renderer_canvas_render_rd.cpp 129 KB

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  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "core/math/transform_interpolator.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  40. #include "servers/rendering/rendering_server_default.h"
  41. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  42. p_mat4[0] = p_transform.columns[0][0];
  43. p_mat4[1] = p_transform.columns[0][1];
  44. p_mat4[2] = 0;
  45. p_mat4[3] = 0;
  46. p_mat4[4] = p_transform.columns[1][0];
  47. p_mat4[5] = p_transform.columns[1][1];
  48. p_mat4[6] = 0;
  49. p_mat4[7] = 0;
  50. p_mat4[8] = 0;
  51. p_mat4[9] = 0;
  52. p_mat4[10] = 1;
  53. p_mat4[11] = 0;
  54. p_mat4[12] = p_transform.columns[2][0];
  55. p_mat4[13] = p_transform.columns[2][1];
  56. p_mat4[14] = 0;
  57. p_mat4[15] = 1;
  58. }
  59. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  60. p_mat2x4[0] = p_transform.columns[0][0];
  61. p_mat2x4[1] = p_transform.columns[1][0];
  62. p_mat2x4[2] = 0;
  63. p_mat2x4[3] = p_transform.columns[2][0];
  64. p_mat2x4[4] = p_transform.columns[0][1];
  65. p_mat2x4[5] = p_transform.columns[1][1];
  66. p_mat2x4[6] = 0;
  67. p_mat2x4[7] = p_transform.columns[2][1];
  68. }
  69. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  70. p_mat2x3[0] = p_transform.columns[0][0];
  71. p_mat2x3[1] = p_transform.columns[0][1];
  72. p_mat2x3[2] = p_transform.columns[1][0];
  73. p_mat2x3[3] = p_transform.columns[1][1];
  74. p_mat2x3[4] = p_transform.columns[2][0];
  75. p_mat2x3[5] = p_transform.columns[2][1];
  76. }
  77. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  78. p_mat4[0] = p_transform.basis.rows[0][0];
  79. p_mat4[1] = p_transform.basis.rows[1][0];
  80. p_mat4[2] = p_transform.basis.rows[2][0];
  81. p_mat4[3] = 0;
  82. p_mat4[4] = p_transform.basis.rows[0][1];
  83. p_mat4[5] = p_transform.basis.rows[1][1];
  84. p_mat4[6] = p_transform.basis.rows[2][1];
  85. p_mat4[7] = 0;
  86. p_mat4[8] = p_transform.basis.rows[0][2];
  87. p_mat4[9] = p_transform.basis.rows[1][2];
  88. p_mat4[10] = p_transform.basis.rows[2][2];
  89. p_mat4[11] = 0;
  90. p_mat4[12] = p_transform.origin.x;
  91. p_mat4[13] = p_transform.origin.y;
  92. p_mat4[14] = p_transform.origin.z;
  93. p_mat4[15] = 1;
  94. }
  95. RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
  96. // Care must be taken to generate array formats
  97. // in ways where they could be reused, so we will
  98. // put single-occurring elements first, and repeated
  99. // elements later. This way the generated formats are
  100. // the same no matter the length of the arrays.
  101. // This dramatically reduces the amount of pipeline objects
  102. // that need to be created for these formats.
  103. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  104. uint32_t vertex_count = p_points.size();
  105. uint32_t stride = 2; //vertices always repeat
  106. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  107. stride += 4;
  108. }
  109. if ((uint32_t)p_uvs.size() == vertex_count) {
  110. stride += 2;
  111. }
  112. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  113. stride += 4;
  114. }
  115. uint32_t buffer_size = stride * p_points.size();
  116. Vector<uint8_t> polygon_buffer;
  117. polygon_buffer.resize(buffer_size * sizeof(float));
  118. Vector<RD::VertexAttribute> descriptions;
  119. descriptions.resize(5);
  120. Vector<RID> buffers;
  121. buffers.resize(5);
  122. {
  123. uint8_t *r = polygon_buffer.ptrw();
  124. float *fptr = reinterpret_cast<float *>(r);
  125. uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
  126. uint32_t base_offset = 0;
  127. { //vertices
  128. RD::VertexAttribute vd;
  129. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  130. vd.offset = base_offset * sizeof(float);
  131. vd.location = RS::ARRAY_VERTEX;
  132. vd.stride = stride * sizeof(float);
  133. descriptions.write[0] = vd;
  134. const Vector2 *points_ptr = p_points.ptr();
  135. for (uint32_t i = 0; i < vertex_count; i++) {
  136. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  137. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  138. }
  139. base_offset += 2;
  140. }
  141. //colors
  142. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  143. RD::VertexAttribute vd;
  144. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  145. vd.offset = base_offset * sizeof(float);
  146. vd.location = RS::ARRAY_COLOR;
  147. vd.stride = stride * sizeof(float);
  148. descriptions.write[1] = vd;
  149. if (p_colors.size() == 1) {
  150. Color color = p_colors[0];
  151. for (uint32_t i = 0; i < vertex_count; i++) {
  152. fptr[base_offset + i * stride + 0] = color.r;
  153. fptr[base_offset + i * stride + 1] = color.g;
  154. fptr[base_offset + i * stride + 2] = color.b;
  155. fptr[base_offset + i * stride + 3] = color.a;
  156. }
  157. } else {
  158. const Color *color_ptr = p_colors.ptr();
  159. for (uint32_t i = 0; i < vertex_count; i++) {
  160. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  161. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  162. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  163. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  164. }
  165. }
  166. base_offset += 4;
  167. } else {
  168. RD::VertexAttribute vd;
  169. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  170. vd.offset = 0;
  171. vd.location = RS::ARRAY_COLOR;
  172. vd.stride = 0;
  173. descriptions.write[1] = vd;
  174. buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
  175. }
  176. //uvs
  177. if ((uint32_t)p_uvs.size() == vertex_count) {
  178. RD::VertexAttribute vd;
  179. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  180. vd.offset = base_offset * sizeof(float);
  181. vd.location = RS::ARRAY_TEX_UV;
  182. vd.stride = stride * sizeof(float);
  183. descriptions.write[2] = vd;
  184. const Vector2 *uv_ptr = p_uvs.ptr();
  185. for (uint32_t i = 0; i < vertex_count; i++) {
  186. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  187. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  188. }
  189. base_offset += 2;
  190. } else {
  191. RD::VertexAttribute vd;
  192. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  193. vd.offset = 0;
  194. vd.location = RS::ARRAY_TEX_UV;
  195. vd.stride = 0;
  196. descriptions.write[2] = vd;
  197. buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
  198. }
  199. //bones
  200. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  201. RD::VertexAttribute vd;
  202. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  203. vd.offset = base_offset * sizeof(float);
  204. vd.location = RS::ARRAY_BONES;
  205. vd.stride = stride * sizeof(float);
  206. descriptions.write[3] = vd;
  207. const int *bone_ptr = p_bones.ptr();
  208. for (uint32_t i = 0; i < vertex_count; i++) {
  209. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  210. bone16w[0] = bone_ptr[i * 4 + 0];
  211. bone16w[1] = bone_ptr[i * 4 + 1];
  212. bone16w[2] = bone_ptr[i * 4 + 2];
  213. bone16w[3] = bone_ptr[i * 4 + 3];
  214. }
  215. base_offset += 2;
  216. } else {
  217. RD::VertexAttribute vd;
  218. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  219. vd.offset = 0;
  220. vd.location = RS::ARRAY_BONES;
  221. vd.stride = 0;
  222. descriptions.write[3] = vd;
  223. buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
  224. }
  225. //weights
  226. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  227. RD::VertexAttribute vd;
  228. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  229. vd.offset = base_offset * sizeof(float);
  230. vd.location = RS::ARRAY_WEIGHTS;
  231. vd.stride = stride * sizeof(float);
  232. descriptions.write[4] = vd;
  233. const float *weight_ptr = p_weights.ptr();
  234. for (uint32_t i = 0; i < vertex_count; i++) {
  235. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  236. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  237. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  238. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  239. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  240. }
  241. base_offset += 2;
  242. } else {
  243. RD::VertexAttribute vd;
  244. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  245. vd.offset = 0;
  246. vd.location = RS::ARRAY_WEIGHTS;
  247. vd.stride = 0;
  248. descriptions.write[4] = vd;
  249. buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
  250. }
  251. //check that everything is as it should be
  252. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  253. }
  254. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  255. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  256. PolygonBuffers pb;
  257. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  258. for (int i = 0; i < descriptions.size(); i++) {
  259. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  260. buffers.write[i] = pb.vertex_buffer;
  261. }
  262. }
  263. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  264. pb.primitive_count = vertex_count;
  265. if (p_indices.size()) {
  266. //create indices, as indices were requested
  267. Vector<uint8_t> index_buffer;
  268. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  269. {
  270. uint8_t *w = index_buffer.ptrw();
  271. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  272. }
  273. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  274. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  275. pb.primitive_count = p_indices.size();
  276. }
  277. pb.vertex_format_id = vertex_id;
  278. PolygonID id = polygon_buffers.last_id++;
  279. polygon_buffers.polygons[id] = pb;
  280. return id;
  281. }
  282. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  283. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  284. ERR_FAIL_NULL(pb_ptr);
  285. PolygonBuffers &pb = *pb_ptr;
  286. if (pb.indices.is_valid()) {
  287. RD::get_singleton()->free(pb.indices);
  288. }
  289. if (pb.index_buffer.is_valid()) {
  290. RD::get_singleton()->free(pb.index_buffer);
  291. }
  292. RD::get_singleton()->free(pb.vertex_array);
  293. RD::get_singleton()->free(pb.vertex_buffer);
  294. polygon_buffers.polygons.erase(p_polygon);
  295. }
  296. ////////////////////
  297. static RD::RenderPrimitive _primitive_type_to_render_primitive(RS::PrimitiveType p_primitive) {
  298. switch (p_primitive) {
  299. case RS::PRIMITIVE_POINTS:
  300. return RD::RENDER_PRIMITIVE_POINTS;
  301. case RS::PRIMITIVE_LINES:
  302. return RD::RENDER_PRIMITIVE_LINES;
  303. case RS::PRIMITIVE_LINE_STRIP:
  304. return RD::RENDER_PRIMITIVE_LINESTRIPS;
  305. case RS::PRIMITIVE_TRIANGLES:
  306. return RD::RENDER_PRIMITIVE_TRIANGLES;
  307. case RS::PRIMITIVE_TRIANGLE_STRIP:
  308. return RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS;
  309. default:
  310. return RD::RENDER_PRIMITIVE_MAX;
  311. }
  312. }
  313. _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
  314. static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
  315. static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 2 };
  316. return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
  317. }
  318. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  319. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  320. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  321. //re create canvas state
  322. thread_local LocalVector<RD::Uniform> uniforms;
  323. uniforms.clear();
  324. {
  325. RD::Uniform u;
  326. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  327. u.binding = 1;
  328. u.append_id(state.canvas_state_buffer);
  329. uniforms.push_back(u);
  330. }
  331. {
  332. RD::Uniform u;
  333. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  334. u.binding = 2;
  335. u.append_id(state.lights_uniform_buffer);
  336. uniforms.push_back(u);
  337. }
  338. {
  339. RD::Uniform u;
  340. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  341. u.binding = 3;
  342. u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
  343. uniforms.push_back(u);
  344. }
  345. {
  346. RD::Uniform u;
  347. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  348. u.binding = 4;
  349. u.append_id(state.shadow_texture);
  350. uniforms.push_back(u);
  351. }
  352. {
  353. RD::Uniform u;
  354. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  355. u.binding = 5;
  356. u.append_id(state.shadow_sampler);
  357. uniforms.push_back(u);
  358. }
  359. {
  360. RD::Uniform u;
  361. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  362. u.binding = 6;
  363. RID screen;
  364. if (p_backbuffer) {
  365. screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
  366. } else {
  367. screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
  368. if (screen.is_null()) { //unallocated backbuffer
  369. screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  370. }
  371. }
  372. u.append_id(screen);
  373. uniforms.push_back(u);
  374. }
  375. {
  376. RD::Uniform u;
  377. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  378. u.binding = 7;
  379. RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
  380. u.append_id(sdf);
  381. uniforms.push_back(u);
  382. }
  383. {
  384. RD::Uniform u;
  385. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  386. u.binding = 9;
  387. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  388. uniforms.push_back(u);
  389. }
  390. material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
  391. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  392. if (p_backbuffer) {
  393. texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  394. } else {
  395. texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  396. }
  397. return uniform_set;
  398. }
  399. RID RendererCanvasRenderRD::_get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance, void *p_surface, uint32_t p_surface_index, RID *r_vertex_array) {
  400. r_pipeline_key.ubershader = 0;
  401. const uint32_t ubershader_iterations = 1;
  402. while (r_pipeline_key.ubershader < ubershader_iterations) {
  403. if (r_vertex_array != nullptr) {
  404. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  405. uint64_t input_mask = p_shader_data->get_vertex_input_mask(r_pipeline_key.variant, r_pipeline_key.ubershader);
  406. if (p_mesh_instance.is_valid()) {
  407. mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(p_mesh_instance, p_surface_index, input_mask, false, *r_vertex_array, r_pipeline_key.vertex_format_id);
  408. } else {
  409. mesh_storage->mesh_surface_get_vertex_arrays_and_format(p_surface, input_mask, false, *r_vertex_array, r_pipeline_key.vertex_format_id);
  410. }
  411. }
  412. if (r_pipeline_key.ubershader) {
  413. r_push_constant.shader_specialization = r_pipeline_key.shader_specialization;
  414. r_pipeline_key.shader_specialization = {};
  415. } else {
  416. r_push_constant.shader_specialization = {};
  417. }
  418. bool wait_for_compilation = r_pipeline_key.ubershader || ubershader_iterations == 1;
  419. RS::PipelineSource source = RS::PIPELINE_SOURCE_CANVAS;
  420. RID pipeline = p_shader_data->pipeline_hash_map.get_pipeline(r_pipeline_key, r_pipeline_key.hash(), wait_for_compilation, source);
  421. if (pipeline.is_valid()) {
  422. return pipeline;
  423. }
  424. r_pipeline_key.ubershader++;
  425. }
  426. // This case should never be reached unless the shader wasn't available.
  427. return RID();
  428. }
  429. void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
  430. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  431. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  432. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  433. r_sdf_used = false;
  434. int item_count = 0;
  435. //setup canvas state uniforms if needed
  436. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  437. //setup directional lights if exist
  438. uint32_t light_count = 0;
  439. uint32_t directional_light_count = 0;
  440. {
  441. Light *l = p_directional_light_list;
  442. uint32_t index = 0;
  443. while (l) {
  444. if (index == state.max_lights_per_render) {
  445. l->render_index_cache = -1;
  446. l = l->next_ptr;
  447. continue;
  448. }
  449. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  450. if (!clight) { //unused or invalid texture
  451. l->render_index_cache = -1;
  452. l = l->next_ptr;
  453. ERR_CONTINUE(!clight);
  454. }
  455. Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
  456. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  457. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  458. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  459. state.light_uniforms[index].height = l->height; //0..1 here
  460. for (int i = 0; i < 4; i++) {
  461. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  462. state.light_uniforms[index].color[i] = l->color[i];
  463. }
  464. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  465. if (state.shadow_fb.is_valid()) {
  466. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  467. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  468. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  469. } else {
  470. state.light_uniforms[index].shadow_pixel_size = 1.0;
  471. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  472. state.light_uniforms[index].shadow_y_ofs = 0;
  473. }
  474. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  475. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  476. if (clight->shadow.enabled) {
  477. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  478. }
  479. l->render_index_cache = index;
  480. index++;
  481. l = l->next_ptr;
  482. }
  483. light_count = index;
  484. directional_light_count = light_count;
  485. using_directional_lights = directional_light_count > 0;
  486. }
  487. //setup lights if exist
  488. {
  489. Light *l = p_light_list;
  490. uint32_t index = light_count;
  491. while (l) {
  492. if (index == state.max_lights_per_render) {
  493. l->render_index_cache = -1;
  494. l = l->next_ptr;
  495. continue;
  496. }
  497. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  498. if (!clight) { //unused or invalid texture
  499. l->render_index_cache = -1;
  500. l = l->next_ptr;
  501. ERR_CONTINUE(!clight);
  502. }
  503. Transform2D final_xform;
  504. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated) {
  505. final_xform = l->xform_curr;
  506. } else {
  507. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  508. TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
  509. }
  510. // Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
  511. Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
  512. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  513. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  514. _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
  515. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  516. state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  517. for (int i = 0; i < 4; i++) {
  518. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  519. state.light_uniforms[index].color[i] = l->color[i];
  520. }
  521. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  522. if (state.shadow_fb.is_valid()) {
  523. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  524. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  525. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  526. } else {
  527. state.light_uniforms[index].shadow_pixel_size = 1.0;
  528. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  529. state.light_uniforms[index].shadow_y_ofs = 0;
  530. }
  531. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  532. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  533. if (clight->shadow.enabled) {
  534. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  535. }
  536. if (clight->texture.is_valid()) {
  537. Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  538. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  539. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  540. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  541. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  542. } else {
  543. state.light_uniforms[index].atlas_rect[0] = 0;
  544. state.light_uniforms[index].atlas_rect[1] = 0;
  545. state.light_uniforms[index].atlas_rect[2] = 0;
  546. state.light_uniforms[index].atlas_rect[3] = 0;
  547. }
  548. l->render_index_cache = index;
  549. index++;
  550. l = l->next_ptr;
  551. }
  552. light_count = index;
  553. }
  554. if (light_count > 0) {
  555. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  556. }
  557. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
  558. {
  559. //update canvas state uniform buffer
  560. State::Buffer state_buffer;
  561. Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
  562. Transform3D screen_transform;
  563. screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  564. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  565. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  566. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  567. Transform2D normal_transform = p_canvas_transform;
  568. normal_transform.columns[0].normalize();
  569. normal_transform.columns[1].normalize();
  570. normal_transform.columns[2] = Vector2();
  571. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  572. Color modulate = p_modulate;
  573. if (use_linear_colors) {
  574. modulate = p_modulate.srgb_to_linear();
  575. }
  576. state_buffer.canvas_modulate[0] = modulate.r;
  577. state_buffer.canvas_modulate[1] = modulate.g;
  578. state_buffer.canvas_modulate[2] = modulate.b;
  579. state_buffer.canvas_modulate[3] = modulate.a;
  580. Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
  581. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  582. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  583. state_buffer.time = state.time;
  584. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  585. state_buffer.directional_light_count = directional_light_count;
  586. Vector2 canvas_scale = p_canvas_transform.get_scale();
  587. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  588. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  589. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  590. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  591. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
  592. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  593. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  594. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  595. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  596. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  597. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  598. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  599. state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
  600. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  601. }
  602. { //default filter/repeat
  603. default_filter = p_default_filter;
  604. default_repeat = p_default_repeat;
  605. }
  606. Item *ci = p_item_list;
  607. //fill the list until rendering is possible.
  608. bool material_screen_texture_cached = false;
  609. bool material_screen_texture_mipmaps_cached = false;
  610. Rect2 back_buffer_rect;
  611. bool backbuffer_copy = false;
  612. bool backbuffer_gen_mipmaps = false;
  613. Item *canvas_group_owner = nullptr;
  614. bool skip_item = false;
  615. state.last_instance_index = 0;
  616. bool update_skeletons = false;
  617. bool time_used = false;
  618. bool backbuffer_cleared = false;
  619. RenderTarget to_render_target;
  620. to_render_target.render_target = p_to_render_target;
  621. to_render_target.use_linear_colors = use_linear_colors;
  622. while (ci) {
  623. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  624. backbuffer_copy = true;
  625. if (ci->copy_back_buffer->full) {
  626. back_buffer_rect = Rect2();
  627. } else {
  628. back_buffer_rect = ci->copy_back_buffer->rect;
  629. }
  630. }
  631. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  632. if (material.is_valid()) {
  633. CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  634. if (md && md->shader_data->is_valid()) {
  635. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  636. if (!material_screen_texture_cached) {
  637. backbuffer_copy = true;
  638. back_buffer_rect = Rect2();
  639. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  640. } else if (!material_screen_texture_mipmaps_cached) {
  641. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  642. }
  643. }
  644. if (md->shader_data->uses_sdf) {
  645. r_sdf_used = true;
  646. }
  647. if (md->shader_data->uses_time) {
  648. time_used = true;
  649. }
  650. }
  651. }
  652. if (ci->skeleton.is_valid()) {
  653. const Item::Command *c = ci->commands;
  654. while (c) {
  655. if (c->type == Item::Command::TYPE_MESH) {
  656. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  657. if (cm->mesh_instance.is_valid()) {
  658. mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
  659. mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
  660. update_skeletons = true;
  661. }
  662. }
  663. c = c->next;
  664. }
  665. }
  666. if (ci->canvas_group_owner != nullptr) {
  667. if (canvas_group_owner == nullptr) {
  668. // Canvas group begins here, render until before this item
  669. if (update_skeletons) {
  670. mesh_storage->update_mesh_instances();
  671. update_skeletons = false;
  672. }
  673. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  674. item_count = 0;
  675. if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
  676. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  677. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  678. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  679. ci->canvas_group_owner->use_canvas_group = false;
  680. items[item_count++] = ci->canvas_group_owner;
  681. }
  682. } else if (!backbuffer_cleared) {
  683. texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
  684. backbuffer_cleared = true;
  685. }
  686. backbuffer_copy = false;
  687. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  688. }
  689. ci->canvas_group_owner = nullptr; //must be cleared
  690. }
  691. if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  692. skip_item = true;
  693. }
  694. if (ci == canvas_group_owner) {
  695. if (update_skeletons) {
  696. mesh_storage->update_mesh_instances();
  697. update_skeletons = false;
  698. }
  699. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
  700. item_count = 0;
  701. if (ci->canvas_group->blur_mipmaps) {
  702. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  703. }
  704. canvas_group_owner = nullptr;
  705. // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
  706. backbuffer_cleared = false;
  707. // Tell the renderer to paint this as a canvas group
  708. ci->use_canvas_group = true;
  709. } else {
  710. ci->use_canvas_group = false;
  711. }
  712. if (backbuffer_copy) {
  713. //render anything pending, including clearing if no items
  714. if (update_skeletons) {
  715. mesh_storage->update_mesh_instances();
  716. update_skeletons = false;
  717. }
  718. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  719. item_count = 0;
  720. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
  721. backbuffer_copy = false;
  722. material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
  723. material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
  724. backbuffer_gen_mipmaps = false;
  725. }
  726. if (backbuffer_gen_mipmaps) {
  727. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
  728. backbuffer_gen_mipmaps = false;
  729. material_screen_texture_mipmaps_cached = true;
  730. }
  731. if (skip_item) {
  732. skip_item = false;
  733. } else {
  734. items[item_count++] = ci;
  735. }
  736. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  737. if (update_skeletons) {
  738. mesh_storage->update_mesh_instances();
  739. update_skeletons = false;
  740. }
  741. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
  742. //then reset
  743. item_count = 0;
  744. }
  745. ci = ci->next;
  746. }
  747. if (time_used) {
  748. RenderingServerDefault::redraw_request();
  749. }
  750. texture_info_map.clear();
  751. state.current_data_buffer_index = (state.current_data_buffer_index + 1) % BATCH_DATA_BUFFER_COUNT;
  752. state.current_instance_buffer_index = 0;
  753. }
  754. RID RendererCanvasRenderRD::light_create() {
  755. CanvasLight canvas_light;
  756. return canvas_light_owner.make_rid(canvas_light);
  757. }
  758. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  759. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  760. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  761. ERR_FAIL_NULL(cl);
  762. if (cl->texture == p_texture) {
  763. return;
  764. }
  765. ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
  766. if (cl->texture.is_valid()) {
  767. texture_storage->texture_remove_from_decal_atlas(cl->texture);
  768. }
  769. cl->texture = p_texture;
  770. if (cl->texture.is_valid()) {
  771. texture_storage->texture_add_to_decal_atlas(cl->texture);
  772. }
  773. }
  774. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  775. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  776. ERR_FAIL_NULL(cl);
  777. cl->shadow.enabled = p_enable;
  778. }
  779. void RendererCanvasRenderRD::_update_shadow_atlas() {
  780. if (state.shadow_fb == RID()) {
  781. //ah, we lack the shadow texture..
  782. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  783. Vector<RID> fb_textures;
  784. { //texture
  785. RD::TextureFormat tf;
  786. tf.texture_type = RD::TEXTURE_TYPE_2D;
  787. tf.width = state.shadow_texture_size;
  788. tf.height = state.max_lights_per_render * 2;
  789. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  790. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  791. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  792. fb_textures.push_back(state.shadow_texture);
  793. }
  794. {
  795. RD::TextureFormat tf;
  796. tf.texture_type = RD::TEXTURE_TYPE_2D;
  797. tf.width = state.shadow_texture_size;
  798. tf.height = state.max_lights_per_render * 2;
  799. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  800. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  801. tf.is_discardable = true;
  802. //chunks to write
  803. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  804. fb_textures.push_back(state.shadow_depth_texture);
  805. }
  806. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  807. }
  808. }
  809. void RendererCanvasRenderRD::_update_occluder_buffer(uint32_t p_size) {
  810. bool needs_update = state.shadow_occluder_buffer.is_null();
  811. if (p_size > state.shadow_occluder_buffer_size) {
  812. needs_update = true;
  813. state.shadow_occluder_buffer_size = next_power_of_2(p_size);
  814. if (state.shadow_occluder_buffer.is_valid()) {
  815. RD::get_singleton()->free(state.shadow_occluder_buffer);
  816. }
  817. }
  818. if (needs_update) {
  819. state.shadow_occluder_buffer = RD::get_singleton()->storage_buffer_create(state.shadow_occluder_buffer_size);
  820. Vector<RD::Uniform> uniforms;
  821. {
  822. RD::Uniform u;
  823. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  824. u.binding = 0;
  825. u.append_id(state.shadow_occluder_buffer);
  826. uniforms.push_back(u);
  827. }
  828. state.shadow_ocluder_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW), 0);
  829. }
  830. }
  831. void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) {
  832. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  833. ERR_FAIL_COND(!cl->shadow.enabled);
  834. _update_shadow_atlas();
  835. cl->shadow.z_far = p_far;
  836. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  837. Color cc = Color(p_far, p_far, p_far, 1.0);
  838. // First, do a culling pass and record what occluders need to be drawn for this light.
  839. static thread_local LocalVector<OccluderPolygon *> occluders;
  840. static thread_local LocalVector<uint32_t> occluder_indices;
  841. occluders.clear();
  842. occluder_indices.clear();
  843. uint32_t occluder_count = 0;
  844. LightOccluderInstance *instance = p_occluders;
  845. while (instance) {
  846. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  847. occluder_count++;
  848. if (!co || co->index_array.is_null()) {
  849. instance = instance->next;
  850. continue;
  851. }
  852. if (!(p_light_mask & instance->light_mask) || !p_light_rect.intersects_transformed(instance->xform_cache, instance->aabb_cache)) {
  853. instance = instance->next;
  854. continue;
  855. }
  856. occluders.push_back(co);
  857. occluder_indices.push_back(occluder_count - 1);
  858. instance = instance->next;
  859. }
  860. // Then, upload all the occluder transforms to a shared buffer.
  861. // We only do this for the first light so we can avoid uploading the same
  862. // Transforms over and over again.
  863. if (p_shadow_index == 0 && occluder_count > 0) {
  864. static thread_local LocalVector<float> transforms;
  865. transforms.clear();
  866. transforms.resize(occluder_count * 8);
  867. instance = p_occluders;
  868. uint32_t index = 0;
  869. while (instance) {
  870. _update_transform_2d_to_mat2x4(instance->xform_cache, &transforms[index * 8]);
  871. index++;
  872. instance = instance->next;
  873. }
  874. _update_occluder_buffer(occluder_count * 8 * sizeof(float));
  875. RD::get_singleton()->buffer_update(state.shadow_occluder_buffer, 0, transforms.size() * sizeof(float), transforms.ptr());
  876. }
  877. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  878. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, VectorView(&cc, 1), 1.0f, 0, rect);
  879. if (state.shadow_occluder_buffer.is_valid()) {
  880. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_POSITIONAL_SHADOW]);
  881. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.shadow_ocluder_uniform_set, 0);
  882. for (int i = 0; i < 4; i++) {
  883. Rect2i sub_rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  884. RD::get_singleton()->draw_list_set_viewport(draw_list, sub_rect);
  885. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  886. static const Vector4 rotations[4] = { Vector4(0, -1, 1, 0), Vector4(-1, 0, 0, -1), Vector4(0, 1, -1, 0), Vector4(1, 0, 0, 1) };
  887. PositionalShadowRenderPushConstant push_constant;
  888. _update_transform_2d_to_mat2x4(p_light_xform, push_constant.modelview);
  889. push_constant.direction[0] = directions[i].x;
  890. push_constant.direction[1] = directions[i].y;
  891. push_constant.rotation[0] = rotations[i].x;
  892. push_constant.rotation[1] = rotations[i].y;
  893. push_constant.rotation[2] = rotations[i].z;
  894. push_constant.rotation[3] = rotations[i].w;
  895. push_constant.z_far = p_far;
  896. push_constant.z_near = p_near;
  897. for (uint32_t j = 0; j < occluders.size(); j++) {
  898. OccluderPolygon *co = occluders[j];
  899. push_constant.pad = occluder_indices[j];
  900. push_constant.cull_mode = uint32_t(co->cull_mode);
  901. // The slowest part about this whole function is that we have to draw the occluders one by one, 4 times.
  902. // We can optimize this so that all occluders draw at once if we store vertices and indices in a giant
  903. // SSBO and just save an index into that SSBO for each occluder.
  904. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  905. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  906. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PositionalShadowRenderPushConstant));
  907. RD::get_singleton()->draw_list_draw(draw_list, true);
  908. }
  909. }
  910. }
  911. RD::get_singleton()->draw_list_end();
  912. }
  913. void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
  914. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  915. ERR_FAIL_COND(!cl->shadow.enabled);
  916. _update_shadow_atlas();
  917. Vector2 light_dir = p_light_xform.columns[1].normalized();
  918. Vector2 center = p_clip_rect.get_center();
  919. float to_edge_distance = Math::abs(light_dir.dot(p_clip_rect.get_support(-light_dir)) - light_dir.dot(center));
  920. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  921. float distance = to_edge_distance * 2.0 + p_cull_distance;
  922. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  923. cl->shadow.z_far = distance;
  924. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  925. Transform2D to_light_xform;
  926. to_light_xform[2] = from_pos;
  927. to_light_xform[1] = light_dir;
  928. to_light_xform[0] = -light_dir.orthogonal();
  929. to_light_xform.invert();
  930. Vector<Color> cc;
  931. cc.push_back(Color(1, 1, 1, 1));
  932. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  933. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, cc, 1.0f, 0, rect);
  934. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW]);
  935. Projection projection;
  936. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  937. projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  938. ShadowRenderPushConstant push_constant;
  939. for (int y = 0; y < 4; y++) {
  940. for (int x = 0; x < 4; x++) {
  941. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  942. }
  943. }
  944. push_constant.direction[0] = 0.0;
  945. push_constant.direction[1] = 1.0;
  946. push_constant.z_far = distance;
  947. LightOccluderInstance *instance = p_occluders;
  948. while (instance) {
  949. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  950. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  951. instance = instance->next;
  952. continue;
  953. }
  954. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  955. push_constant.cull_mode = uint32_t(co->cull_mode);
  956. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  957. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  958. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  959. RD::get_singleton()->draw_list_draw(draw_list, true);
  960. instance = instance->next;
  961. }
  962. RD::get_singleton()->draw_list_end();
  963. Transform2D to_shadow;
  964. to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
  965. to_shadow.columns[2].x = 0.5;
  966. cl->shadow.directional_xform = to_shadow * to_light_xform;
  967. }
  968. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  969. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  970. RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
  971. Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  972. Transform2D to_sdf;
  973. to_sdf.columns[0] *= rect.size.width;
  974. to_sdf.columns[1] *= rect.size.height;
  975. to_sdf.columns[2] = rect.position;
  976. Transform2D to_clip;
  977. to_clip.columns[0] *= 2.0;
  978. to_clip.columns[1] *= 2.0;
  979. to_clip.columns[2] = -Vector2(1.0, 1.0);
  980. to_clip = to_clip * to_sdf.affine_inverse();
  981. Vector<Color> cc;
  982. cc.push_back(Color(0, 0, 0, 0));
  983. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::DRAW_CLEAR_ALL, cc);
  984. Projection projection;
  985. ShadowRenderPushConstant push_constant;
  986. for (int y = 0; y < 4; y++) {
  987. for (int x = 0; x < 4; x++) {
  988. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  989. }
  990. }
  991. push_constant.direction[0] = 0.0;
  992. push_constant.direction[1] = 0.0;
  993. push_constant.z_far = 0;
  994. push_constant.cull_mode = 0;
  995. LightOccluderInstance *instance = p_occluders;
  996. while (instance) {
  997. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  998. if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {
  999. instance = instance->next;
  1000. continue;
  1001. }
  1002. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1003. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);
  1004. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1005. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1006. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1007. RD::get_singleton()->draw_list_draw(draw_list, true);
  1008. instance = instance->next;
  1009. }
  1010. RD::get_singleton()->draw_list_end();
  1011. texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1012. }
  1013. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1014. OccluderPolygon occluder;
  1015. occluder.line_point_count = 0;
  1016. occluder.sdf_point_count = 0;
  1017. occluder.sdf_index_count = 0;
  1018. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1019. return occluder_polygon_owner.make_rid(occluder);
  1020. }
  1021. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1022. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1023. ERR_FAIL_NULL(oc);
  1024. Vector<Vector2> lines;
  1025. if (p_points.size()) {
  1026. int lc = p_points.size() * 2;
  1027. lines.resize(lc - (p_closed ? 0 : 2));
  1028. {
  1029. Vector2 *w = lines.ptrw();
  1030. const Vector2 *r = p_points.ptr();
  1031. int max = lc / 2;
  1032. if (!p_closed) {
  1033. max--;
  1034. }
  1035. for (int i = 0; i < max; i++) {
  1036. Vector2 a = r[i];
  1037. Vector2 b = r[(i + 1) % (lc / 2)];
  1038. w[i * 2 + 0] = a;
  1039. w[i * 2 + 1] = b;
  1040. }
  1041. }
  1042. }
  1043. if ((oc->line_point_count != lines.size() || lines.size() == 0) && oc->vertex_array.is_valid()) {
  1044. RD::get_singleton()->free(oc->vertex_array);
  1045. RD::get_singleton()->free(oc->vertex_buffer);
  1046. RD::get_singleton()->free(oc->index_array);
  1047. RD::get_singleton()->free(oc->index_buffer);
  1048. oc->vertex_array = RID();
  1049. oc->vertex_buffer = RID();
  1050. oc->index_array = RID();
  1051. oc->index_buffer = RID();
  1052. oc->line_point_count = lines.size();
  1053. }
  1054. if (lines.size()) {
  1055. oc->line_point_count = lines.size();
  1056. Vector<uint8_t> geometry;
  1057. Vector<uint8_t> indices;
  1058. int lc = lines.size();
  1059. geometry.resize(lc * 6 * sizeof(float));
  1060. indices.resize(lc * 3 * sizeof(uint16_t));
  1061. {
  1062. uint8_t *vw = geometry.ptrw();
  1063. float *vwptr = reinterpret_cast<float *>(vw);
  1064. uint8_t *iw = indices.ptrw();
  1065. uint16_t *iwptr = (uint16_t *)iw;
  1066. const Vector2 *lr = lines.ptr();
  1067. const int POLY_HEIGHT = 16384;
  1068. for (int i = 0; i < lc / 2; i++) {
  1069. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1070. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1071. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1072. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1073. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1074. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1075. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1076. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1077. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1078. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1079. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1080. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1081. iwptr[i * 6 + 0] = i * 4 + 0;
  1082. iwptr[i * 6 + 1] = i * 4 + 1;
  1083. iwptr[i * 6 + 2] = i * 4 + 2;
  1084. iwptr[i * 6 + 3] = i * 4 + 2;
  1085. iwptr[i * 6 + 4] = i * 4 + 3;
  1086. iwptr[i * 6 + 5] = i * 4 + 0;
  1087. }
  1088. }
  1089. //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
  1090. if (oc->vertex_array.is_null()) {
  1091. //create from scratch
  1092. //vertices
  1093. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
  1094. Vector<RID> buffer;
  1095. buffer.push_back(oc->vertex_buffer);
  1096. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1097. //indices
  1098. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1099. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1100. } else {
  1101. //update existing
  1102. const uint8_t *vr = geometry.ptr();
  1103. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1104. const uint8_t *ir = indices.ptr();
  1105. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1106. }
  1107. }
  1108. // sdf
  1109. Vector<int> sdf_indices;
  1110. if (p_points.size()) {
  1111. if (p_closed) {
  1112. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1113. oc->sdf_is_lines = false;
  1114. } else {
  1115. int max = p_points.size();
  1116. sdf_indices.resize(max * 2);
  1117. int *iw = sdf_indices.ptrw();
  1118. for (int i = 0; i < max; i++) {
  1119. iw[i * 2 + 0] = i;
  1120. iw[i * 2 + 1] = (i + 1) % max;
  1121. }
  1122. oc->sdf_is_lines = true;
  1123. }
  1124. }
  1125. if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.size() == 0) && oc->sdf_vertex_array.is_valid()) {
  1126. RD::get_singleton()->free(oc->sdf_vertex_array);
  1127. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1128. RD::get_singleton()->free(oc->sdf_index_array);
  1129. RD::get_singleton()->free(oc->sdf_index_buffer);
  1130. oc->sdf_vertex_array = RID();
  1131. oc->sdf_vertex_buffer = RID();
  1132. oc->sdf_index_array = RID();
  1133. oc->sdf_index_buffer = RID();
  1134. oc->sdf_index_count = sdf_indices.size();
  1135. oc->sdf_point_count = p_points.size();
  1136. oc->sdf_is_lines = false;
  1137. }
  1138. if (sdf_indices.size()) {
  1139. if (oc->sdf_vertex_array.is_null()) {
  1140. //create from scratch
  1141. //vertices
  1142. #ifdef REAL_T_IS_DOUBLE
  1143. PackedFloat32Array float_points;
  1144. float_points.resize(p_points.size() * 2);
  1145. float *float_points_ptr = (float *)float_points.ptrw();
  1146. for (int i = 0; i < p_points.size(); i++) {
  1147. float_points_ptr[i * 2] = p_points[i].x;
  1148. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1149. }
  1150. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.to_byte_array());
  1151. #else
  1152. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.to_byte_array());
  1153. #endif
  1154. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1155. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1156. Vector<RID> buffer;
  1157. buffer.push_back(oc->sdf_vertex_buffer);
  1158. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1159. //indices
  1160. } else {
  1161. //update existing
  1162. #ifdef REAL_T_IS_DOUBLE
  1163. PackedFloat32Array float_points;
  1164. float_points.resize(p_points.size() * 2);
  1165. float *float_points_ptr = (float *)float_points.ptrw();
  1166. for (int i = 0; i < p_points.size(); i++) {
  1167. float_points_ptr[i * 2] = p_points[i].x;
  1168. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1169. }
  1170. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
  1171. #else
  1172. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
  1173. #endif
  1174. RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1175. }
  1176. }
  1177. }
  1178. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1179. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1180. ERR_FAIL_NULL(oc);
  1181. oc->cull_mode = p_mode;
  1182. }
  1183. void RendererCanvasRenderRD::CanvasShaderData::_clear_vertex_input_mask_cache() {
  1184. for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {
  1185. vertex_input_masks[i].store(0);
  1186. }
  1187. }
  1188. void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pipeline_key) {
  1189. #if PRINT_PIPELINE_COMPILATION_KEYS
  1190. print_line(
  1191. "HASH:", p_pipeline_key.hash(),
  1192. "VERSION:", version,
  1193. "VARIANT:", p_pipeline_key.variant,
  1194. "FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,
  1195. "VERTEX:", p_pipeline_key.vertex_format_id,
  1196. "PRIMITIVE:", p_pipeline_key.render_primitive,
  1197. "SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,
  1198. "LCD:", p_pipeline_key.lcd_blend);
  1199. #endif
  1200. RendererRD::MaterialStorage::ShaderData::BlendMode blend_mode_rd = RendererRD::MaterialStorage::ShaderData::BlendMode(blend_mode);
  1201. RD::PipelineColorBlendState blend_state;
  1202. RD::PipelineColorBlendState::Attachment attachment;
  1203. uint32_t dynamic_state_flags = 0;
  1204. if (p_pipeline_key.lcd_blend) {
  1205. attachment.enable_blend = true;
  1206. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1207. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1208. attachment.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1209. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1210. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1211. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1212. dynamic_state_flags = RD::DYNAMIC_STATE_BLEND_CONSTANTS;
  1213. } else {
  1214. attachment = RendererRD::MaterialStorage::ShaderData::blend_mode_to_blend_attachment(blend_mode_rd);
  1215. }
  1216. blend_state.attachments.push_back(attachment);
  1217. RD::PipelineMultisampleState multisample_state;
  1218. multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
  1219. // Convert the specialization from the key to pipeline specialization constants.
  1220. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  1221. RD::PipelineSpecializationConstant sc;
  1222. sc.constant_id = 0;
  1223. sc.int_value = p_pipeline_key.shader_specialization.packed_0;
  1224. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
  1225. specialization_constants.push_back(sc);
  1226. RID shader_rid = get_shader(p_pipeline_key.variant, p_pipeline_key.ubershader);
  1227. ERR_FAIL_COND(shader_rid.is_null());
  1228. RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, p_pipeline_key.render_primitive, RD::PipelineRasterizationState(), multisample_state, RD::PipelineDepthStencilState(), blend_state, dynamic_state_flags, 0, specialization_constants);
  1229. ERR_FAIL_COND(pipeline.is_null());
  1230. pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
  1231. }
  1232. void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
  1233. //compile
  1234. code = p_code;
  1235. ubo_size = 0;
  1236. uniforms.clear();
  1237. uses_screen_texture = false;
  1238. uses_screen_texture_mipmaps = false;
  1239. uses_sdf = false;
  1240. uses_time = false;
  1241. _clear_vertex_input_mask_cache();
  1242. if (code.is_empty()) {
  1243. return; //just invalid, but no error
  1244. }
  1245. ShaderCompiler::GeneratedCode gen_code;
  1246. blend_mode = BLEND_MODE_MIX;
  1247. ShaderCompiler::IdentifierActions actions;
  1248. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1249. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1250. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1251. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1252. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1253. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1254. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1255. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);
  1256. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1257. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1258. actions.usage_flag_pointers["TIME"] = &uses_time;
  1259. actions.uniforms = &uniforms;
  1260. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1261. MutexLock lock(canvas_singleton->shader.mutex);
  1262. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1263. if (err != OK) {
  1264. if (version.is_valid()) {
  1265. canvas_singleton->shader.canvas_shader.version_free(version);
  1266. version = RID();
  1267. }
  1268. ERR_FAIL_MSG("Shader compilation failed.");
  1269. }
  1270. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  1271. uses_screen_texture = gen_code.uses_screen_texture;
  1272. pipeline_hash_map.clear_pipelines();
  1273. if (version.is_null()) {
  1274. version = canvas_singleton->shader.canvas_shader.version_create();
  1275. }
  1276. #if 0
  1277. print_line("**compiling shader:");
  1278. print_line("**defines:\n");
  1279. for (int i = 0; i < gen_code.defines.size(); i++) {
  1280. print_line(gen_code.defines[i]);
  1281. }
  1282. HashMap<String, String>::Iterator el = gen_code.code.begin();
  1283. while (el) {
  1284. print_line("\n**code " + el->key + ":\n" + el->value);
  1285. ++el;
  1286. }
  1287. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1288. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  1289. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  1290. #endif
  1291. canvas_singleton->shader.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);
  1292. ubo_size = gen_code.uniform_total_size;
  1293. ubo_offsets = gen_code.uniform_offsets;
  1294. texture_uniforms = gen_code.texture_uniforms;
  1295. }
  1296. bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
  1297. return false;
  1298. }
  1299. bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
  1300. return false;
  1301. }
  1302. RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
  1303. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1304. MutexLock lock(canvas_singleton->shader.mutex);
  1305. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1306. }
  1307. RID RendererCanvasRenderRD::CanvasShaderData::get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const {
  1308. if (version.is_valid()) {
  1309. uint32_t variant_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
  1310. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1311. MutexLock lock(canvas_singleton->shader.mutex);
  1312. return canvas_singleton->shader.canvas_shader.version_get_shader(version, variant_index);
  1313. } else {
  1314. return RID();
  1315. }
  1316. }
  1317. uint64_t RendererCanvasRenderRD::CanvasShaderData::get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader) {
  1318. // Vertex input masks require knowledge of the shader. Since querying the shader can be expensive due to high contention and the necessary mutex, we cache the result instead.
  1319. uint32_t input_mask_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
  1320. uint64_t input_mask = vertex_input_masks[input_mask_index].load(std::memory_order_relaxed);
  1321. if (input_mask == 0) {
  1322. RID shader_rid = get_shader(p_shader_variant, p_ubershader);
  1323. ERR_FAIL_COND_V(shader_rid.is_null(), 0);
  1324. input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);
  1325. vertex_input_masks[input_mask_index].store(input_mask, std::memory_order_relaxed);
  1326. }
  1327. return input_mask;
  1328. }
  1329. bool RendererCanvasRenderRD::CanvasShaderData::is_valid() const {
  1330. if (version.is_valid()) {
  1331. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1332. MutexLock lock(canvas_singleton->shader.mutex);
  1333. return canvas_singleton->shader.canvas_shader.version_is_valid(version);
  1334. } else {
  1335. return false;
  1336. }
  1337. }
  1338. RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() {
  1339. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1340. pipeline_hash_map.set_creation_object_and_function(this, &CanvasShaderData::_create_pipeline);
  1341. pipeline_hash_map.set_compilations(&canvas_singleton->shader.pipeline_compilations[0], &canvas_singleton->shader.mutex);
  1342. }
  1343. RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
  1344. pipeline_hash_map.clear_pipelines();
  1345. if (version.is_valid()) {
  1346. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1347. MutexLock lock(canvas_singleton->shader.mutex);
  1348. canvas_singleton->shader.canvas_shader.version_free(version);
  1349. }
  1350. }
  1351. RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1352. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  1353. return shader_data;
  1354. }
  1355. bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1356. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1357. MutexLock lock(canvas_singleton->shader.mutex);
  1358. RID shader_to_update = canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0);
  1359. bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_to_update, MATERIAL_UNIFORM_SET, true, false);
  1360. bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, shader_to_update, MATERIAL_UNIFORM_SET, false, false);
  1361. return uniform_set_changed || uniform_set_srgb_changed;
  1362. }
  1363. RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
  1364. free_parameters_uniform_set(uniform_set);
  1365. free_parameters_uniform_set(uniform_set_srgb);
  1366. }
  1367. RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
  1368. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  1369. material_data->shader_data = p_shader;
  1370. //update will happen later anyway so do nothing.
  1371. return material_data;
  1372. }
  1373. void RendererCanvasRenderRD::set_time(double p_time) {
  1374. state.time = p_time;
  1375. }
  1376. void RendererCanvasRenderRD::update() {
  1377. }
  1378. RendererCanvasRenderRD::RendererCanvasRenderRD() {
  1379. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1380. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1381. { //create default samplers
  1382. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1383. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1384. }
  1385. // preallocate 5 slots for uniform set 3
  1386. state.batch_texture_uniforms.resize(5);
  1387. { //shader variants
  1388. String global_defines;
  1389. uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1390. if (uniform_max_size < 65536) {
  1391. //Yes, you guessed right, ARM again
  1392. state.max_lights_per_render = 64;
  1393. global_defines += "#define MAX_LIGHTS 64\n";
  1394. } else {
  1395. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1396. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1397. }
  1398. global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  1399. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1400. Vector<String> variants;
  1401. const uint32_t ubershader_iterations = 1;
  1402. for (uint32_t ubershader = 0; ubershader < ubershader_iterations; ubershader++) {
  1403. const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";
  1404. variants.push_back(base_define + ""); // SHADER_VARIANT_QUAD
  1405. variants.push_back(base_define + "#define USE_NINEPATCH\n"); // SHADER_VARIANT_NINEPATCH
  1406. variants.push_back(base_define + "#define USE_PRIMITIVE\n"); // SHADER_VARIANT_PRIMITIVE
  1407. variants.push_back(base_define + "#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_PRIMITIVE_POINTS
  1408. variants.push_back(base_define + "#define USE_ATTRIBUTES\n"); // SHADER_VARIANT_ATTRIBUTES
  1409. variants.push_back(base_define + "#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_ATTRIBUTES_POINTS
  1410. }
  1411. shader.canvas_shader.initialize(variants, global_defines);
  1412. shader.default_version_data = memnew(CanvasShaderData);
  1413. shader.default_version_data->version = shader.canvas_shader.version_create();
  1414. shader.default_version_data->blend_mode = RendererRD::MaterialStorage::ShaderData::BLEND_MODE_MIX;
  1415. shader.default_version_rd_shader = shader.default_version_data->get_shader(SHADER_VARIANT_QUAD, false);
  1416. }
  1417. {
  1418. //shader compiler
  1419. ShaderCompiler::DefaultIdentifierActions actions;
  1420. actions.renames["VERTEX"] = "vertex";
  1421. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1422. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1423. actions.renames["UV"] = "uv";
  1424. actions.renames["POINT_SIZE"] = "point_size";
  1425. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1426. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1427. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1428. actions.renames["TIME"] = "canvas_data.time";
  1429. actions.renames["PI"] = _MKSTR(Math_PI);
  1430. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1431. actions.renames["E"] = _MKSTR(Math_E);
  1432. actions.renames["AT_LIGHT_PASS"] = "false";
  1433. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1434. actions.renames["COLOR"] = "color";
  1435. actions.renames["NORMAL"] = "normal";
  1436. actions.renames["NORMAL_MAP"] = "normal_map";
  1437. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1438. actions.renames["TEXTURE"] = "color_texture";
  1439. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1440. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1441. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1442. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1443. actions.renames["SCREEN_UV"] = "screen_uv";
  1444. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1445. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1446. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1447. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1448. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  1449. actions.renames["CUSTOM0"] = "custom0";
  1450. actions.renames["CUSTOM1"] = "custom1";
  1451. actions.renames["LIGHT_POSITION"] = "light_position";
  1452. actions.renames["LIGHT_DIRECTION"] = "light_direction";
  1453. actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
  1454. actions.renames["LIGHT_COLOR"] = "light_color";
  1455. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1456. actions.renames["LIGHT"] = "light";
  1457. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1458. actions.renames["texture_sdf"] = "texture_sdf";
  1459. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1460. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1461. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1462. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1463. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1464. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1465. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1466. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1467. actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
  1468. actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
  1469. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
  1470. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
  1471. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1472. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1473. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1474. actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
  1475. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1476. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1477. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1478. actions.base_texture_binding_index = 1;
  1479. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1480. actions.base_uniform_string = "material.";
  1481. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1482. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1483. actions.base_varying_index = 5;
  1484. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  1485. actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
  1486. shader.compiler.initialize(actions);
  1487. }
  1488. { //shadow rendering
  1489. Vector<String> versions;
  1490. versions.push_back("\n#define MODE_SHADOW\n"); // Shadow.
  1491. versions.push_back("\n#define MODE_SHADOW\n#define POSITIONAL_SHADOW\n"); // Positional shadow.
  1492. versions.push_back("\n#define MODE_SDF\n"); // SDF.
  1493. shadow_render.shader.initialize(versions);
  1494. {
  1495. Vector<RD::AttachmentFormat> attachments;
  1496. RD::AttachmentFormat af_color;
  1497. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1498. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1499. attachments.push_back(af_color);
  1500. RD::AttachmentFormat af_depth;
  1501. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1502. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1503. attachments.push_back(af_depth);
  1504. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1505. }
  1506. {
  1507. Vector<RD::AttachmentFormat> attachments;
  1508. RD::AttachmentFormat af_color;
  1509. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1510. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1511. attachments.push_back(af_color);
  1512. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1513. }
  1514. //pipelines
  1515. Vector<RD::VertexAttribute> vf;
  1516. RD::VertexAttribute vd;
  1517. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  1518. vd.stride = sizeof(float) * 3;
  1519. vd.location = 0;
  1520. vd.offset = 0;
  1521. vf.push_back(vd);
  1522. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1523. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  1524. vd.stride = sizeof(float) * 2;
  1525. vf.write[0] = vd;
  1526. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1527. shadow_render.shader_version = shadow_render.shader.version_create();
  1528. for (int i = 0; i < 2; i++) {
  1529. RD::PipelineRasterizationState rs;
  1530. RD::PipelineDepthStencilState ds;
  1531. ds.enable_depth_write = true;
  1532. ds.enable_depth_test = true;
  1533. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1534. shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, ShadowRenderMode(i)), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  1535. }
  1536. for (int i = 0; i < 2; i++) {
  1537. shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
  1538. }
  1539. // Unload shader modules to save memory.
  1540. RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW));
  1541. RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW));
  1542. RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF));
  1543. }
  1544. { //bindings
  1545. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  1546. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  1547. RD::SamplerState shadow_sampler_state;
  1548. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1549. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1550. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  1551. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  1552. shadow_sampler_state.enable_compare = true;
  1553. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  1554. }
  1555. {
  1556. //polygon buffers
  1557. polygon_buffers.last_id = 1;
  1558. }
  1559. { // default index buffer
  1560. Vector<uint8_t> pv;
  1561. pv.resize(6 * 2);
  1562. {
  1563. uint8_t *w = pv.ptrw();
  1564. uint16_t *p16 = (uint16_t *)w;
  1565. p16[0] = 0;
  1566. p16[1] = 1;
  1567. p16[2] = 2;
  1568. p16[3] = 0;
  1569. p16[4] = 2;
  1570. p16[5] = 3;
  1571. }
  1572. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  1573. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1574. }
  1575. { //primitive
  1576. primitive_arrays.index_array[0] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  1577. primitive_arrays.index_array[1] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  1578. primitive_arrays.index_array[2] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  1579. primitive_arrays.index_array[3] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1580. }
  1581. {
  1582. //default shadow texture to keep uniform set happy
  1583. RD::TextureFormat tf;
  1584. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1585. tf.width = 4;
  1586. tf.height = 4;
  1587. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1588. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1589. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1590. }
  1591. {
  1592. Vector<RD::Uniform> uniforms;
  1593. {
  1594. RD::Uniform u;
  1595. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1596. u.binding = 0;
  1597. u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
  1598. uniforms.push_back(u);
  1599. }
  1600. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  1601. }
  1602. default_canvas_texture = texture_storage->canvas_texture_allocate();
  1603. texture_storage->canvas_texture_initialize(default_canvas_texture);
  1604. RendererRD::TextureStorage::CanvasTextureInfo info = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(default_canvas_texture, default_filter, default_repeat, false, false);
  1605. default_texture_info.diffuse = info.diffuse;
  1606. default_texture_info.normal = info.normal;
  1607. default_texture_info.specular = info.specular;
  1608. default_texture_info.sampler = info.sampler;
  1609. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  1610. //create functions for shader and material
  1611. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
  1612. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
  1613. state.time = 0;
  1614. {
  1615. default_canvas_group_shader = material_storage->shader_allocate();
  1616. material_storage->shader_initialize(default_canvas_group_shader);
  1617. material_storage->shader_set_code(default_canvas_group_shader, R"(
  1618. // Default CanvasGroup shader.
  1619. shader_type canvas_item;
  1620. render_mode unshaded;
  1621. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  1622. void fragment() {
  1623. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  1624. if (c.a > 0.0001) {
  1625. c.rgb /= c.a;
  1626. }
  1627. COLOR *= c;
  1628. }
  1629. )");
  1630. default_canvas_group_material = material_storage->material_allocate();
  1631. material_storage->material_initialize(default_canvas_group_material);
  1632. material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  1633. }
  1634. {
  1635. default_clip_children_shader = material_storage->shader_allocate();
  1636. material_storage->shader_initialize(default_clip_children_shader);
  1637. material_storage->shader_set_code(default_clip_children_shader, R"(
  1638. // Default clip children shader.
  1639. shader_type canvas_item;
  1640. render_mode unshaded;
  1641. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  1642. void fragment() {
  1643. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  1644. COLOR.rgb = c.rgb;
  1645. }
  1646. )");
  1647. default_clip_children_material = material_storage->material_allocate();
  1648. material_storage->material_initialize(default_clip_children_material);
  1649. material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
  1650. }
  1651. {
  1652. uint32_t cache_size = uint32_t(GLOBAL_GET("rendering/2d/batching/uniform_set_cache_size"));
  1653. rid_set_to_uniform_set.set_capacity(cache_size);
  1654. }
  1655. {
  1656. state.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/2d/batching/item_buffer_size"));
  1657. state.max_instance_buffer_size = state.max_instances_per_buffer * sizeof(InstanceData);
  1658. state.canvas_instance_batches.reserve(200);
  1659. for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {
  1660. DataBuffer &db = state.canvas_instance_data_buffers[i];
  1661. db.instance_buffers.push_back(RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size));
  1662. }
  1663. state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_buffer);
  1664. }
  1665. }
  1666. bool RendererCanvasRenderRD::free(RID p_rid) {
  1667. if (canvas_light_owner.owns(p_rid)) {
  1668. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1669. ERR_FAIL_NULL_V(cl, false);
  1670. light_set_use_shadow(p_rid, false);
  1671. canvas_light_owner.free(p_rid);
  1672. } else if (occluder_polygon_owner.owns(p_rid)) {
  1673. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  1674. occluder_polygon_owner.free(p_rid);
  1675. } else {
  1676. return false;
  1677. }
  1678. return true;
  1679. }
  1680. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  1681. p_size = MAX(1, nearest_power_of_2_templated(p_size));
  1682. if (p_size == state.shadow_texture_size) {
  1683. return;
  1684. }
  1685. state.shadow_texture_size = p_size;
  1686. if (state.shadow_fb.is_valid()) {
  1687. RD::get_singleton()->free(state.shadow_texture);
  1688. RD::get_singleton()->free(state.shadow_depth_texture);
  1689. state.shadow_fb = RID();
  1690. {
  1691. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  1692. RD::TextureFormat tf;
  1693. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1694. tf.width = 4;
  1695. tf.height = 4;
  1696. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1697. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1698. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1699. }
  1700. }
  1701. }
  1702. void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
  1703. debug_redraw = p_enabled;
  1704. debug_redraw_time = p_time;
  1705. debug_redraw_color = p_color;
  1706. }
  1707. uint32_t RendererCanvasRenderRD::get_pipeline_compilations(RS::PipelineSource p_source) {
  1708. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1709. MutexLock lock(canvas_singleton->shader.mutex);
  1710. return shader.pipeline_compilations[p_source];
  1711. }
  1712. void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {
  1713. // Record batches
  1714. uint32_t instance_index = 0;
  1715. {
  1716. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1717. Item *current_clip = nullptr;
  1718. // Record Batches.
  1719. // First item always forms its own batch.
  1720. bool batch_broken = false;
  1721. Batch *current_batch = _new_batch(batch_broken);
  1722. // Override the start position and index as we want to start from where we finished off last time.
  1723. current_batch->start = state.last_instance_index;
  1724. for (int i = 0; i < p_item_count; i++) {
  1725. Item *ci = items[i];
  1726. if (ci->final_clip_owner != current_batch->clip) {
  1727. current_batch = _new_batch(batch_broken);
  1728. current_batch->clip = ci->final_clip_owner;
  1729. current_clip = ci->final_clip_owner;
  1730. }
  1731. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1732. if (ci->use_canvas_group) {
  1733. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1734. material = default_clip_children_material;
  1735. } else {
  1736. if (material.is_null()) {
  1737. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
  1738. material = default_clip_children_material;
  1739. } else {
  1740. material = default_canvas_group_material;
  1741. }
  1742. }
  1743. }
  1744. }
  1745. if (material != current_batch->material) {
  1746. current_batch = _new_batch(batch_broken);
  1747. CanvasMaterialData *material_data = nullptr;
  1748. if (material.is_valid()) {
  1749. material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  1750. }
  1751. current_batch->material = material;
  1752. current_batch->material_data = material_data;
  1753. }
  1754. if (ci->repeat_source_item == nullptr || ci->repeat_size == Vector2()) {
  1755. Transform2D base_transform = p_canvas_transform_inverse * ci->final_transform;
  1756. _record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);
  1757. } else {
  1758. Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
  1759. Point2 offset;
  1760. int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
  1761. int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
  1762. for (int ry = 0; ry <= repeat_times_y; ry++) {
  1763. offset.y = start_pos.y + ry * ci->repeat_size.y;
  1764. for (int rx = 0; rx <= repeat_times_x; rx++) {
  1765. offset.x = start_pos.x + rx * ci->repeat_size.x;
  1766. Transform2D base_transform = ci->final_transform;
  1767. base_transform.columns[2] += ci->repeat_source_item->final_transform.basis_xform(offset);
  1768. base_transform = p_canvas_transform_inverse * base_transform;
  1769. _record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);
  1770. }
  1771. }
  1772. }
  1773. }
  1774. // Copy over remaining data needed for rendering.
  1775. if (instance_index > 0) {
  1776. RD::get_singleton()->buffer_update(
  1777. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],
  1778. state.last_instance_index * sizeof(InstanceData),
  1779. instance_index * sizeof(InstanceData),
  1780. state.instance_data_array);
  1781. }
  1782. }
  1783. if (state.canvas_instance_batches.is_empty()) {
  1784. // Nothing to render, just return.
  1785. return;
  1786. }
  1787. // Render batches
  1788. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1789. RID framebuffer;
  1790. RID fb_uniform_set;
  1791. bool clear = false;
  1792. Color clear_color;
  1793. if (p_to_backbuffer) {
  1794. framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target.render_target);
  1795. fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target.render_target);
  1796. } else {
  1797. framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target.render_target);
  1798. texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target.render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
  1799. if (texture_storage->render_target_is_clear_requested(p_to_render_target.render_target)) {
  1800. clear = true;
  1801. clear_color = texture_storage->render_target_get_clear_request_color(p_to_render_target.render_target);
  1802. texture_storage->render_target_disable_clear_request(p_to_render_target.render_target);
  1803. }
  1804. // TODO: Obtain from framebuffer format eventually when this is implemented.
  1805. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target.render_target);
  1806. }
  1807. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  1808. fb_uniform_set = _create_base_uniform_set(p_to_render_target.render_target, p_to_backbuffer);
  1809. }
  1810. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  1811. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::DRAW_CLEAR_COLOR_0 : RD::DRAW_DEFAULT_ALL, clear_color, 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::UI_PASS);
  1812. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  1813. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  1814. Item *current_clip = nullptr;
  1815. state.current_batch_uniform_set = RID();
  1816. for (uint32_t i = 0; i <= state.current_batch_index; i++) {
  1817. Batch *current_batch = &state.canvas_instance_batches[i];
  1818. // Skipping when there is no instances.
  1819. if (current_batch->instance_count == 0) {
  1820. continue;
  1821. }
  1822. //setup clip
  1823. if (current_clip != current_batch->clip) {
  1824. current_clip = current_batch->clip;
  1825. if (current_clip) {
  1826. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  1827. } else {
  1828. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  1829. }
  1830. }
  1831. CanvasShaderData *shader_data = shader.default_version_data;
  1832. CanvasMaterialData *material_data = current_batch->material_data;
  1833. if (material_data) {
  1834. if (material_data->shader_data->version.is_valid() && material_data->shader_data->is_valid()) {
  1835. shader_data = material_data->shader_data;
  1836. // Update uniform set.
  1837. RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target.render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
  1838. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
  1839. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
  1840. material_data->set_as_used();
  1841. }
  1842. }
  1843. }
  1844. _render_batch(draw_list, shader_data, fb_format, p_lights, current_batch, r_render_info);
  1845. }
  1846. RD::get_singleton()->draw_list_end();
  1847. state.current_batch_index = 0;
  1848. state.canvas_instance_batches.clear();
  1849. state.last_instance_index += instance_index;
  1850. }
  1851. RendererCanvasRenderRD::InstanceData *RendererCanvasRenderRD::new_instance_data(float *p_world, uint32_t *p_lights, uint32_t p_base_flags, uint32_t p_index, uint32_t p_uniforms_ofs, TextureInfo *p_info) {
  1852. InstanceData *instance_data = &state.instance_data_array[p_index];
  1853. // Zero out most fields.
  1854. for (int i = 0; i < 4; i++) {
  1855. instance_data->modulation[i] = 0.0;
  1856. instance_data->ninepatch_margins[i] = 0.0;
  1857. instance_data->src_rect[i] = 0.0;
  1858. instance_data->dst_rect[i] = 0.0;
  1859. }
  1860. instance_data->pad[0] = 0.0;
  1861. instance_data->pad[1] = 0.0;
  1862. instance_data->lights[0] = p_lights[0];
  1863. instance_data->lights[1] = p_lights[1];
  1864. instance_data->lights[2] = p_lights[2];
  1865. instance_data->lights[3] = p_lights[3];
  1866. for (int i = 0; i < 6; i++) {
  1867. instance_data->world[i] = p_world[i];
  1868. }
  1869. instance_data->flags = p_base_flags; // Reset on each command for safety.
  1870. instance_data->color_texture_pixel_size[0] = p_info->texpixel_size.width;
  1871. instance_data->color_texture_pixel_size[1] = p_info->texpixel_size.height;
  1872. instance_data->instance_uniforms_ofs = p_uniforms_ofs;
  1873. return instance_data;
  1874. }
  1875. void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) {
  1876. const RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? default_filter : p_item->texture_filter;
  1877. const RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? default_repeat : p_item->texture_repeat;
  1878. Transform2D base_transform = p_base_transform;
  1879. float world[6];
  1880. Transform2D draw_transform; // Used by transform command
  1881. _update_transform_2d_to_mat2x3(base_transform, world);
  1882. Color base_color = p_item->final_modulate;
  1883. bool use_linear_colors = p_render_target.use_linear_colors;
  1884. uint32_t base_flags = 0;
  1885. uint32_t uniforms_ofs = static_cast<uint32_t>(p_item->instance_allocated_shader_uniforms_offset);
  1886. bool reclip = false;
  1887. bool skipping = false;
  1888. // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
  1889. uint32_t lights[4] = { 0, 0, 0, 0 };
  1890. uint16_t light_count = 0;
  1891. uint16_t shadow_mask = 0;
  1892. {
  1893. Light *light = p_lights;
  1894. while (light) {
  1895. if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects(light->rect_cache)) {
  1896. uint32_t light_index = light->render_index_cache;
  1897. lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  1898. if (p_item->light_mask & light->item_shadow_mask) {
  1899. shadow_mask |= 1 << light_count;
  1900. }
  1901. light_count++;
  1902. if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
  1903. break;
  1904. }
  1905. }
  1906. light = light->next_ptr;
  1907. }
  1908. base_flags |= light_count << INSTANCE_FLAGS_LIGHT_COUNT_SHIFT;
  1909. base_flags |= shadow_mask << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT;
  1910. }
  1911. bool use_lighting = (light_count > 0 || using_directional_lights);
  1912. if (use_lighting != r_current_batch->use_lighting) {
  1913. r_current_batch = _new_batch(r_batch_broken);
  1914. r_current_batch->use_lighting = use_lighting;
  1915. }
  1916. const Item::Command *c = p_item->commands;
  1917. while (c) {
  1918. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  1919. c = c->next;
  1920. continue;
  1921. }
  1922. switch (c->type) {
  1923. case Item::Command::TYPE_RECT: {
  1924. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  1925. // 1: If commands are different, start a new batch.
  1926. if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
  1927. r_current_batch = _new_batch(r_batch_broken);
  1928. r_current_batch->command_type = Item::Command::TYPE_RECT;
  1929. r_current_batch->command = c;
  1930. // default variant
  1931. r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
  1932. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  1933. r_current_batch->flags = 0;
  1934. }
  1935. RenderingServer::CanvasItemTextureRepeat rect_repeat = texture_repeat;
  1936. if (bool(rect->flags & CANVAS_RECT_TILE)) {
  1937. rect_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  1938. }
  1939. Color modulated = rect->modulate * base_color;
  1940. if (use_linear_colors) {
  1941. modulated = modulated.srgb_to_linear();
  1942. }
  1943. bool has_blend = bool(rect->flags & CANVAS_RECT_LCD);
  1944. // Start a new batch if the blend mode has changed,
  1945. // or blend mode is enabled and the modulation has changed.
  1946. if (has_blend != r_current_batch->has_blend || (has_blend && modulated != r_current_batch->modulate)) {
  1947. r_current_batch = _new_batch(r_batch_broken);
  1948. r_current_batch->has_blend = has_blend;
  1949. r_current_batch->modulate = modulated;
  1950. r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
  1951. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  1952. }
  1953. bool has_msdf = bool(rect->flags & CANVAS_RECT_MSDF);
  1954. TextureState tex_state(rect->texture, texture_filter, rect_repeat, has_msdf, use_linear_colors);
  1955. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  1956. if (!tex_info) {
  1957. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  1958. _prepare_batch_texture_info(rect->texture, tex_state, tex_info);
  1959. }
  1960. if (r_current_batch->tex_info != tex_info) {
  1961. r_current_batch = _new_batch(r_batch_broken);
  1962. r_current_batch->tex_info = tex_info;
  1963. }
  1964. InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  1965. Rect2 src_rect;
  1966. Rect2 dst_rect;
  1967. if (rect->texture.is_valid()) {
  1968. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * tex_info->texpixel_size, rect->source.size * tex_info->texpixel_size) : Rect2(0, 0, 1, 1);
  1969. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  1970. if (dst_rect.size.width < 0) {
  1971. dst_rect.position.x += dst_rect.size.width;
  1972. dst_rect.size.width *= -1;
  1973. }
  1974. if (dst_rect.size.height < 0) {
  1975. dst_rect.position.y += dst_rect.size.height;
  1976. dst_rect.size.height *= -1;
  1977. }
  1978. if (rect->flags & CANVAS_RECT_FLIP_H) {
  1979. src_rect.size.x *= -1;
  1980. }
  1981. if (rect->flags & CANVAS_RECT_FLIP_V) {
  1982. src_rect.size.y *= -1;
  1983. }
  1984. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  1985. instance_data->flags |= INSTANCE_FLAGS_TRANSPOSE_RECT;
  1986. }
  1987. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  1988. instance_data->flags |= INSTANCE_FLAGS_CLIP_RECT_UV;
  1989. }
  1990. } else {
  1991. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  1992. if (dst_rect.size.width < 0) {
  1993. dst_rect.position.x += dst_rect.size.width;
  1994. dst_rect.size.width *= -1;
  1995. }
  1996. if (dst_rect.size.height < 0) {
  1997. dst_rect.position.y += dst_rect.size.height;
  1998. dst_rect.size.height *= -1;
  1999. }
  2000. src_rect = Rect2(0, 0, 1, 1);
  2001. }
  2002. if (has_msdf) {
  2003. instance_data->flags |= INSTANCE_FLAGS_USE_MSDF;
  2004. instance_data->msdf[0] = rect->px_range; // Pixel range.
  2005. instance_data->msdf[1] = rect->outline; // Outline size.
  2006. instance_data->msdf[2] = 0.f; // Reserved.
  2007. instance_data->msdf[3] = 0.f; // Reserved.
  2008. } else if (rect->flags & CANVAS_RECT_LCD) {
  2009. instance_data->flags |= INSTANCE_FLAGS_USE_LCD;
  2010. }
  2011. instance_data->modulation[0] = modulated.r;
  2012. instance_data->modulation[1] = modulated.g;
  2013. instance_data->modulation[2] = modulated.b;
  2014. instance_data->modulation[3] = modulated.a;
  2015. instance_data->src_rect[0] = src_rect.position.x;
  2016. instance_data->src_rect[1] = src_rect.position.y;
  2017. instance_data->src_rect[2] = src_rect.size.width;
  2018. instance_data->src_rect[3] = src_rect.size.height;
  2019. instance_data->dst_rect[0] = dst_rect.position.x;
  2020. instance_data->dst_rect[1] = dst_rect.position.y;
  2021. instance_data->dst_rect[2] = dst_rect.size.width;
  2022. instance_data->dst_rect[3] = dst_rect.size.height;
  2023. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2024. } break;
  2025. case Item::Command::TYPE_NINEPATCH: {
  2026. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  2027. if (r_current_batch->command_type != Item::Command::TYPE_NINEPATCH) {
  2028. r_current_batch = _new_batch(r_batch_broken);
  2029. r_current_batch->command_type = Item::Command::TYPE_NINEPATCH;
  2030. r_current_batch->command = c;
  2031. r_current_batch->has_blend = false;
  2032. r_current_batch->shader_variant = SHADER_VARIANT_NINEPATCH;
  2033. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  2034. r_current_batch->flags = 0;
  2035. }
  2036. TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2037. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2038. if (!tex_info) {
  2039. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2040. _prepare_batch_texture_info(np->texture, tex_state, tex_info);
  2041. }
  2042. if (r_current_batch->tex_info != tex_info) {
  2043. r_current_batch = _new_batch(r_batch_broken);
  2044. r_current_batch->tex_info = tex_info;
  2045. }
  2046. InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2047. Rect2 src_rect;
  2048. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  2049. if (np->texture.is_null()) {
  2050. src_rect = Rect2(0, 0, 1, 1);
  2051. } else {
  2052. if (np->source != Rect2()) {
  2053. src_rect = Rect2(np->source.position.x * tex_info->texpixel_size.width, np->source.position.y * tex_info->texpixel_size.height, np->source.size.x * tex_info->texpixel_size.width, np->source.size.y * tex_info->texpixel_size.height);
  2054. instance_data->color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  2055. instance_data->color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  2056. } else {
  2057. src_rect = Rect2(0, 0, 1, 1);
  2058. }
  2059. }
  2060. Color modulated = np->color * base_color;
  2061. if (use_linear_colors) {
  2062. modulated = modulated.srgb_to_linear();
  2063. }
  2064. instance_data->modulation[0] = modulated.r;
  2065. instance_data->modulation[1] = modulated.g;
  2066. instance_data->modulation[2] = modulated.b;
  2067. instance_data->modulation[3] = modulated.a;
  2068. instance_data->src_rect[0] = src_rect.position.x;
  2069. instance_data->src_rect[1] = src_rect.position.y;
  2070. instance_data->src_rect[2] = src_rect.size.width;
  2071. instance_data->src_rect[3] = src_rect.size.height;
  2072. instance_data->dst_rect[0] = dst_rect.position.x;
  2073. instance_data->dst_rect[1] = dst_rect.position.y;
  2074. instance_data->dst_rect[2] = dst_rect.size.width;
  2075. instance_data->dst_rect[3] = dst_rect.size.height;
  2076. instance_data->flags |= int(np->axis_x) << INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT;
  2077. instance_data->flags |= int(np->axis_y) << INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT;
  2078. if (np->draw_center) {
  2079. instance_data->flags |= INSTANCE_FLAGS_NINEPACH_DRAW_CENTER;
  2080. }
  2081. instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];
  2082. instance_data->ninepatch_margins[1] = np->margin[SIDE_TOP];
  2083. instance_data->ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  2084. instance_data->ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  2085. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2086. } break;
  2087. case Item::Command::TYPE_POLYGON: {
  2088. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  2089. // Polygon's can't be batched, so always create a new batch
  2090. r_current_batch = _new_batch(r_batch_broken);
  2091. r_current_batch->command_type = Item::Command::TYPE_POLYGON;
  2092. r_current_batch->has_blend = false;
  2093. r_current_batch->command = c;
  2094. r_current_batch->flags = 0;
  2095. TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2096. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2097. if (!tex_info) {
  2098. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2099. _prepare_batch_texture_info(polygon->texture, tex_state, tex_info);
  2100. }
  2101. if (r_current_batch->tex_info != tex_info) {
  2102. r_current_batch = _new_batch(r_batch_broken);
  2103. r_current_batch->tex_info = tex_info;
  2104. }
  2105. // pipeline variant
  2106. {
  2107. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  2108. r_current_batch->shader_variant = polygon->primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
  2109. r_current_batch->render_primitive = _primitive_type_to_render_primitive(polygon->primitive);
  2110. }
  2111. InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2112. Color color = base_color;
  2113. if (use_linear_colors) {
  2114. color = color.srgb_to_linear();
  2115. }
  2116. instance_data->modulation[0] = color.r;
  2117. instance_data->modulation[1] = color.g;
  2118. instance_data->modulation[2] = color.b;
  2119. instance_data->modulation[3] = color.a;
  2120. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2121. } break;
  2122. case Item::Command::TYPE_PRIMITIVE: {
  2123. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  2124. if (primitive->point_count != r_current_batch->primitive_points || r_current_batch->command_type != Item::Command::TYPE_PRIMITIVE) {
  2125. r_current_batch = _new_batch(r_batch_broken);
  2126. r_current_batch->command_type = Item::Command::TYPE_PRIMITIVE;
  2127. r_current_batch->has_blend = false;
  2128. r_current_batch->command = c;
  2129. r_current_batch->primitive_points = primitive->point_count;
  2130. r_current_batch->flags = 0;
  2131. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  2132. switch (primitive->point_count) {
  2133. case 1:
  2134. r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE_POINTS;
  2135. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_POINTS;
  2136. break;
  2137. case 2:
  2138. r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
  2139. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_LINES;
  2140. break;
  2141. case 3:
  2142. case 4:
  2143. r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
  2144. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  2145. break;
  2146. default:
  2147. // Unknown point count.
  2148. break;
  2149. }
  2150. }
  2151. TextureState tex_state(primitive->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2152. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2153. if (!tex_info) {
  2154. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2155. _prepare_batch_texture_info(primitive->texture, tex_state, tex_info);
  2156. }
  2157. if (r_current_batch->tex_info != tex_info) {
  2158. r_current_batch = _new_batch(r_batch_broken);
  2159. r_current_batch->tex_info = tex_info;
  2160. }
  2161. InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2162. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  2163. instance_data->points[j * 2 + 0] = primitive->points[j].x;
  2164. instance_data->points[j * 2 + 1] = primitive->points[j].y;
  2165. instance_data->uvs[j * 2 + 0] = primitive->uvs[j].x;
  2166. instance_data->uvs[j * 2 + 1] = primitive->uvs[j].y;
  2167. Color col = primitive->colors[j] * base_color;
  2168. if (use_linear_colors) {
  2169. col = col.srgb_to_linear();
  2170. }
  2171. instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  2172. instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  2173. }
  2174. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2175. if (primitive->point_count == 4) {
  2176. instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2177. for (uint32_t j = 0; j < 3; j++) {
  2178. int offset = j == 0 ? 0 : 1;
  2179. // Second triangle in the quad. Uses vertices 0, 2, 3.
  2180. instance_data->points[j * 2 + 0] = primitive->points[j + offset].x;
  2181. instance_data->points[j * 2 + 1] = primitive->points[j + offset].y;
  2182. instance_data->uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
  2183. instance_data->uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
  2184. Color col = primitive->colors[j + offset] * base_color;
  2185. if (use_linear_colors) {
  2186. col = col.srgb_to_linear();
  2187. }
  2188. instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  2189. instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  2190. }
  2191. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2192. }
  2193. } break;
  2194. case Item::Command::TYPE_MESH:
  2195. case Item::Command::TYPE_MULTIMESH:
  2196. case Item::Command::TYPE_PARTICLES: {
  2197. // Mesh's can't be batched, so always create a new batch
  2198. r_current_batch = _new_batch(r_batch_broken);
  2199. r_current_batch->command = c;
  2200. r_current_batch->command_type = c->type;
  2201. r_current_batch->has_blend = false;
  2202. r_current_batch->flags = 0;
  2203. InstanceData *instance_data = nullptr;
  2204. Color modulate(1, 1, 1, 1);
  2205. if (c->type == Item::Command::TYPE_MESH) {
  2206. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  2207. TextureState tex_state(m->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2208. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2209. if (!tex_info) {
  2210. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2211. _prepare_batch_texture_info(m->texture, tex_state, tex_info);
  2212. }
  2213. r_current_batch->tex_info = tex_info;
  2214. instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2215. r_current_batch->mesh_instance_count = 1;
  2216. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, instance_data->world);
  2217. modulate = m->modulate;
  2218. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  2219. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  2220. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  2221. RID multimesh = mm->multimesh;
  2222. if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  2223. break;
  2224. }
  2225. r_current_batch->mesh_instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
  2226. if (r_current_batch->mesh_instance_count == 0) {
  2227. break;
  2228. }
  2229. TextureState tex_state(mm->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2230. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2231. if (!tex_info) {
  2232. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2233. _prepare_batch_texture_info(mm->texture, tex_state, tex_info);
  2234. }
  2235. r_current_batch->tex_info = tex_info;
  2236. instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2237. r_current_batch->flags |= 1; // multimesh, trails disabled
  2238. if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {
  2239. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
  2240. }
  2241. if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {
  2242. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  2243. }
  2244. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  2245. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2246. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  2247. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  2248. TextureState tex_state(pt->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2249. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2250. if (!tex_info) {
  2251. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2252. _prepare_batch_texture_info(pt->texture, tex_state, tex_info);
  2253. }
  2254. r_current_batch->tex_info = tex_info;
  2255. instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2256. uint32_t divisor = 1;
  2257. r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
  2258. r_current_batch->flags |= (divisor & BATCH_FLAGS_INSTANCING_MASK);
  2259. r_current_batch->mesh_instance_count /= divisor;
  2260. RID particles = pt->particles;
  2261. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
  2262. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  2263. if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {
  2264. // Pass collision information.
  2265. Transform2D xform = p_item->final_transform;
  2266. RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target.render_target);
  2267. Rect2 to_screen;
  2268. {
  2269. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target.render_target);
  2270. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  2271. to_screen.position = -sdf_rect.position * to_screen.size;
  2272. }
  2273. particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  2274. } else {
  2275. particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  2276. }
  2277. r_sdf_used |= particles_storage->particles_has_collision(particles);
  2278. }
  2279. Color modulated = modulate * base_color;
  2280. if (use_linear_colors) {
  2281. modulated = modulated.srgb_to_linear();
  2282. }
  2283. instance_data->modulation[0] = modulated.r;
  2284. instance_data->modulation[1] = modulated.g;
  2285. instance_data->modulation[2] = modulated.b;
  2286. instance_data->modulation[3] = modulated.a;
  2287. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2288. } break;
  2289. case Item::Command::TYPE_TRANSFORM: {
  2290. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  2291. draw_transform = transform->xform;
  2292. _update_transform_2d_to_mat2x3(base_transform * transform->xform, world);
  2293. } break;
  2294. case Item::Command::TYPE_CLIP_IGNORE: {
  2295. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  2296. if (r_current_clip) {
  2297. if (ci->ignore != reclip) {
  2298. r_current_batch = _new_batch(r_batch_broken);
  2299. if (ci->ignore) {
  2300. r_current_batch->clip = nullptr;
  2301. reclip = true;
  2302. } else {
  2303. r_current_batch->clip = r_current_clip;
  2304. reclip = false;
  2305. }
  2306. }
  2307. }
  2308. } break;
  2309. case Item::Command::TYPE_ANIMATION_SLICE: {
  2310. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  2311. double current_time = RSG::rasterizer->get_total_time();
  2312. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  2313. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  2314. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  2315. } break;
  2316. }
  2317. c = c->next;
  2318. r_batch_broken = false;
  2319. }
  2320. #ifdef DEBUG_ENABLED
  2321. if (debug_redraw && p_item->debug_redraw_time > 0.0) {
  2322. Color dc = debug_redraw_color;
  2323. dc.a *= p_item->debug_redraw_time / debug_redraw_time;
  2324. // 1: If commands are different, start a new batch.
  2325. if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
  2326. r_current_batch = _new_batch(r_batch_broken);
  2327. r_current_batch->command_type = Item::Command::TYPE_RECT;
  2328. // it is ok to be null for a TYPE_RECT
  2329. r_current_batch->command = nullptr;
  2330. // default variant
  2331. r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
  2332. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  2333. r_current_batch->flags = 0;
  2334. }
  2335. // 2: If the current batch has lighting, start a new batch.
  2336. if (r_current_batch->use_lighting) {
  2337. r_current_batch = _new_batch(r_batch_broken);
  2338. r_current_batch->use_lighting = false;
  2339. }
  2340. // 3: If the current batch has blend, start a new batch.
  2341. if (r_current_batch->has_blend) {
  2342. r_current_batch = _new_batch(r_batch_broken);
  2343. r_current_batch->has_blend = false;
  2344. }
  2345. TextureState tex_state(default_canvas_texture, texture_filter, texture_repeat, false, use_linear_colors);
  2346. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2347. if (!tex_info) {
  2348. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2349. _prepare_batch_texture_info(default_canvas_texture, tex_state, tex_info);
  2350. }
  2351. if (r_current_batch->tex_info != tex_info) {
  2352. r_current_batch = _new_batch(r_batch_broken);
  2353. r_current_batch->tex_info = tex_info;
  2354. }
  2355. _update_transform_2d_to_mat2x3(base_transform, world);
  2356. InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
  2357. Rect2 src_rect;
  2358. Rect2 dst_rect;
  2359. dst_rect = p_item->rect;
  2360. if (dst_rect.size.width < 0) {
  2361. dst_rect.position.x += dst_rect.size.width;
  2362. dst_rect.size.width *= -1;
  2363. }
  2364. if (dst_rect.size.height < 0) {
  2365. dst_rect.position.y += dst_rect.size.height;
  2366. dst_rect.size.height *= -1;
  2367. }
  2368. src_rect = Rect2(0, 0, 1, 1);
  2369. instance_data->modulation[0] = dc.r;
  2370. instance_data->modulation[1] = dc.g;
  2371. instance_data->modulation[2] = dc.b;
  2372. instance_data->modulation[3] = dc.a;
  2373. instance_data->src_rect[0] = src_rect.position.x;
  2374. instance_data->src_rect[1] = src_rect.position.y;
  2375. instance_data->src_rect[2] = src_rect.size.width;
  2376. instance_data->src_rect[3] = src_rect.size.height;
  2377. instance_data->dst_rect[0] = dst_rect.position.x;
  2378. instance_data->dst_rect[1] = dst_rect.position.y;
  2379. instance_data->dst_rect[2] = dst_rect.size.width;
  2380. instance_data->dst_rect[3] = dst_rect.size.height;
  2381. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2382. p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();
  2383. RenderingServerDefault::redraw_request();
  2384. r_batch_broken = false;
  2385. }
  2386. #endif
  2387. if (r_current_clip && reclip) {
  2388. // will make it re-enable clipping if needed afterwards
  2389. r_current_clip = nullptr;
  2390. }
  2391. }
  2392. void RendererCanvasRenderRD::_before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid) {
  2393. RD::get_singleton()->uniform_set_set_invalidation_callback(p_rid, nullptr, nullptr);
  2394. RD::get_singleton()->free(p_rid);
  2395. }
  2396. void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata) {
  2397. const RIDSetKey *key = static_cast<RIDSetKey *>(p_userdata);
  2398. static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);
  2399. }
  2400. void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {
  2401. KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);
  2402. RD *rd = RD::get_singleton();
  2403. for (RID rid : kv->value) {
  2404. // The invalidation callback will also take care of clearing rid_set_to_uniform_set cache.
  2405. rd->free(rid);
  2406. }
  2407. kv->value.clear();
  2408. if (p_deleted) {
  2409. static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);
  2410. }
  2411. }
  2412. void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) {
  2413. {
  2414. RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();
  2415. RIDSetKey key(
  2416. p_batch->tex_info->state,
  2417. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
  2418. const RID *uniform_set = rid_set_to_uniform_set.getptr(key);
  2419. if (uniform_set == nullptr) {
  2420. RD::Uniform *uniform_ptrw = state.batch_texture_uniforms.ptrw();
  2421. uniform_ptrw[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);
  2422. uniform_ptrw[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);
  2423. uniform_ptrw[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);
  2424. uniform_ptrw[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);
  2425. uniform_ptrw[4] = RD::Uniform(RD::UNIFORM_TYPE_STORAGE_BUFFER, 4, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
  2426. RID rid = RD::get_singleton()->uniform_set_create(state.batch_texture_uniforms, shader.default_version_rd_shader, BATCH_UNIFORM_SET);
  2427. ERR_FAIL_COND_MSG(rid.is_null(), "Failed to create uniform set for batch.");
  2428. const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);
  2429. uniform_set = &iter->data;
  2430. RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);
  2431. // If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal,
  2432. // or specular channels invalidate all associated uniform sets.
  2433. if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {
  2434. KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;
  2435. if (HashMap<RID, TightLocalVector<RID>>::Iterator i = canvas_texture_to_uniform_set.find(p_batch->tex_info->state.texture); i == canvas_texture_to_uniform_set.end()) {
  2436. kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });
  2437. } else {
  2438. i->value.push_back(rid);
  2439. kv = &*i;
  2440. }
  2441. ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);
  2442. }
  2443. }
  2444. if (state.current_batch_uniform_set != *uniform_set) {
  2445. state.current_batch_uniform_set = *uniform_set;
  2446. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, *uniform_set, BATCH_UNIFORM_SET);
  2447. }
  2448. }
  2449. PushConstant push_constant;
  2450. push_constant.base_instance_index = p_batch->start;
  2451. push_constant.specular_shininess = p_batch->tex_info->specular_shininess;
  2452. push_constant.batch_flags = p_batch->tex_info->flags | p_batch->flags;
  2453. RID pipeline;
  2454. PipelineKey pipeline_key;
  2455. pipeline_key.framebuffer_format_id = p_framebuffer_format;
  2456. pipeline_key.variant = p_batch->shader_variant;
  2457. pipeline_key.render_primitive = p_batch->render_primitive;
  2458. pipeline_key.shader_specialization.use_lighting = p_batch->use_lighting;
  2459. pipeline_key.lcd_blend = p_batch->has_blend;
  2460. switch (p_batch->command_type) {
  2461. case Item::Command::TYPE_RECT:
  2462. case Item::Command::TYPE_NINEPATCH: {
  2463. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
  2464. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2465. if (p_batch->has_blend) {
  2466. RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, p_batch->modulate);
  2467. }
  2468. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2469. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  2470. RD::get_singleton()->draw_list_draw(p_draw_list, true, p_batch->instance_count);
  2471. if (r_render_info) {
  2472. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_batch->instance_count;
  2473. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2 * p_batch->instance_count;
  2474. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2475. }
  2476. } break;
  2477. case Item::Command::TYPE_POLYGON: {
  2478. ERR_FAIL_NULL(p_batch->command);
  2479. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(p_batch->command);
  2480. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  2481. ERR_FAIL_NULL(pb);
  2482. pipeline_key.vertex_format_id = pb->vertex_format_id;
  2483. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
  2484. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2485. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2486. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  2487. if (pb->indices.is_valid()) {
  2488. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  2489. }
  2490. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  2491. if (r_render_info) {
  2492. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  2493. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);
  2494. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2495. }
  2496. } break;
  2497. case Item::Command::TYPE_PRIMITIVE: {
  2498. ERR_FAIL_NULL(p_batch->command);
  2499. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(p_batch->command);
  2500. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
  2501. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2502. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2503. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  2504. uint32_t instance_count = p_batch->instance_count;
  2505. RD::get_singleton()->draw_list_draw(p_draw_list, true, instance_count);
  2506. if (r_render_info) {
  2507. const RenderingServer::PrimitiveType rs_primitive[5] = { RS::PRIMITIVE_POINTS, RS::PRIMITIVE_POINTS, RS::PRIMITIVE_LINES, RS::PRIMITIVE_TRIANGLES, RS::PRIMITIVE_TRIANGLES };
  2508. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += instance_count;
  2509. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(rs_primitive[p_batch->primitive_points], p_batch->primitive_points) * instance_count;
  2510. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2511. }
  2512. } break;
  2513. case Item::Command::TYPE_MESH:
  2514. case Item::Command::TYPE_MULTIMESH:
  2515. case Item::Command::TYPE_PARTICLES: {
  2516. ERR_FAIL_NULL(p_batch->command);
  2517. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  2518. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  2519. RID mesh;
  2520. RID mesh_instance;
  2521. if (p_batch->command_type == Item::Command::TYPE_MESH) {
  2522. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(p_batch->command);
  2523. mesh = m->mesh;
  2524. mesh_instance = m->mesh_instance;
  2525. } else if (p_batch->command_type == Item::Command::TYPE_MULTIMESH) {
  2526. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(p_batch->command);
  2527. RID multimesh = mm->multimesh;
  2528. mesh = mesh_storage->multimesh_get_mesh(multimesh);
  2529. RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2530. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  2531. } else if (p_batch->command_type == Item::Command::TYPE_PARTICLES) {
  2532. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(p_batch->command);
  2533. RID particles = pt->particles;
  2534. mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
  2535. ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
  2536. particles_storage->particles_request_process(particles);
  2537. if (particles_storage->particles_is_inactive(particles)) {
  2538. break;
  2539. }
  2540. RenderingServerDefault::redraw_request(); // Active particles means redraw request.
  2541. int dpc = particles_storage->particles_get_draw_passes(particles);
  2542. if (dpc == 0) {
  2543. break; // Nothing to draw.
  2544. }
  2545. RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2546. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  2547. }
  2548. if (mesh.is_null()) {
  2549. break;
  2550. }
  2551. uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
  2552. for (uint32_t j = 0; j < surf_count; j++) {
  2553. void *surface = mesh_storage->mesh_get_surface(mesh, j);
  2554. RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
  2555. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  2556. RID vertex_array;
  2557. pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
  2558. pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);
  2559. pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;
  2560. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);
  2561. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2562. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2563. RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
  2564. if (index_array.is_valid()) {
  2565. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  2566. }
  2567. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  2568. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), p_batch->mesh_instance_count);
  2569. if (r_render_info) {
  2570. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  2571. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * p_batch->mesh_instance_count;
  2572. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2573. }
  2574. }
  2575. } break;
  2576. case Item::Command::TYPE_TRANSFORM:
  2577. case Item::Command::TYPE_CLIP_IGNORE:
  2578. case Item::Command::TYPE_ANIMATION_SLICE: {
  2579. // Can ignore these as they only impact batch creation.
  2580. } break;
  2581. }
  2582. }
  2583. RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
  2584. if (state.canvas_instance_batches.size() == 0) {
  2585. Batch new_batch;
  2586. new_batch.instance_buffer_index = state.current_instance_buffer_index;
  2587. state.canvas_instance_batches.push_back(new_batch);
  2588. return state.canvas_instance_batches.ptr();
  2589. }
  2590. if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
  2591. return &state.canvas_instance_batches[state.current_batch_index];
  2592. }
  2593. r_batch_broken = true;
  2594. // Copy the properties of the current batch, we will manually update the things that changed.
  2595. Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
  2596. new_batch.instance_count = 0;
  2597. new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
  2598. new_batch.instance_buffer_index = state.current_instance_buffer_index;
  2599. state.current_batch_index++;
  2600. state.canvas_instance_batches.push_back(new_batch);
  2601. return &state.canvas_instance_batches[state.current_batch_index];
  2602. }
  2603. void RendererCanvasRenderRD::_add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch) {
  2604. r_current_batch->instance_count++;
  2605. r_index++;
  2606. if (r_index + state.last_instance_index >= state.max_instances_per_buffer) {
  2607. // Copy over all data needed for rendering right away
  2608. // then go back to recording item commands.
  2609. RD::get_singleton()->buffer_update(
  2610. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],
  2611. state.last_instance_index * sizeof(InstanceData),
  2612. r_index * sizeof(InstanceData),
  2613. state.instance_data_array);
  2614. _allocate_instance_buffer();
  2615. r_index = 0;
  2616. state.last_instance_index = 0;
  2617. r_batch_broken = false; // Force a new batch to be created
  2618. r_current_batch = _new_batch(r_batch_broken);
  2619. r_current_batch->start = 0;
  2620. }
  2621. }
  2622. void RendererCanvasRenderRD::_allocate_instance_buffer() {
  2623. state.current_instance_buffer_index++;
  2624. if (state.current_instance_buffer_index < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
  2625. // We already allocated another buffer in a previous frame, so we can just use it.
  2626. return;
  2627. }
  2628. // Allocate a new buffer.
  2629. RID buf = RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size);
  2630. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(buf);
  2631. }
  2632. void RendererCanvasRenderRD::_prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info) {
  2633. if (p_texture.is_null()) {
  2634. p_texture = default_canvas_texture;
  2635. }
  2636. RendererRD::TextureStorage::CanvasTextureInfo info =
  2637. RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(
  2638. p_texture,
  2639. p_state.texture_filter(),
  2640. p_state.texture_repeat(),
  2641. p_state.linear_colors(),
  2642. p_state.texture_is_data());
  2643. // something odd happened
  2644. if (info.is_null()) {
  2645. _prepare_batch_texture_info(default_canvas_texture, p_state, p_info);
  2646. return;
  2647. }
  2648. p_info->state = p_state;
  2649. p_info->diffuse = info.diffuse;
  2650. p_info->normal = info.normal;
  2651. p_info->specular = info.specular;
  2652. p_info->sampler = info.sampler;
  2653. // cache values to be copied to instance data
  2654. if (info.specular_color.a < 0.999) {
  2655. p_info->flags |= BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED;
  2656. }
  2657. if (info.use_normal) {
  2658. p_info->flags |= BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED;
  2659. }
  2660. uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));
  2661. uint8_t b = uint8_t(CLAMP(info.specular_color.b * 255.0, 0.0, 255.0));
  2662. uint8_t g = uint8_t(CLAMP(info.specular_color.g * 255.0, 0.0, 255.0));
  2663. uint8_t r = uint8_t(CLAMP(info.specular_color.r * 255.0, 0.0, 255.0));
  2664. p_info->specular_shininess = uint32_t(a) << 24 | uint32_t(b) << 16 | uint32_t(g) << 8 | uint32_t(r);
  2665. p_info->texpixel_size = Vector2(1.0 / float(info.size.width), 1.0 / float(info.size.height));
  2666. }
  2667. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2668. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2669. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2670. //canvas state
  2671. material_storage->material_free(default_canvas_group_material);
  2672. material_storage->shader_free(default_canvas_group_shader);
  2673. material_storage->material_free(default_clip_children_material);
  2674. material_storage->shader_free(default_clip_children_shader);
  2675. {
  2676. if (state.canvas_state_buffer.is_valid()) {
  2677. RD::get_singleton()->free(state.canvas_state_buffer);
  2678. }
  2679. memdelete_arr(state.light_uniforms);
  2680. RD::get_singleton()->free(state.lights_uniform_buffer);
  2681. }
  2682. //shadow rendering
  2683. {
  2684. shadow_render.shader.version_free(shadow_render.shader_version);
  2685. //this will also automatically clear all pipelines
  2686. RD::get_singleton()->free(state.shadow_sampler);
  2687. }
  2688. //buffers
  2689. {
  2690. RD::get_singleton()->free(shader.quad_index_array);
  2691. RD::get_singleton()->free(shader.quad_index_buffer);
  2692. //primitives are erase by dependency
  2693. }
  2694. if (state.shadow_fb.is_valid()) {
  2695. RD::get_singleton()->free(state.shadow_depth_texture);
  2696. }
  2697. RD::get_singleton()->free(state.shadow_texture);
  2698. if (state.shadow_occluder_buffer.is_valid()) {
  2699. RD::get_singleton()->free(state.shadow_occluder_buffer);
  2700. }
  2701. memdelete_arr(state.instance_data_array);
  2702. for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {
  2703. for (uint32_t j = 0; j < state.canvas_instance_data_buffers[i].instance_buffers.size(); j++) {
  2704. RD::get_singleton()->free(state.canvas_instance_data_buffers[i].instance_buffers[j]);
  2705. }
  2706. }
  2707. // Disable the callback, as we're tearing everything down
  2708. texture_storage->canvas_texture_set_invalidation_callback(default_canvas_texture, nullptr, nullptr);
  2709. texture_storage->canvas_texture_free(default_canvas_texture);
  2710. //pipelines don't need freeing, they are all gone after shaders are gone
  2711. memdelete(shader.default_version_data);
  2712. }