
|
|
+
|
|
|
+int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) {
|
|
|
+ int32_t idx = 0;
|
|
|
+ while (idx + p_elements <= global_variables.buffer_size) {
|
|
|
+ if (global_variables.buffer_usage[idx].elements == 0) {
|
|
|
+ bool valid = true;
|
|
|
+ for (uint32_t i = 1; i < p_elements; i++) {
|
|
|
+ if (global_variables.buffer_usage[idx + i].elements > 0) {
|
|
|
+ valid = false;
|
|
|
+ idx += i + global_variables.buffer_usage[idx + i].elements;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!valid) {
|
|
|
+ continue; //if not valid, idx is in new position
|
|
|
+ }
|
|
|
+
|
|
|
+ return idx;
|
|
|
+ } else {
|
|
|
+ idx += global_variables.buffer_usage[idx].elements;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return -1;
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) {
|
|
|
+ switch (p_type) {
|
|
|
+ case RS::GLOBAL_VAR_TYPE_BOOL: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ bool b = p_value;
|
|
|
+ bv.x = b ? 1.0 : 0.0;
|
|
|
+ bv.y = 0.0;
|
|
|
+ bv.z = 0.0;
|
|
|
+ bv.w = 0.0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_BVEC2: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ uint32_t bvec = p_value;
|
|
|
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
|
|
|
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
|
|
|
+ bv.z = 0.0;
|
|
|
+ bv.w = 0.0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_BVEC3: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ uint32_t bvec = p_value;
|
|
|
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
|
|
|
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
|
|
|
+ bv.z = (bvec & 4) ? 1.0 : 0.0;
|
|
|
+ bv.w = 0.0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_BVEC4: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ uint32_t bvec = p_value;
|
|
|
+ bv.x = (bvec & 1) ? 1.0 : 0.0;
|
|
|
+ bv.y = (bvec & 2) ? 1.0 : 0.0;
|
|
|
+ bv.z = (bvec & 4) ? 1.0 : 0.0;
|
|
|
+ bv.w = (bvec & 8) ? 1.0 : 0.0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_INT: {
|
|
|
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
|
|
|
+ int32_t v = p_value;
|
|
|
+ bv.x = v;
|
|
|
+ bv.y = 0;
|
|
|
+ bv.z = 0;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_IVEC2: {
|
|
|
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Vector2i v = p_value;
|
|
|
+ bv.x = v.x;
|
|
|
+ bv.y = v.y;
|
|
|
+ bv.z = 0;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_IVEC3: {
|
|
|
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Vector3i v = p_value;
|
|
|
+ bv.x = v.x;
|
|
|
+ bv.y = v.y;
|
|
|
+ bv.z = v.z;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_IVEC4: {
|
|
|
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Vector<int32_t> v = p_value;
|
|
|
+ bv.x = v.size() >= 1 ? v[0] : 0;
|
|
|
+ bv.y = v.size() >= 2 ? v[1] : 0;
|
|
|
+ bv.z = v.size() >= 3 ? v[2] : 0;
|
|
|
+ bv.w = v.size() >= 4 ? v[3] : 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_RECT2I: {
|
|
|
+ GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Rect2i v = p_value;
|
|
|
+ bv.x = v.position.x;
|
|
|
+ bv.y = v.position.y;
|
|
|
+ bv.z = v.size.x;
|
|
|
+ bv.w = v.size.y;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_UINT: {
|
|
|
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
|
|
|
+ uint32_t v = p_value;
|
|
|
+ bv.x = v;
|
|
|
+ bv.y = 0;
|
|
|
+ bv.z = 0;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_UVEC2: {
|
|
|
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Vector2i v = p_value;
|
|
|
+ bv.x = v.x;
|
|
|
+ bv.y = v.y;
|
|
|
+ bv.z = 0;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_UVEC3: {
|
|
|
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Vector3i v = p_value;
|
|
|
+ bv.x = v.x;
|
|
|
+ bv.y = v.y;
|
|
|
+ bv.z = v.z;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_UVEC4: {
|
|
|
+ GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
|
|
|
+ Vector<int32_t> v = p_value;
|
|
|
+ bv.x = v.size() >= 1 ? v[0] : 0;
|
|
|
+ bv.y = v.size() >= 2 ? v[1] : 0;
|
|
|
+ bv.z = v.size() >= 3 ? v[2] : 0;
|
|
|
+ bv.w = v.size() >= 4 ? v[3] : 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_FLOAT: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ float v = p_value;
|
|
|
+ bv.x = v;
|
|
|
+ bv.y = 0;
|
|
|
+ bv.z = 0;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_VEC2: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ Vector2 v = p_value;
|
|
|
+ bv.x = v.x;
|
|
|
+ bv.y = v.y;
|
|
|
+ bv.z = 0;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_VEC3: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ Vector3 v = p_value;
|
|
|
+ bv.x = v.x;
|
|
|
+ bv.y = v.y;
|
|
|
+ bv.z = v.z;
|
|
|
+ bv.w = 0;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_VEC4: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ Plane v = p_value;
|
|
|
+ bv.x = v.normal.x;
|
|
|
+ bv.y = v.normal.y;
|
|
|
+ bv.z = v.normal.z;
|
|
|
+ bv.w = v.d;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_COLOR: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ Color v = p_value;
|
|
|
+ bv.x = v.r;
|
|
|
+ bv.y = v.g;
|
|
|
+ bv.z = v.b;
|
|
|
+ bv.w = v.a;
|
|
|
+
|
|
|
+ GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1];
|
|
|
+ v = v.to_linear();
|
|
|
+ bv_linear.x = v.r;
|
|
|
+ bv_linear.y = v.g;
|
|
|
+ bv_linear.z = v.b;
|
|
|
+ bv_linear.w = v.a;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_RECT2: {
|
|
|
+ GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
|
|
|
+ Rect2 v = p_value;
|
|
|
+ bv.x = v.position.x;
|
|
|
+ bv.y = v.position.y;
|
|
|
+ bv.z = v.size.x;
|
|
|
+ bv.w = v.size.y;
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_MAT2: {
|
|
|
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
|
|
|
+ Vector<float> m2 = p_value;
|
|
|
+ if (m2.size() < 4) {
|
|
|
+ m2.resize(4);
|
|
|
+ }
|
|
|
+ bv[0].x = m2[0];
|
|
|
+ bv[0].y = m2[1];
|
|
|
+ bv[0].z = 0;
|
|
|
+ bv[0].w = 0;
|
|
|
+
|
|
|
+ bv[1].x = m2[2];
|
|
|
+ bv[1].y = m2[3];
|
|
|
+ bv[1].z = 0;
|
|
|
+ bv[1].w = 0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_MAT3: {
|
|
|
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
|
|
|
+ Basis v = p_value;
|
|
|
+ bv[0].x = v.elements[0][0];
|
|
|
+ bv[0].y = v.elements[1][0];
|
|
|
+ bv[0].z = v.elements[2][0];
|
|
|
+ bv[0].w = 0;
|
|
|
+
|
|
|
+ bv[1].x = v.elements[0][1];
|
|
|
+ bv[1].y = v.elements[1][1];
|
|
|
+ bv[1].z = v.elements[2][1];
|
|
|
+ bv[1].w = 0;
|
|
|
+
|
|
|
+ bv[2].x = v.elements[0][2];
|
|
|
+ bv[2].y = v.elements[1][2];
|
|
|
+ bv[2].z = v.elements[2][2];
|
|
|
+ bv[2].w = 0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_MAT4: {
|
|
|
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
|
|
|
+
|
|
|
+ Vector<float> m2 = p_value;
|
|
|
+ if (m2.size() < 16) {
|
|
|
+ m2.resize(16);
|
|
|
+ }
|
|
|
+
|
|
|
+ bv[0].x = m2[0];
|
|
|
+ bv[0].y = m2[1];
|
|
|
+ bv[0].z = m2[2];
|
|
|
+ bv[0].w = m2[3];
|
|
|
+
|
|
|
+ bv[1].x = m2[4];
|
|
|
+ bv[1].y = m2[5];
|
|
|
+ bv[1].z = m2[6];
|
|
|
+ bv[1].w = m2[7];
|
|
|
+
|
|
|
+ bv[2].x = m2[8];
|
|
|
+ bv[2].y = m2[9];
|
|
|
+ bv[2].z = m2[10];
|
|
|
+ bv[2].w = m2[11];
|
|
|
+
|
|
|
+ bv[3].x = m2[12];
|
|
|
+ bv[3].y = m2[13];
|
|
|
+ bv[3].z = m2[14];
|
|
|
+ bv[3].w = m2[15];
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
|
|
|
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
|
|
|
+ Transform2D v = p_value;
|
|
|
+ bv[0].x = v.elements[0][0];
|
|
|
+ bv[0].y = v.elements[0][1];
|
|
|
+ bv[0].z = 0;
|
|
|
+ bv[0].w = 0;
|
|
|
+
|
|
|
+ bv[1].x = v.elements[1][0];
|
|
|
+ bv[1].y = v.elements[1][1];
|
|
|
+ bv[1].z = 0;
|
|
|
+ bv[1].w = 0;
|
|
|
+
|
|
|
+ bv[2].x = v.elements[2][0];
|
|
|
+ bv[2].y = v.elements[2][1];
|
|
|
+ bv[2].z = 1;
|
|
|
+ bv[2].w = 0;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
|
|
|
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
|
|
|
+ Transform3D v = p_value;
|
|
|
+ bv[0].x = v.basis.elements[0][0];
|
|
|
+ bv[0].y = v.basis.elements[1][0];
|
|
|
+ bv[0].z = v.basis.elements[2][0];
|
|
|
+ bv[0].w = 0;
|
|
|
+
|
|
|
+ bv[1].x = v.basis.elements[0][1];
|
|
|
+ bv[1].y = v.basis.elements[1][1];
|
|
|
+ bv[1].z = v.basis.elements[2][1];
|
|
|
+ bv[1].w = 0;
|
|
|
+
|
|
|
+ bv[2].x = v.basis.elements[0][2];
|
|
|
+ bv[2].y = v.basis.elements[1][2];
|
|
|
+ bv[2].z = v.basis.elements[2][2];
|
|
|
+ bv[2].w = 0;
|
|
|
+
|
|
|
+ bv[3].x = v.origin.x;
|
|
|
+ bv[3].y = v.origin.y;
|
|
|
+ bv[3].z = v.origin.z;
|
|
|
+ bv[3].w = 1;
|
|
|
+
|
|
|
+ } break;
|
|
|
+ default: {
|
|
|
+ ERR_FAIL();
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
|
|
|
+ int32_t prev_chunk = -1;
|
|
|
+
|
|
|
+ for (int32_t i = 0; i < p_elements; i++) {
|
|
|
+ int32_t chunk = (p_index + i) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
|
|
|
+ if (chunk != prev_chunk) {
|
|
|
+ if (!global_variables.buffer_dirty_regions[chunk]) {
|
|
|
+ global_variables.buffer_dirty_regions[chunk] = true;
|
|
|
+ global_variables.buffer_dirty_region_count++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ prev_chunk = chunk;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
|
|
|
+ ERR_FAIL_COND(global_variables.variables.has(p_name));
|
|
|
+ GlobalVariables::Variable gv;
|
|
|
+ gv.type = p_type;
|
|
|
+ gv.value = p_value;
|
|
|
+ gv.buffer_index = -1;
|
|
|
+
|
|
|
+ if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
|
|
|
+ //is texture
|
|
|
+ global_variables.must_update_texture_materials = true; //normally there are none
|
|
|
+ } else {
|
|
|
+ gv.buffer_elements = 1;
|
|
|
+ if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
|
|
|
+ //color needs to elements to store srgb and linear
|
|
|
+ gv.buffer_elements = 2;
|
|
|
+ }
|
|
|
+ if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
|
|
|
+ //color needs to elements to store srgb and linear
|
|
|
+ gv.buffer_elements = 3;
|
|
|
+ }
|
|
|
+ if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
|
|
|
+ //color needs to elements to store srgb and linear
|
|
|
+ gv.buffer_elements = 4;
|
|
|
+ }
|
|
|
+
|
|
|
+ //is vector, allocate in buffer and update index
|
|
|
+ gv.buffer_index = _global_variable_allocate(gv.buffer_elements);
|
|
|
+ ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
|
|
|
+ global_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
|
|
|
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
|
|
|
+ _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
|
|
|
+
|
|
|
+ global_variables.must_update_buffer_materials = true; //normally there are none
|
|
|
+ }
|
|
|
+
|
|
|
+ global_variables.variables[p_name] = gv;
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variable_remove(const StringName &p_name) {
|
|
|
+ if (!global_variables.variables.has(p_name)) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ GlobalVariables::Variable &gv = global_variables.variables[p_name];
|
|
|
+
|
|
|
+ if (gv.buffer_index >= 0) {
|
|
|
+ global_variables.buffer_usage[gv.buffer_index].elements = 0;
|
|
|
+ global_variables.must_update_buffer_materials = true;
|
|
|
+ } else {
|
|
|
+ global_variables.must_update_texture_materials = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ global_variables.variables.erase(p_name);
|
|
|
+}
|
|
|
+
|
|
|
+Vector<StringName> MaterialStorage::global_variable_get_list() const {
|
|
|
+ if (!Engine::get_singleton()->is_editor_hint()) {
|
|
|
+ ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
|
|
|
+ }
|
|
|
+
|
|
|
+ const StringName *K = nullptr;
|
|
|
+ Vector<StringName> names;
|
|
|
+ while ((K = global_variables.variables.next(K))) {
|
|
|
+ names.push_back(*K);
|
|
|
+ }
|
|
|
+ names.sort_custom<StringName::AlphCompare>();
|
|
|
+ return names;
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) {
|
|
|
+ ERR_FAIL_COND(!global_variables.variables.has(p_name));
|
|
|
+ GlobalVariables::Variable &gv = global_variables.variables[p_name];
|
|
|
+ gv.value = p_value;
|
|
|
+ if (gv.override.get_type() == Variant::NIL) {
|
|
|
+ if (gv.buffer_index >= 0) {
|
|
|
+ //buffer
|
|
|
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
|
|
|
+ _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
|
|
|
+ } else {
|
|
|
+ //texture
|
|
|
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
|
+ for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
|
|
|
+ Material *material = material_storage->get_material(E->get());
|
|
|
+ ERR_CONTINUE(!material);
|
|
|
+ material_storage->_material_queue_update(material, false, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
|
|
|
+ if (!global_variables.variables.has(p_name)) {
|
|
|
+ return; //variable may not exist
|
|
|
+ }
|
|
|
+
|
|
|
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
|
|
|
+
|
|
|
+ GlobalVariables::Variable &gv = global_variables.variables[p_name];
|
|
|
+
|
|
|
+ gv.override = p_value;
|
|
|
+
|
|
|
+ if (gv.buffer_index >= 0) {
|
|
|
+ //buffer
|
|
|
+ if (gv.override.get_type() == Variant::NIL) {
|
|
|
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
|
|
|
+ } else {
|
|
|
+ _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override);
|
|
|
+ }
|
|
|
+
|
|
|
+ _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
|
|
|
+ } else {
|
|
|
+ //texture
|
|
|
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
|
+ for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
|
|
|
+ Material *material = material_storage->get_material(E->get());
|
|
|
+ ERR_CONTINUE(!material);
|
|
|
+ material_storage->_material_queue_update(material, false, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+Variant MaterialStorage::global_variable_get(const StringName &p_name) const {
|
|
|
+ if (!Engine::get_singleton()->is_editor_hint()) {
|
|
|
+ ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!global_variables.variables.has(p_name)) {
|
|
|
+ return Variant();
|
|
|
+ }
|
|
|
+
|
|
|
+ return global_variables.variables[p_name].value;
|
|
|
+}
|
|
|
+
|
|
|
+RS::GlobalVariableType MaterialStorage::global_variable_get_type_internal(const StringName &p_name) const {
|
|
|
+ if (!global_variables.variables.has(p_name)) {
|
|
|
+ return RS::GLOBAL_VAR_TYPE_MAX;
|
|
|
+ }
|
|
|
+
|
|
|
+ return global_variables.variables[p_name].type;
|
|
|
+}
|
|
|
+
|
|
|
+RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const {
|
|
|
+ if (!Engine::get_singleton()->is_editor_hint()) {
|
|
|
+ ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
|
|
|
+ }
|
|
|
+
|
|
|
+ return global_variable_get_type_internal(p_name);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variables_load_settings(bool p_load_textures) {
|
|
|
+ List<PropertyInfo> settings;
|
|
|
+ ProjectSettings::get_singleton()->get_property_list(&settings);
|
|
|
+
|
|
|
+ for (const PropertyInfo &E : settings) {
|
|
|
+ if (E.name.begins_with("shader_globals/")) {
|
|
|
+ StringName name = E.name.get_slice("/", 1);
|
|
|
+ Dictionary d = ProjectSettings::get_singleton()->get(E.name);
|
|
|
+
|
|
|
+ ERR_CONTINUE(!d.has("type"));
|
|
|
+ ERR_CONTINUE(!d.has("value"));
|
|
|
+
|
|
|
+ String type = d["type"];
|
|
|
+
|
|
|
+ static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
|
|
|
+ "bool",
|
|
|
+ "bvec2",
|
|
|
+ "bvec3",
|
|
|
+ "bvec4",
|
|
|
+ "int",
|
|
|
+ "ivec2",
|
|
|
+ "ivec3",
|
|
|
+ "ivec4",
|
|
|
+ "rect2i",
|
|
|
+ "uint",
|
|
|
+ "uvec2",
|
|
|
+ "uvec3",
|
|
|
+ "uvec4",
|
|
|
+ "float",
|
|
|
+ "vec2",
|
|
|
+ "vec3",
|
|
|
+ "vec4",
|
|
|
+ "color",
|
|
|
+ "rect2",
|
|
|
+ "mat2",
|
|
|
+ "mat3",
|
|
|
+ "mat4",
|
|
|
+ "transform_2d",
|
|
|
+ "transform",
|
|
|
+ "sampler2D",
|
|
|
+ "sampler2DArray",
|
|
|
+ "sampler3D",
|
|
|
+ "samplerCube",
|
|
|
+ };
|
|
|
+
|
|
|
+ RS::GlobalVariableType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
|
|
|
+
|
|
|
+ for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
|
|
|
+ if (global_var_type_names[i] == type) {
|
|
|
+ gvtype = RS::GlobalVariableType(i);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
|
|
|
+
|
|
|
+ Variant value = d["value"];
|
|
|
+
|
|
|
+ if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
|
|
|
+ //textire
|
|
|
+ if (!p_load_textures) {
|
|
|
+ value = RID();
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ String path = value;
|
|
|
+ RES resource = ResourceLoader::load(path);
|
|
|
+ ERR_CONTINUE(resource.is_null());
|
|
|
+ value = resource;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (global_variables.variables.has(name)) {
|
|
|
+ //has it, update it
|
|
|
+ global_variable_set(name, value);
|
|
|
+ } else {
|
|
|
+ global_variable_add(name, gvtype, value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variables_clear() {
|
|
|
+ global_variables.variables.clear(); //not right but for now enough
|
|
|
+}
|
|
|
+
|
|
|
+RID MaterialStorage::global_variables_get_storage_buffer() const {
|
|
|
+ return global_variables.buffer;
|
|
|
+}
|
|
|
+
|
|
|
+int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) {
|
|
|
+ ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1);
|
|
|
+ int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
|
|
|
+ global_variables.instance_buffer_pos[p_instance] = pos; //save anyway
|
|
|
+ ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
|
|
|
+ global_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
|
|
|
+ return pos;
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variables_instance_free(RID p_instance) {
|
|
|
+ ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance));
|
|
|
+ int32_t pos = global_variables.instance_buffer_pos[p_instance];
|
|
|
+ if (pos >= 0) {
|
|
|
+ global_variables.buffer_usage[pos].elements = 0;
|
|
|
+ }
|
|
|
+ global_variables.instance_buffer_pos.erase(p_instance);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
|
|
|
+ if (!global_variables.instance_buffer_pos.has(p_instance)) {
|
|
|
+ return; //just not allocated, ignore
|
|
|
+ }
|
|
|
+ int32_t pos = global_variables.instance_buffer_pos[p_instance];
|
|
|
+
|
|
|
+ if (pos < 0) {
|
|
|
+ return; //again, not allocated, ignore
|
|
|
+ }
|
|
|
+ ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
|
|
|
+ ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
|
|
|
+
|
|
|
+ ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
|
|
|
+ ShaderLanguage::TYPE_MAX, //nil
|
|
|
+ ShaderLanguage::TYPE_BOOL, //bool
|
|
|
+ ShaderLanguage::TYPE_INT, //int
|
|
|
+ ShaderLanguage::TYPE_FLOAT, //float
|
|
|
+ ShaderLanguage::TYPE_MAX, //string
|
|
|
+ ShaderLanguage::TYPE_VEC2, //vec2
|
|
|
+ ShaderLanguage::TYPE_IVEC2, //vec2i
|
|
|
+ ShaderLanguage::TYPE_VEC4, //rect2
|
|
|
+ ShaderLanguage::TYPE_IVEC4, //rect2i
|
|
|
+ ShaderLanguage::TYPE_VEC3, // vec3
|
|
|
+ ShaderLanguage::TYPE_IVEC3, //vec3i
|
|
|
+ ShaderLanguage::TYPE_MAX, //xform2d not supported here
|
|
|
+ ShaderLanguage::TYPE_VEC4, //plane
|
|
|
+ ShaderLanguage::TYPE_VEC4, //quat
|
|
|
+ ShaderLanguage::TYPE_MAX, //aabb not supported here
|
|
|
+ ShaderLanguage::TYPE_MAX, //basis not supported here
|
|
|
+ ShaderLanguage::TYPE_MAX, //xform not supported here
|
|
|
+ ShaderLanguage::TYPE_VEC4 //color
|
|
|
+ };
|
|
|
+
|
|
|
+ ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
|
|
|
+
|
|
|
+ ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
|
|
|
+
|
|
|
+ pos += p_index;
|
|
|
+
|
|
|
+ _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer
|
|
|
+ _global_variable_mark_buffer_dirty(pos, 1);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::_update_global_variables() {
|
|
|
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
|
|
+ if (global_variables.buffer_dirty_region_count > 0) {
|
|
|
+ uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
|
|
|
+ if (total_regions / global_variables.buffer_dirty_region_count <= 4) {
|
|
|
+ // 25% of regions dirty, just update all buffer
|
|
|
+ RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values);
|
|
|
+ memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
|
|
|
+ } else {
|
|
|
+ uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
|
|
|
+
|
|
|
+ for (uint32_t i = 0; i < total_regions; i++) {
|
|
|
+ if (global_variables.buffer_dirty_regions[i]) {
|
|
|
+ RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]);
|
|
|
+
|
|
|
+ global_variables.buffer_dirty_regions[i] = false;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ global_variables.buffer_dirty_region_count = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (global_variables.must_update_buffer_materials) {
|
|
|
+ // only happens in the case of a buffer variable added or removed,
|
|
|
+ // so not often.
|
|
|
+ for (const RID &E : global_variables.materials_using_buffer) {
|
|
|
+ Material *material = material_storage->get_material(E);
|
|
|
+ ERR_CONTINUE(!material); //wtf
|
|
|
+
|
|
|
+ material_storage->_material_queue_update(material, true, false);
|
|
|
+ }
|
|
|
+
|
|
|
+ global_variables.must_update_buffer_materials = false;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (global_variables.must_update_texture_materials) {
|
|
|
+ // only happens in the case of a buffer variable added or removed,
|
|
|
+ // so not often.
|
|
|
+ for (const RID &E : global_variables.materials_using_texture) {
|
|
|
+ Material *material = material_storage->get_material(E);
|
|
|
+ ERR_CONTINUE(!material); //wtf
|
|
|
+
|
|
|
+ material_storage->_material_queue_update(material, false, true);
|
|
|
+ }
|
|
|
+
|
|
|
+ global_variables.must_update_texture_materials = false;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+/* SHADER API */
|
|
|
+
|
|
|
+RID MaterialStorage::shader_allocate() {
|
|
|
+ return shader_owner.allocate_rid();
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::shader_initialize(RID p_rid) {
|
|
|
+ Shader shader;
|
|
|
+ shader.data = nullptr;
|
|
|
+ shader.type = SHADER_TYPE_MAX;
|
|
|
+
|
|
|
+ shader_owner.initialize_rid(p_rid, shader);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::shader_free(RID p_rid) {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_rid);
|
|
|
+ ERR_FAIL_COND(!shader);
|
|
|
+
|
|
|
+ //make material unreference this
|
|
|
+ while (shader->owners.size()) {
|
|
|
+ material_set_shader(shader->owners.front()->get()->self, RID());
|
|
|
+ }
|
|
|
+
|
|
|
+ //clear data if exists
|
|
|
+ if (shader->data) {
|
|
|
+ memdelete(shader->data);
|
|
|
+ }
|
|
|
+ shader_owner.free(p_rid);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND(!shader);
|
|
|
+
|
|
|
+ shader->code = p_code;
|
|
|
+ String mode_string = ShaderLanguage::get_shader_type(p_code);
|
|
|
+
|
|
|
+ ShaderType new_type;
|
|
|
+ if (mode_string == "canvas_item") {
|
|
|
+ new_type = SHADER_TYPE_2D;
|
|
|
+ } else if (mode_string == "particles") {
|
|
|
+ new_type = SHADER_TYPE_PARTICLES;
|
|
|
+ } else if (mode_string == "spatial") {
|
|
|
+ new_type = SHADER_TYPE_3D;
|
|
|
+ } else if (mode_string == "sky") {
|
|
|
+ new_type = SHADER_TYPE_SKY;
|
|
|
+ } else if (mode_string == "fog") {
|
|
|
+ new_type = SHADER_TYPE_FOG;
|
|
|
+ } else {
|
|
|
+ new_type = SHADER_TYPE_MAX;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (new_type != shader->type) {
|
|
|
+ if (shader->data) {
|
|
|
+ memdelete(shader->data);
|
|
|
+ shader->data = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
|
|
|
+ Material *material = E->get();
|
|
|
+ material->shader_type = new_type;
|
|
|
+ if (material->data) {
|
|
|
+ memdelete(material->data);
|
|
|
+ material->data = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ shader->type = new_type;
|
|
|
+
|
|
|
+ if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
|
|
|
+ shader->data = shader_data_request_func[new_type]();
|
|
|
+ } else {
|
|
|
+ shader->type = SHADER_TYPE_MAX; //invalid
|
|
|
+ }
|
|
|
+
|
|
|
+ for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
|
|
|
+ Material *material = E->get();
|
|
|
+ if (shader->data) {
|
|
|
+ material->data = material_get_data_request_function(new_type)(shader->data);
|
|
|
+ material->data->self = material->self;
|
|
|
+ material->data->set_next_pass(material->next_pass);
|
|
|
+ material->data->set_render_priority(material->priority);
|
|
|
+ }
|
|
|
+ material->shader_type = new_type;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (shader->data) {
|
|
|
+ for (const KeyValue<StringName, Map<int, RID>> &E : shader->default_texture_parameter) {
|
|
|
+ for (const KeyValue<int, RID> &E2 : E.value) {
|
|
|
+ shader->data->set_default_texture_param(E.key, E2.value, E2.key);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (shader->data) {
|
|
|
+ shader->data->set_code(p_code);
|
|
|
+ }
|
|
|
+
|
|
|
+ for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
|
|
|
+ Material *material = E->get();
|
|
|
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
|
|
|
+ _material_queue_update(material, true, true);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+String MaterialStorage::shader_get_code(RID p_shader) const {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND_V(!shader, String());
|
|
|
+ return shader->code;
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND(!shader);
|
|
|
+ if (shader->data) {
|
|
|
+ return shader->data->get_param_list(p_param_list);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND(!shader);
|
|
|
+
|
|
|
+ if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
|
|
|
+ if (!shader->default_texture_parameter.has(p_name)) {
|
|
|
+ shader->default_texture_parameter[p_name] = Map<int, RID>();
|
|
|
+ }
|
|
|
+ shader->default_texture_parameter[p_name][p_index] = p_texture;
|
|
|
+ } else {
|
|
|
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
|
|
|
+ shader->default_texture_parameter[p_name].erase(p_index);
|
|
|
+
|
|
|
+ if (shader->default_texture_parameter[p_name].is_empty()) {
|
|
|
+ shader->default_texture_parameter.erase(p_name);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (shader->data) {
|
|
|
+ shader->data->set_default_texture_param(p_name, p_texture, p_index);
|
|
|
+ }
|
|
|
+ for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
|
|
|
+ Material *material = E->get();
|
|
|
+ _material_queue_update(material, false, true);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND_V(!shader, RID());
|
|
|
+ if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
|
|
|
+ return shader->default_texture_parameter[p_name][p_index];
|
|
|
+ }
|
|
|
+
|
|
|
+ return RID();
|
|
|
+}
|
|
|
+
|
|
|
+Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND_V(!shader, Variant());
|
|
|
+ if (shader->data) {
|
|
|
+ return shader->data->get_default_parameter(p_param);
|
|
|
+ }
|
|
|
+ return Variant();
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
|
|
|
+ ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
|
|
|
+ shader_data_request_func[p_shader_type] = p_function;
|
|
|
+}
|
|
|
+
|
|
|
+RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
|
|
|
+ Shader *shader = shader_owner.get_or_null(p_shader);
|
|
|
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
|
|
|
+ if (shader->data) {
|
|
|
+ return shader->data->get_native_source_code();
|
|
|
+ }
|
|
|
+ return RS::ShaderNativeSourceCode();
|
|
|
+}
|
|
|
+
|
|
|
+/* MATERIAL API */
|
|
|
+
|
|
|
+void MaterialStorage::_material_uniform_set_erased(void *p_material) {
|
|
|
+ RID rid = *(RID *)p_material;
|
|
|
+ Material *material = MaterialStorage::get_singleton()->get_material(rid);
|
|
|
+ if (material) {
|
|
|
+ if (material->data) {
|
|
|
+ // Uniform set may be gone because a dependency was erased. This happens
|
|
|
+ // if a texture is deleted, so re-create it.
|
|
|
+ MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
|
|
|
+ }
|
|
|
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
|
|
|
+ material->uniform_dirty = material->uniform_dirty || p_uniform;
|
|
|
+ material->texture_dirty = material->texture_dirty || p_texture;
|
|
|
+
|
|
|
+ if (material->update_element.in_list()) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ material_update_list.add(&material->update_element);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::_update_queued_materials() {
|
|
|
+ while (material_update_list.first()) {
|
|
|
+ Material *material = material_update_list.first()->self();
|
|
|
+ bool uniforms_changed = false;
|
|
|
+
|
|
|
+ if (material->data) {
|
|
|
+ uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
|
|
|
+ }
|
|
|
+ material->texture_dirty = false;
|
|
|
+ material->uniform_dirty = false;
|
|
|
+
|
|
|
+ material_update_list.remove(&material->update_element);
|
|
|
+
|
|
|
+ if (uniforms_changed) {
|
|
|
+ //some implementations such as 3D renderer cache the matreial uniform set, so update is required
|
|
|
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+RID MaterialStorage::material_allocate() {
|
|
|
+ return material_owner.allocate_rid();
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_initialize(RID p_rid) {
|
|
|
+ material_owner.initialize_rid(p_rid);
|
|
|
+ Material *material = material_owner.get_or_null(p_rid);
|
|
|
+ material->self = p_rid;
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_free(RID p_rid) {
|
|
|
+ Material *material = material_owner.get_or_null(p_rid);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+
|
|
|
+ material_set_shader(p_rid, RID()); //clean up shader
|
|
|
+ material->dependency.deleted_notify(p_rid);
|
|
|
+
|
|
|
+ material_owner.free(p_rid);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+
|
|
|
+ if (material->data) {
|
|
|
+ memdelete(material->data);
|
|
|
+ material->data = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (material->shader) {
|
|
|
+ material->shader->owners.erase(material);
|
|
|
+ material->shader = nullptr;
|
|
|
+ material->shader_type = SHADER_TYPE_MAX;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (p_shader.is_null()) {
|
|
|
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
|
|
|
+ material->shader_id = 0;
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ Shader *shader = get_shader(p_shader);
|
|
|
+ ERR_FAIL_COND(!shader);
|
|
|
+ material->shader = shader;
|
|
|
+ material->shader_type = shader->type;
|
|
|
+ material->shader_id = p_shader.get_local_index();
|
|
|
+ shader->owners.insert(material);
|
|
|
+
|
|
|
+ if (shader->type == SHADER_TYPE_MAX) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ ERR_FAIL_COND(shader->data == nullptr);
|
|
|
+
|
|
|
+ material->data = material_data_request_func[shader->type](shader->data);
|
|
|
+ material->data->self = p_material;
|
|
|
+ material->data->set_next_pass(material->next_pass);
|
|
|
+ material->data->set_render_priority(material->priority);
|
|
|
+ //updating happens later
|
|
|
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
|
|
|
+ _material_queue_update(material, true, true);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+
|
|
|
+ if (p_value.get_type() == Variant::NIL) {
|
|
|
+ material->params.erase(p_param);
|
|
|
+ } else {
|
|
|
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
|
|
|
+ material->params[p_param] = p_value;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (material->shader && material->shader->data) { //shader is valid
|
|
|
+ bool is_texture = material->shader->data->is_param_texture(p_param);
|
|
|
+ _material_queue_update(material, !is_texture, is_texture);
|
|
|
+ } else {
|
|
|
+ _material_queue_update(material, true, true);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND_V(!material, Variant());
|
|
|
+ if (material->params.has(p_param)) {
|
|
|
+ return material->params[p_param];
|
|
|
+ } else {
|
|
|
+ return Variant();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+
|
|
|
+ if (material->next_pass == p_next_material) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ material->next_pass = p_next_material;
|
|
|
+ if (material->data) {
|
|
|
+ material->data->set_next_pass(p_next_material);
|
|
|
+ }
|
|
|
+
|
|
|
+ material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+ material->priority = priority;
|
|
|
+ if (material->data) {
|
|
|
+ material->data->set_render_priority(priority);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool MaterialStorage::material_is_animated(RID p_material) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND_V(!material, false);
|
|
|
+ if (material->shader && material->shader->data) {
|
|
|
+ if (material->shader->data->is_animated()) {
|
|
|
+ return true;
|
|
|
+ } else if (material->next_pass.is_valid()) {
|
|
|
+ return material_is_animated(material->next_pass);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return false; //by default nothing is animated
|
|
|
+}
|
|
|
+
|
|
|
+bool MaterialStorage::material_casts_shadows(RID p_material) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND_V(!material, true);
|
|
|
+ if (material->shader && material->shader->data) {
|
|
|
+ if (material->shader->data->casts_shadows()) {
|
|
|
+ return true;
|
|
|
+ } else if (material->next_pass.is_valid()) {
|
|
|
+ return material_casts_shadows(material->next_pass);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return true; //by default everything casts shadows
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+ if (material->shader && material->shader->data) {
|
|
|
+ material->shader->data->get_instance_param_list(r_parameters);
|
|
|
+
|
|
|
+ if (material->next_pass.is_valid()) {
|
|
|
+ material_get_instance_shader_parameters(material->next_pass, r_parameters);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) {
|
|
|
+ Material *material = material_owner.get_or_null(p_material);
|
|
|
+ ERR_FAIL_COND(!material);
|
|
|
+ p_instance->update_dependency(&material->dependency);
|
|
|
+ if (material->next_pass.is_valid()) {
|
|
|
+ material_update_dependency(material->next_pass, p_instance);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) {
|
|
|
+ ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
|
|
|
+ material_data_request_func[p_shader_type] = p_function;
|
|
|
+}
|
|
|
+
|
|
|
+MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
|
|
|
+ ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
|
|
|
+ return material_data_request_func[p_shader_type];
|
|
|
+}
|