material_storage.h 16 KB

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  1. /**************************************************************************/
  2. /* material_storage.h */
  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. #ifndef MATERIAL_STORAGE_RD_H
  31. #define MATERIAL_STORAGE_RD_H
  32. #include "texture_storage.h"
  33. #include "core/math/projection.h"
  34. #include "core/templates/local_vector.h"
  35. #include "core/templates/rid_owner.h"
  36. #include "core/templates/self_list.h"
  37. #include "servers/rendering/shader_compiler.h"
  38. #include "servers/rendering/shader_language.h"
  39. #include "servers/rendering/storage/material_storage.h"
  40. #include "servers/rendering/storage/utilities.h"
  41. namespace RendererRD {
  42. class MaterialStorage : public RendererMaterialStorage {
  43. public:
  44. enum ShaderType {
  45. SHADER_TYPE_2D,
  46. SHADER_TYPE_3D,
  47. SHADER_TYPE_PARTICLES,
  48. SHADER_TYPE_SKY,
  49. SHADER_TYPE_FOG,
  50. SHADER_TYPE_MAX
  51. };
  52. struct ShaderData {
  53. String path;
  54. HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  55. HashMap<StringName, HashMap<int, RID>> default_texture_params;
  56. virtual void set_path_hint(const String &p_hint);
  57. virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
  58. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  59. virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
  60. virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
  61. virtual bool is_parameter_texture(const StringName &p_param) const;
  62. virtual void set_code(const String &p_Code) = 0;
  63. virtual bool is_animated() const = 0;
  64. virtual bool casts_shadows() const = 0;
  65. virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
  66. virtual ~ShaderData() {}
  67. };
  68. struct MaterialData {
  69. Vector<RendererRD::TextureStorage::RenderTarget *> render_target_cache;
  70. void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
  71. void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
  72. void set_as_used();
  73. virtual void set_render_priority(int p_priority) = 0;
  74. virtual void set_next_pass(RID p_pass) = 0;
  75. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
  76. virtual ~MaterialData();
  77. //to be used internally by update_parameters, in the most common configuration of material parameters
  78. bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
  79. void free_parameters_uniform_set(RID p_uniform_set);
  80. private:
  81. friend class MaterialStorage;
  82. RID self;
  83. List<RID>::Element *global_buffer_E = nullptr;
  84. List<RID>::Element *global_texture_E = nullptr;
  85. uint64_t global_textures_pass = 0;
  86. HashMap<StringName, uint64_t> used_global_textures;
  87. //internally by update_parameters_uniform_set
  88. Vector<uint8_t> ubo_data;
  89. RID uniform_buffer;
  90. Vector<RID> texture_cache;
  91. };
  92. private:
  93. static MaterialStorage *singleton;
  94. /* Samplers */
  95. RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
  96. RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
  97. /* Buffers */
  98. RID quad_index_buffer;
  99. RID quad_index_array;
  100. /* GLOBAL SHADER UNIFORM API */
  101. struct GlobalShaderUniforms {
  102. enum {
  103. BUFFER_DIRTY_REGION_SIZE = 1024
  104. };
  105. struct Variable {
  106. HashSet<RID> texture_materials; // materials using this
  107. RS::GlobalShaderParameterType type;
  108. Variant value;
  109. Variant override;
  110. int32_t buffer_index; //for vectors
  111. int32_t buffer_elements; //for vectors
  112. };
  113. HashMap<StringName, Variable> variables;
  114. struct Value {
  115. float x;
  116. float y;
  117. float z;
  118. float w;
  119. };
  120. struct ValueInt {
  121. int32_t x;
  122. int32_t y;
  123. int32_t z;
  124. int32_t w;
  125. };
  126. struct ValueUInt {
  127. uint32_t x;
  128. uint32_t y;
  129. uint32_t z;
  130. uint32_t w;
  131. };
  132. struct ValueUsage {
  133. uint32_t elements = 0;
  134. };
  135. List<RID> materials_using_buffer;
  136. List<RID> materials_using_texture;
  137. RID buffer;
  138. Value *buffer_values = nullptr;
  139. ValueUsage *buffer_usage = nullptr;
  140. bool *buffer_dirty_regions = nullptr;
  141. uint32_t buffer_dirty_region_count = 0;
  142. uint32_t buffer_size;
  143. bool must_update_texture_materials = false;
  144. bool must_update_buffer_materials = false;
  145. HashMap<RID, int32_t> instance_buffer_pos;
  146. } global_shader_uniforms;
  147. int32_t _global_shader_uniform_allocate(uint32_t p_elements);
  148. void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
  149. void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  150. /* SHADER API */
  151. struct Material;
  152. struct Shader {
  153. ShaderData *data = nullptr;
  154. String code;
  155. String path_hint;
  156. ShaderType type;
  157. HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
  158. HashSet<Material *> owners;
  159. };
  160. typedef ShaderData *(*ShaderDataRequestFunction)();
  161. ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
  162. mutable RID_Owner<Shader, true> shader_owner;
  163. Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
  164. /* MATERIAL API */
  165. typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  166. struct Material {
  167. RID self;
  168. MaterialData *data = nullptr;
  169. Shader *shader = nullptr;
  170. //shortcut to shader data and type
  171. ShaderType shader_type = SHADER_TYPE_MAX;
  172. uint32_t shader_id = 0;
  173. bool uniform_dirty = false;
  174. bool texture_dirty = false;
  175. HashMap<StringName, Variant> params;
  176. int32_t priority = 0;
  177. RID next_pass;
  178. SelfList<Material> update_element;
  179. Dependency dependency;
  180. Material() :
  181. update_element(this) {}
  182. };
  183. MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
  184. mutable RID_Owner<Material, true> material_owner;
  185. Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
  186. SelfList<Material>::List material_update_list;
  187. static void _material_uniform_set_erased(void *p_material);
  188. public:
  189. static MaterialStorage *get_singleton();
  190. MaterialStorage();
  191. virtual ~MaterialStorage();
  192. bool free(RID p_rid);
  193. /* Helpers */
  194. static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
  195. p_array[0] = p_mtx.basis.rows[0][0];
  196. p_array[1] = p_mtx.basis.rows[1][0];
  197. p_array[2] = p_mtx.basis.rows[2][0];
  198. p_array[3] = 0;
  199. p_array[4] = p_mtx.basis.rows[0][1];
  200. p_array[5] = p_mtx.basis.rows[1][1];
  201. p_array[6] = p_mtx.basis.rows[2][1];
  202. p_array[7] = 0;
  203. p_array[8] = p_mtx.basis.rows[0][2];
  204. p_array[9] = p_mtx.basis.rows[1][2];
  205. p_array[10] = p_mtx.basis.rows[2][2];
  206. p_array[11] = 0;
  207. p_array[12] = p_mtx.origin.x;
  208. p_array[13] = p_mtx.origin.y;
  209. p_array[14] = p_mtx.origin.z;
  210. p_array[15] = 1;
  211. }
  212. static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
  213. p_array[0] = p_mtx.rows[0][0];
  214. p_array[1] = p_mtx.rows[1][0];
  215. p_array[2] = p_mtx.rows[2][0];
  216. p_array[3] = 0;
  217. p_array[4] = p_mtx.rows[0][1];
  218. p_array[5] = p_mtx.rows[1][1];
  219. p_array[6] = p_mtx.rows[2][1];
  220. p_array[7] = 0;
  221. p_array[8] = p_mtx.rows[0][2];
  222. p_array[9] = p_mtx.rows[1][2];
  223. p_array[10] = p_mtx.rows[2][2];
  224. p_array[11] = 0;
  225. }
  226. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  227. p_array[0] = p_mtx.rows[0][0];
  228. p_array[1] = p_mtx.rows[1][0];
  229. p_array[2] = p_mtx.rows[2][0];
  230. p_array[3] = 0;
  231. p_array[4] = p_mtx.rows[0][1];
  232. p_array[5] = p_mtx.rows[1][1];
  233. p_array[6] = p_mtx.rows[2][1];
  234. p_array[7] = 0;
  235. p_array[8] = p_mtx.rows[0][2];
  236. p_array[9] = p_mtx.rows[1][2];
  237. p_array[10] = p_mtx.rows[2][2];
  238. p_array[11] = 0;
  239. }
  240. static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
  241. p_array[0] = p_mtx.basis.rows[0][0];
  242. p_array[1] = p_mtx.basis.rows[0][1];
  243. p_array[2] = p_mtx.basis.rows[0][2];
  244. p_array[3] = p_mtx.origin.x;
  245. p_array[4] = p_mtx.basis.rows[1][0];
  246. p_array[5] = p_mtx.basis.rows[1][1];
  247. p_array[6] = p_mtx.basis.rows[1][2];
  248. p_array[7] = p_mtx.origin.y;
  249. p_array[8] = p_mtx.basis.rows[2][0];
  250. p_array[9] = p_mtx.basis.rows[2][1];
  251. p_array[10] = p_mtx.basis.rows[2][2];
  252. p_array[11] = p_mtx.origin.z;
  253. }
  254. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  255. for (int i = 0; i < 4; i++) {
  256. for (int j = 0; j < 4; j++) {
  257. p_array[i * 4 + j] = p_mtx.columns[i][j];
  258. }
  259. }
  260. }
  261. static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
  262. for (int i = 0; i < 128; i++) {
  263. p_array[i] = p_kernel[i];
  264. }
  265. }
  266. // http://andrewthall.org/papers/df64_qf128.pdf
  267. #ifdef REAL_T_IS_DOUBLE
  268. static _FORCE_INLINE_ void split_double(double a, float *a_hi, float *a_lo) {
  269. const double SPLITTER = (1 << 29) + 1;
  270. double t = a * SPLITTER;
  271. double t_hi = t - (t - a);
  272. double t_lo = a - t_hi;
  273. *a_hi = (float)t_hi;
  274. *a_lo = (float)t_lo;
  275. }
  276. #endif
  277. /* Samplers */
  278. _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
  279. return default_rd_samplers[p_filter][p_repeat];
  280. }
  281. _FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
  282. return custom_rd_samplers[p_filter][p_repeat];
  283. }
  284. void sampler_rd_configure_custom(float mipmap_bias);
  285. // void sampler_rd_set_default(float p_mipmap_bias);
  286. /* Buffers */
  287. RID get_quad_index_array() { return quad_index_array; }
  288. /* GLOBAL SHADER UNIFORM API */
  289. void _update_global_shader_uniforms();
  290. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
  291. virtual void global_shader_parameter_remove(const StringName &p_name) override;
  292. virtual Vector<StringName> global_shader_parameter_get_list() const override;
  293. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
  294. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
  295. virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
  296. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
  297. RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
  298. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
  299. virtual void global_shader_parameters_clear() override;
  300. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
  301. virtual void global_shader_parameters_instance_free(RID p_instance) override;
  302. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
  303. RID global_shader_uniforms_get_storage_buffer() const;
  304. /* SHADER API */
  305. bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
  306. virtual RID shader_allocate() override;
  307. virtual void shader_initialize(RID p_shader) override;
  308. virtual void shader_free(RID p_rid) override;
  309. virtual void shader_set_code(RID p_shader, const String &p_code) override;
  310. virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
  311. virtual String shader_get_code(RID p_shader) const override;
  312. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
  313. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
  314. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
  315. virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_param) const override;
  316. void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
  317. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
  318. /* MATERIAL API */
  319. bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
  320. void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  321. void _update_queued_materials();
  322. virtual RID material_allocate() override;
  323. virtual void material_initialize(RID p_material) override;
  324. virtual void material_free(RID p_rid) override;
  325. virtual void material_set_shader(RID p_material, RID p_shader) override;
  326. ShaderData *material_get_shader_data(RID p_material);
  327. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
  328. virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
  329. virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
  330. virtual void material_set_render_priority(RID p_material, int priority) override;
  331. virtual bool material_is_animated(RID p_material) override;
  332. virtual bool material_casts_shadows(RID p_material) override;
  333. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
  334. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
  335. void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
  336. MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type);
  337. _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
  338. Material *material = material_owner.get_or_null(p_material);
  339. return material->shader_id;
  340. }
  341. _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
  342. Material *material = material_owner.get_or_null(p_material);
  343. if (!material || material->shader_type != p_shader_type) {
  344. return nullptr;
  345. } else {
  346. return material->data;
  347. }
  348. }
  349. };
  350. } // namespace RendererRD
  351. #endif // MATERIAL_STORAGE_RD_H