2
0
Эх сурвалжийг харах

Restore dirty list for BaseMaterial3D but don't use it on resource loader.

Dario 8 сар өмнө
parent
commit
34a19f07a4

+ 1 - 0
scene/register_scene_types.cpp

@@ -890,6 +890,7 @@ void register_scene_types() {
 	GDREGISTER_CLASS(ProceduralSkyMaterial);
 	GDREGISTER_CLASS(PanoramaSkyMaterial);
 	GDREGISTER_CLASS(PhysicalSkyMaterial);
+	SceneTree::add_idle_callback(BaseMaterial3D::flush_changes);
 	BaseMaterial3D::init_shaders();
 
 	GDREGISTER_CLASS(MeshLibrary);

+ 52 - 36
scene/resources/material.cpp

@@ -99,9 +99,13 @@ void Material::_mark_initialized(const Callable &p_add_to_dirty_list, const Call
 	if (ResourceLoader::is_within_load()) {
 		DEV_ASSERT(init_state != INIT_STATE_READY);
 		if (init_state == INIT_STATE_UNINITIALIZED) { // Prevent queueing twice.
-			init_state = INIT_STATE_INITIALIZING;
-			callable_mp(this, &Material::_mark_ready).call_deferred();
-			p_update_shader.call_deferred();
+			if (p_update_shader.is_valid()) {
+				init_state = INIT_STATE_INITIALIZING;
+				callable_mp(this, &Material::_mark_ready).call_deferred();
+				p_update_shader.call_deferred();
+			} else {
+				init_state = INIT_STATE_READY;
+			}
 		}
 	} else {
 		// Straightforward conditions.
@@ -578,6 +582,8 @@ ShaderMaterial::~ShaderMaterial() {
 HashMap<BaseMaterial3D::MaterialKey, BaseMaterial3D::ShaderData, BaseMaterial3D::MaterialKey> BaseMaterial3D::shader_map;
 Mutex BaseMaterial3D::shader_map_mutex;
 BaseMaterial3D::ShaderNames *BaseMaterial3D::shader_names = nullptr;
+Mutex BaseMaterial3D::material_mutex;
+SelfList<BaseMaterial3D>::List BaseMaterial3D::dirty_materials;
 
 void BaseMaterial3D::init_shaders() {
 	shader_names = memnew(ShaderNames);
@@ -666,21 +672,13 @@ HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
 void BaseMaterial3D::finish_shaders() {
 	materials_for_2d.clear();
 
+	dirty_materials.clear();
+
 	memdelete(shader_names);
 	shader_names = nullptr;
 }
 
-void BaseMaterial3D::_mark_dirty() {
-	dirty = true;
-}
-
 void BaseMaterial3D::_update_shader() {
-	if (!dirty) {
-		return;
-	}
-
-	dirty = false;
-
 	MaterialKey mk = _compute_key();
 	if (mk == current_key) {
 		return; //no update required in the end
@@ -1962,6 +1960,23 @@ void BaseMaterial3D::_check_material_rid() {
 	}
 }
 
+void BaseMaterial3D::flush_changes() {
+	MutexLock lock(material_mutex);
+
+	while (dirty_materials.first()) {
+		dirty_materials.first()->self()->_update_shader();
+		dirty_materials.first()->remove_from_list();
+	}
+}
+
+void BaseMaterial3D::_queue_shader_change() {
+	MutexLock lock(material_mutex);
+
+	if (_is_initialized() && !element.in_list()) {
+		dirty_materials.add(&element);
+	}
+}
+
 void BaseMaterial3D::_material_set_param(const StringName &p_name, const Variant &p_value) {
 	if (_get_material().is_valid()) {
 		RS::get_singleton()->material_set_param(_get_material(), p_name, p_value);
@@ -2171,7 +2186,7 @@ void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) {
 	}
 
 	detail_uv = p_detail_uv;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const {
@@ -2184,7 +2199,7 @@ void BaseMaterial3D::set_blend_mode(BlendMode p_mode) {
 	}
 
 	blend_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
@@ -2193,7 +2208,7 @@ BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const {
 
 void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) {
 	detail_blend_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const {
@@ -2206,7 +2221,7 @@ void BaseMaterial3D::set_transparency(Transparency p_transparency) {
 	}
 
 	transparency = p_transparency;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2220,7 +2235,7 @@ void BaseMaterial3D::set_alpha_antialiasing(AlphaAntiAliasing p_alpha_aa) {
 	}
 
 	alpha_antialiasing_mode = p_alpha_aa;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2234,7 +2249,7 @@ void BaseMaterial3D::set_shading_mode(ShadingMode p_shading_mode) {
 	}
 
 	shading_mode = p_shading_mode;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2248,7 +2263,7 @@ void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) {
 	}
 
 	depth_draw_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const {
@@ -2261,7 +2276,7 @@ void BaseMaterial3D::set_cull_mode(CullMode p_mode) {
 	}
 
 	cull_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const {
@@ -2274,7 +2289,7 @@ void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) {
 	}
 
 	diffuse_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const {
@@ -2287,7 +2302,7 @@ void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) {
 	}
 
 	specular_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const {
@@ -2317,7 +2332,7 @@ void BaseMaterial3D::set_flag(Flags p_flag, bool p_enabled) {
 		update_configuration_warning();
 	}
 
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 bool BaseMaterial3D::get_flag(Flags p_flag) const {
@@ -2333,7 +2348,7 @@ void BaseMaterial3D::set_feature(Feature p_feature, bool p_enabled) {
 
 	features[p_feature] = p_enabled;
 	notify_property_list_changed();
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 bool BaseMaterial3D::get_feature(Feature p_feature) const {
@@ -2353,7 +2368,7 @@ void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_t
 	}
 
 	notify_property_list_changed();
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 Ref<Texture2D> BaseMaterial3D::get_texture(TextureParam p_param) const {
@@ -2373,7 +2388,7 @@ Ref<Texture2D> BaseMaterial3D::get_texture_by_name(const StringName &p_name) con
 
 void BaseMaterial3D::set_texture_filter(TextureFilter p_filter) {
 	texture_filter = p_filter;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::TextureFilter BaseMaterial3D::get_texture_filter() const {
@@ -2610,7 +2625,7 @@ float BaseMaterial3D::get_uv2_triplanar_blend_sharpness() const {
 
 void BaseMaterial3D::set_billboard_mode(BillboardMode p_mode) {
 	billboard_mode = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2647,7 +2662,7 @@ bool BaseMaterial3D::get_particles_anim_loop() const {
 
 void BaseMaterial3D::set_heightmap_deep_parallax(bool p_enable) {
 	deep_parallax = p_enable;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2693,7 +2708,7 @@ bool BaseMaterial3D::get_heightmap_deep_parallax_flip_binormal() const {
 
 void BaseMaterial3D::set_grow_enabled(bool p_enable) {
 	grow_enabled = p_enable;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2762,7 +2777,7 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_metallic_texture_channel() co
 void BaseMaterial3D::set_roughness_texture_channel(TextureChannel p_channel) {
 	ERR_FAIL_INDEX(p_channel, 5);
 	roughness_texture_channel = p_channel;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::TextureChannel BaseMaterial3D::get_roughness_texture_channel() const {
@@ -2844,7 +2859,7 @@ void BaseMaterial3D::set_on_top_of_alpha() {
 
 void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) {
 	proximity_fade_enabled = p_enable;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2881,7 +2896,7 @@ float BaseMaterial3D::get_msdf_outline_size() const {
 
 void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
 	distance_fade = p_mode;
-	_mark_dirty();
+	_queue_shader_change();
 	notify_property_list_changed();
 }
 
@@ -2912,7 +2927,7 @@ void BaseMaterial3D::set_emission_operator(EmissionOperator p_op) {
 		return;
 	}
 	emission_op = p_op;
-	_mark_dirty();
+	_queue_shader_change();
 }
 
 BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
@@ -3443,7 +3458,8 @@ void BaseMaterial3D::_bind_methods() {
 	BIND_ENUM_CONSTANT(DISTANCE_FADE_OBJECT_DITHER);
 }
 
-BaseMaterial3D::BaseMaterial3D(bool p_orm) {
+BaseMaterial3D::BaseMaterial3D(bool p_orm) :
+		element(this) {
 	orm = p_orm;
 	// Initialize to the same values as the shader
 	set_albedo(Color(1.0, 1.0, 1.0, 1.0));
@@ -3510,7 +3526,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) {
 
 	current_key.invalid_key = 1;
 
-	_mark_dirty();
+	_mark_initialized(callable_mp(this, &BaseMaterial3D::_queue_shader_change), Callable());
 }
 
 BaseMaterial3D::~BaseMaterial3D() {

+ 6 - 2
scene/resources/material.h

@@ -467,15 +467,18 @@ private:
 		StringName albedo_texture_size;
 	};
 
+	static Mutex material_mutex;
+	static SelfList<BaseMaterial3D>::List dirty_materials;
 	static ShaderNames *shader_names;
 
-	void _mark_dirty();
+	SelfList<BaseMaterial3D> element;
+
 	void _update_shader();
+	_FORCE_INLINE_ void _queue_shader_change();
 	void _check_material_rid();
 	void _material_set_param(const StringName &p_name, const Variant &p_value);
 
 	bool orm;
-	bool dirty = true;
 	RID shader_rid;
 	HashMap<StringName, Variant> pending_params;
 
@@ -780,6 +783,7 @@ public:
 
 	static void init_shaders();
 	static void finish_shaders();
+	static void flush_changes();
 
 	static Ref<Material> get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, AlphaAntiAliasing p_alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF, RID *r_shader_rid = nullptr);