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Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data

Support CUSTOM shader attributes in 2D
Rémi Verschelde преди 1 година
родител
ревизия
4a30fe5e7c

+ 16 - 10
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -627,6 +627,11 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 
 			state.canvas_instance_batches[state.current_batch_index].material = material;
 			state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
+			if (shader_data_cache) {
+				state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = shader_data_cache->vertex_input_mask;
+			} else {
+				state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
+			}
 		}
 
 		GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
@@ -1413,11 +1418,12 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, Ren
 				GLuint vertex_array_gl = 0;
 				GLuint index_array_gl = 0;
 
-				uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
+				uint64_t vertex_input_mask = state.canvas_instance_batches[p_index].vertex_input_mask;
+
 				if (mesh_instance.is_valid()) {
-					mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
+					mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, vertex_input_mask, vertex_array_gl);
 				} else {
-					mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
+					mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, vertex_input_mask, vertex_array_gl);
 				}
 
 				index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
@@ -1473,9 +1479,9 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, Ren
 				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 				if (use_instancing) {
 					glDisableVertexAttribArray(5);
-					glDisableVertexAttribArray(6);
-					glDisableVertexAttribArray(7);
 					glDisableVertexAttribArray(8);
+					glDisableVertexAttribArray(9);
+					glDisableVertexAttribArray(10);
 				}
 				if (r_render_info) {
 					// Meshes, Particles, and MultiMesh are always just one object with one draw call.
@@ -1540,15 +1546,15 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
 }
 
 void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
-	uint32_t split = p_primitive ? 11 : 12;
-	for (uint32_t i = 6; i < split; i++) {
+	uint32_t split = p_primitive ? 13 : 14;
+	for (uint32_t i = 8; i < split; i++) {
 		glEnableVertexAttribArray(i);
-		glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
+		glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 8) * 4 * sizeof(float)));
 		glVertexAttribDivisor(i, p_rate);
 	}
-	for (uint32_t i = split; i <= 13; i++) {
+	for (uint32_t i = split; i <= 15; i++) {
 		glEnableVertexAttribArray(i);
-		glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
+		glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 8) * 4 * sizeof(float)));
 		glVertexAttribDivisor(i, p_rate);
 	}
 }

+ 1 - 0
drivers/gles3/rasterizer_canvas_gles3.h

@@ -269,6 +269,7 @@ public:
 		RID material;
 		GLES3::CanvasMaterialData *material_data = nullptr;
 		CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
+		uint64_t vertex_input_mask;
 
 		const Item::Command *command = nullptr;
 		Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.

+ 34 - 11
drivers/gles3/shaders/canvas.glsl

@@ -32,18 +32,26 @@ layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed
 
 #include "stdlib_inc.glsl"
 
-layout(location = 6) in highp vec4 attrib_A;
-layout(location = 7) in highp vec4 attrib_B;
-layout(location = 8) in highp vec4 attrib_C;
-layout(location = 9) in highp vec4 attrib_D;
-layout(location = 10) in highp vec4 attrib_E;
+#if defined(CUSTOM0_USED)
+layout(location = 6) in highp vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in highp vec4 custom1_attrib;
+#endif
+
+layout(location = 8) in highp vec4 attrib_A;
+layout(location = 9) in highp vec4 attrib_B;
+layout(location = 10) in highp vec4 attrib_C;
+layout(location = 11) in highp vec4 attrib_D;
+layout(location = 12) in highp vec4 attrib_E;
 #ifdef USE_PRIMITIVE
-layout(location = 11) in highp uvec4 attrib_F;
+layout(location = 13) in highp uvec4 attrib_F;
 #else
-layout(location = 11) in highp vec4 attrib_F;
+layout(location = 13) in highp vec4 attrib_F;
 #endif
-layout(location = 12) in highp uvec4 attrib_G;
-layout(location = 13) in highp uvec4 attrib_H;
+layout(location = 14) in highp uvec4 attrib_G;
+layout(location = 15) in highp uvec4 attrib_H;
 
 #define read_draw_data_world_x attrib_A.xy
 #define read_draw_data_world_y attrib_A.zw
@@ -137,6 +145,13 @@ void main() {
 
 	vec4 instance_custom = vec4(0.0);
 
+#if defined(CUSTOM0_USED)
+	vec4 custom0 = vec4(0.0);
+#endif
+#if defined(CUSTOM1_USED)
+	vec4 custom1 = vec4(0.0);
+#endif
+
 #ifdef USE_PRIMITIVE
 	vec2 vertex;
 	vec2 uv;
@@ -169,9 +184,9 @@ void main() {
 	if (bool(read_draw_data_flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
 		instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
 	}
-#endif
+#endif // !USE_INSTANCING
 
-#else
+#else // !USE_ATTRIBUTES
 	vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
 	vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
 
@@ -179,6 +194,14 @@ void main() {
 	vec4 color = read_draw_data_modulation;
 	vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
 
+#endif // USE_ATTRIBUTES
+
+#if defined(CUSTOM0_USED)
+	custom0 = custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+	custom1 = custom1_attrib;
 #endif
 
 	mat4 model_matrix = mat4(vec4(read_draw_data_world_x, 0.0, 0.0), vec4(read_draw_data_world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(read_draw_data_world_ofs, 0.0, 1.0));

+ 13 - 0
drivers/gles3/storage/material_storage.cpp

@@ -1160,6 +1160,9 @@ MaterialStorage::MaterialStorage() {
 		actions.renames["INSTANCE_ID"] = "gl_InstanceID";
 		actions.renames["VERTEX_ID"] = "gl_VertexID";
 
+		actions.renames["CUSTOM0"] = "custom0";
+		actions.renames["CUSTOM1"] = "custom1";
+
 		actions.renames["LIGHT_POSITION"] = "light_position";
 		actions.renames["LIGHT_DIRECTION"] = "light_direction";
 		actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
@@ -1179,6 +1182,8 @@ MaterialStorage::MaterialStorage() {
 		actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
 		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
 		actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
+		actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
+		actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
 
 		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
@@ -2537,6 +2542,8 @@ void CanvasShaderData::set_code(const String &p_code) {
 	uses_screen_texture_mipmaps = false;
 	uses_sdf = false;
 	uses_time = false;
+	uses_custom0 = false;
+	uses_custom1 = false;
 
 	if (code.is_empty()) {
 		return; // Just invalid, but no error.
@@ -2561,6 +2568,8 @@ void CanvasShaderData::set_code(const String &p_code) {
 
 	actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
 	actions.usage_flag_pointers["TIME"] = &uses_time;
+	actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
+	actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
 
 	actions.uniforms = &uniforms;
 	Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
@@ -2597,6 +2606,10 @@ void CanvasShaderData::set_code(const String &p_code) {
 	MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
 	ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
 
+	vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
+	vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;
+	vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;
+
 	ubo_size = gen_code.uniform_total_size;
 	ubo_offsets = gen_code.uniform_offsets;
 	texture_uniforms = gen_code.texture_uniforms;

+ 4 - 0
drivers/gles3/storage/material_storage.h

@@ -168,6 +168,10 @@ struct CanvasShaderData : public ShaderData {
 	bool uses_screen_texture_mipmaps;
 	bool uses_sdf;
 	bool uses_time;
+	bool uses_custom0;
+	bool uses_custom1;
+
+	uint64_t vertex_input_mask;
 
 	virtual void set_code(const String &p_Code);
 	virtual bool is_animated() const;

+ 2 - 0
editor/plugins/visual_shader_editor_plugin.cpp

@@ -5991,6 +5991,8 @@ VisualShaderEditor::VisualShaderEditor() {
 
 	add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));

+ 2 - 0
scene/resources/visual_shader.cpp

@@ -2966,6 +2966,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },

+ 5 - 0
servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp

@@ -2561,6 +2561,9 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
 		actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
 		actions.renames["VERTEX_ID"] = "gl_VertexIndex";
 
+		actions.renames["CUSTOM0"] = "custom0";
+		actions.renames["CUSTOM1"] = "custom1";
+
 		actions.renames["LIGHT_POSITION"] = "light_position";
 		actions.renames["LIGHT_DIRECTION"] = "light_direction";
 		actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
@@ -2581,6 +2584,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
 		actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
 		actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
 		actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
+		actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
+		actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
 
 		actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
 		actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";

+ 25 - 2
servers/rendering/renderer_rd/shaders/canvas.glsl

@@ -9,6 +9,14 @@ layout(location = 0) in vec2 vertex_attrib;
 layout(location = 3) in vec4 color_attrib;
 layout(location = 4) in vec2 uv_attrib;
 
+#if defined(CUSTOM0_USED)
+layout(location = 6) in vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in vec4 custom1_attrib;
+#endif
+
 layout(location = 10) in uvec4 bone_attrib;
 layout(location = 11) in vec4 weight_attrib;
 
@@ -44,6 +52,13 @@ vec3 srgb_to_linear(vec3 color) {
 
 void main() {
 	vec4 instance_custom = vec4(0.0);
+#if defined(CUSTOM0_USED)
+	vec4 custom0 = vec4(0.0);
+#endif
+#if defined(CUSTOM1_USED)
+	vec4 custom1 = vec4(0.0);
+#endif
+
 #ifdef USE_PRIMITIVE
 
 	//weird bug,
@@ -78,9 +93,17 @@ void main() {
 	color *= draw_data.modulation;
 	vec2 uv = uv_attrib;
 
+#if defined(CUSTOM0_USED)
+	custom0 = custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+	custom1 = custom1_attrib;
+#endif
+
 	uvec4 bones = bone_attrib;
 	vec4 bone_weights = weight_attrib;
-#else
+#else // !USE_ATTRIBUTES
 
 	vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
 	vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
@@ -90,7 +113,7 @@ void main() {
 	vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
 	uvec4 bones = uvec4(0, 0, 0, 0);
 
-#endif
+#endif // USE_ATTRIBUTES
 
 	mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
 

+ 2 - 0
servers/rendering/shader_types.cpp

@@ -250,6 +250,8 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
+	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
 	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;