material_storage.h 17 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, bool p_3d_material);
  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 &r_uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, bool p_3d_material);
  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[2]; // 0: linear buffer; 1: sRGB buffer.
  89. RID uniform_buffer[2]; // 0: linear buffer; 1: sRGB buffer.
  90. Vector<RID> texture_cache;
  91. };
  92. struct Samplers {
  93. RID rids[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
  94. float mipmap_bias = 0.0f;
  95. bool use_nearest_mipmap_filter = false;
  96. int anisotropic_filtering_level = 2;
  97. _FORCE_INLINE_ RID get_sampler(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) const {
  98. return rids[p_filter][p_repeat];
  99. }
  100. Vector<RD::Uniform> get_uniforms(int p_first_index) const;
  101. bool is_valid() const;
  102. bool is_null() const;
  103. };
  104. private:
  105. static MaterialStorage *singleton;
  106. /* Samplers */
  107. Samplers default_samplers;
  108. /* Buffers */
  109. RID quad_index_buffer;
  110. RID quad_index_array;
  111. /* GLOBAL SHADER UNIFORM API */
  112. struct GlobalShaderUniforms {
  113. enum {
  114. BUFFER_DIRTY_REGION_SIZE = 1024
  115. };
  116. struct Variable {
  117. HashSet<RID> texture_materials; // materials using this
  118. RS::GlobalShaderParameterType type;
  119. Variant value;
  120. Variant override;
  121. int32_t buffer_index; //for vectors
  122. int32_t buffer_elements; //for vectors
  123. };
  124. HashMap<StringName, Variable> variables;
  125. struct Value {
  126. float x;
  127. float y;
  128. float z;
  129. float w;
  130. };
  131. struct ValueInt {
  132. int32_t x;
  133. int32_t y;
  134. int32_t z;
  135. int32_t w;
  136. };
  137. struct ValueUInt {
  138. uint32_t x;
  139. uint32_t y;
  140. uint32_t z;
  141. uint32_t w;
  142. };
  143. struct ValueUsage {
  144. uint32_t elements = 0;
  145. };
  146. List<RID> materials_using_buffer;
  147. List<RID> materials_using_texture;
  148. RID buffer;
  149. Value *buffer_values = nullptr;
  150. ValueUsage *buffer_usage = nullptr;
  151. bool *buffer_dirty_regions = nullptr;
  152. uint32_t buffer_dirty_region_count = 0;
  153. uint32_t buffer_size;
  154. bool must_update_texture_materials = false;
  155. bool must_update_buffer_materials = false;
  156. HashMap<RID, int32_t> instance_buffer_pos;
  157. } global_shader_uniforms;
  158. int32_t _global_shader_uniform_allocate(uint32_t p_elements);
  159. void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
  160. void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  161. /* SHADER API */
  162. struct Material;
  163. struct Shader {
  164. ShaderData *data = nullptr;
  165. String code;
  166. String path_hint;
  167. ShaderType type;
  168. HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
  169. HashSet<Material *> owners;
  170. };
  171. typedef ShaderData *(*ShaderDataRequestFunction)();
  172. ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
  173. mutable RID_Owner<Shader, true> shader_owner;
  174. Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
  175. /* MATERIAL API */
  176. typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  177. struct Material {
  178. RID self;
  179. MaterialData *data = nullptr;
  180. Shader *shader = nullptr;
  181. //shortcut to shader data and type
  182. ShaderType shader_type = SHADER_TYPE_MAX;
  183. uint32_t shader_id = 0;
  184. bool uniform_dirty = false;
  185. bool texture_dirty = false;
  186. HashMap<StringName, Variant> params;
  187. int32_t priority = 0;
  188. RID next_pass;
  189. SelfList<Material> update_element;
  190. Dependency dependency;
  191. Material() :
  192. update_element(this) {}
  193. };
  194. MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
  195. mutable RID_Owner<Material, true> material_owner;
  196. Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
  197. SelfList<Material>::List material_update_list;
  198. static void _material_uniform_set_erased(void *p_material);
  199. public:
  200. static MaterialStorage *get_singleton();
  201. MaterialStorage();
  202. virtual ~MaterialStorage();
  203. bool free(RID p_rid);
  204. /* Helpers */
  205. static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
  206. p_array[0] = p_mtx.basis.rows[0][0];
  207. p_array[1] = p_mtx.basis.rows[1][0];
  208. p_array[2] = p_mtx.basis.rows[2][0];
  209. p_array[3] = 0;
  210. p_array[4] = p_mtx.basis.rows[0][1];
  211. p_array[5] = p_mtx.basis.rows[1][1];
  212. p_array[6] = p_mtx.basis.rows[2][1];
  213. p_array[7] = 0;
  214. p_array[8] = p_mtx.basis.rows[0][2];
  215. p_array[9] = p_mtx.basis.rows[1][2];
  216. p_array[10] = p_mtx.basis.rows[2][2];
  217. p_array[11] = 0;
  218. p_array[12] = p_mtx.origin.x;
  219. p_array[13] = p_mtx.origin.y;
  220. p_array[14] = p_mtx.origin.z;
  221. p_array[15] = 1;
  222. }
  223. static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
  224. p_array[0] = p_mtx.rows[0][0];
  225. p_array[1] = p_mtx.rows[1][0];
  226. p_array[2] = p_mtx.rows[2][0];
  227. p_array[3] = 0;
  228. p_array[4] = p_mtx.rows[0][1];
  229. p_array[5] = p_mtx.rows[1][1];
  230. p_array[6] = p_mtx.rows[2][1];
  231. p_array[7] = 0;
  232. p_array[8] = p_mtx.rows[0][2];
  233. p_array[9] = p_mtx.rows[1][2];
  234. p_array[10] = p_mtx.rows[2][2];
  235. p_array[11] = 0;
  236. }
  237. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  238. p_array[0] = p_mtx.rows[0][0];
  239. p_array[1] = p_mtx.rows[1][0];
  240. p_array[2] = p_mtx.rows[2][0];
  241. p_array[3] = 0;
  242. p_array[4] = p_mtx.rows[0][1];
  243. p_array[5] = p_mtx.rows[1][1];
  244. p_array[6] = p_mtx.rows[2][1];
  245. p_array[7] = 0;
  246. p_array[8] = p_mtx.rows[0][2];
  247. p_array[9] = p_mtx.rows[1][2];
  248. p_array[10] = p_mtx.rows[2][2];
  249. p_array[11] = 0;
  250. }
  251. static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
  252. p_array[0] = p_mtx.basis.rows[0][0];
  253. p_array[1] = p_mtx.basis.rows[0][1];
  254. p_array[2] = p_mtx.basis.rows[0][2];
  255. p_array[3] = p_mtx.origin.x;
  256. p_array[4] = p_mtx.basis.rows[1][0];
  257. p_array[5] = p_mtx.basis.rows[1][1];
  258. p_array[6] = p_mtx.basis.rows[1][2];
  259. p_array[7] = p_mtx.origin.y;
  260. p_array[8] = p_mtx.basis.rows[2][0];
  261. p_array[9] = p_mtx.basis.rows[2][1];
  262. p_array[10] = p_mtx.basis.rows[2][2];
  263. p_array[11] = p_mtx.origin.z;
  264. }
  265. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  266. for (int i = 0; i < 4; i++) {
  267. for (int j = 0; j < 4; j++) {
  268. p_array[i * 4 + j] = p_mtx.columns[i][j];
  269. }
  270. }
  271. }
  272. static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
  273. for (int i = 0; i < 128; i++) {
  274. p_array[i] = p_kernel[i];
  275. }
  276. }
  277. // http://andrewthall.org/papers/df64_qf128.pdf
  278. #ifdef REAL_T_IS_DOUBLE
  279. static _FORCE_INLINE_ void split_double(double a, float *a_hi, float *a_lo) {
  280. const double SPLITTER = (1 << 29) + 1;
  281. double t = a * SPLITTER;
  282. double t_hi = t - (t - a);
  283. double t_lo = a - t_hi;
  284. *a_hi = (float)t_hi;
  285. *a_lo = (float)t_lo;
  286. }
  287. #endif
  288. /* Samplers */
  289. Samplers samplers_rd_allocate(float p_mipmap_bias = 0.0f) const;
  290. void samplers_rd_free(Samplers &p_samplers) const;
  291. _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
  292. return default_samplers.get_sampler(p_filter, p_repeat);
  293. }
  294. _FORCE_INLINE_ const Samplers &samplers_rd_get_default() const {
  295. return default_samplers;
  296. }
  297. /* Buffers */
  298. RID get_quad_index_array() { return quad_index_array; }
  299. /* GLOBAL SHADER UNIFORM API */
  300. void _update_global_shader_uniforms();
  301. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
  302. virtual void global_shader_parameter_remove(const StringName &p_name) override;
  303. virtual Vector<StringName> global_shader_parameter_get_list() const override;
  304. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
  305. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
  306. virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
  307. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
  308. RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
  309. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
  310. virtual void global_shader_parameters_clear() override;
  311. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
  312. virtual void global_shader_parameters_instance_free(RID p_instance) override;
  313. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
  314. RID global_shader_uniforms_get_storage_buffer() const;
  315. /* SHADER API */
  316. bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
  317. virtual RID shader_allocate() override;
  318. virtual void shader_initialize(RID p_shader) override;
  319. virtual void shader_free(RID p_rid) override;
  320. virtual void shader_set_code(RID p_shader, const String &p_code) override;
  321. virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
  322. virtual String shader_get_code(RID p_shader) const override;
  323. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
  324. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
  325. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
  326. virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_param) const override;
  327. void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
  328. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
  329. /* MATERIAL API */
  330. bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
  331. void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  332. void _update_queued_materials();
  333. virtual RID material_allocate() override;
  334. virtual void material_initialize(RID p_material) override;
  335. virtual void material_free(RID p_rid) override;
  336. virtual void material_set_shader(RID p_material, RID p_shader) override;
  337. ShaderData *material_get_shader_data(RID p_material);
  338. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
  339. virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
  340. virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
  341. virtual void material_set_render_priority(RID p_material, int priority) override;
  342. virtual bool material_is_animated(RID p_material) override;
  343. virtual bool material_casts_shadows(RID p_material) override;
  344. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
  345. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
  346. void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
  347. MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type);
  348. _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
  349. Material *material = material_owner.get_or_null(p_material);
  350. return material->shader_id;
  351. }
  352. _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
  353. Material *material = material_owner.get_or_null(p_material);
  354. if (!material || material->shader_type != p_shader_type) {
  355. return nullptr;
  356. } else {
  357. return material->data;
  358. }
  359. }
  360. };
  361. } // namespace RendererRD
  362. #endif // MATERIAL_STORAGE_RD_H