material_storage.cpp 85 KB

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  1. /**************************************************************************/
  2. /* material_storage.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 "material_storage.h"
  31. #include "core/config/engine.h"
  32. #include "core/config/project_settings.h"
  33. #include "core/io/resource_loader.h"
  34. #include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
  35. #include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
  36. #include "servers/rendering/storage/variant_converters.h"
  37. #include "texture_storage.h"
  38. using namespace RendererRD;
  39. ///////////////////////////////////////////////////////////////////////////
  40. // UBI helper functions
  41. static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
  42. switch (type) {
  43. case ShaderLanguage::TYPE_BOOL: {
  44. uint32_t *gui = (uint32_t *)data;
  45. if (p_array_size > 0) {
  46. PackedInt32Array ba = value;
  47. for (int i = 0; i < ba.size(); i++) {
  48. ba.set(i, ba[i] ? 1 : 0);
  49. }
  50. write_array_std140<int32_t>(ba, gui, p_array_size, 4);
  51. } else {
  52. bool v = value;
  53. gui[0] = v ? 1 : 0;
  54. }
  55. } break;
  56. case ShaderLanguage::TYPE_BVEC2: {
  57. uint32_t *gui = (uint32_t *)data;
  58. if (p_array_size > 0) {
  59. PackedInt32Array ba = convert_array_std140<Vector2i, int32_t>(value);
  60. for (int i = 0; i < ba.size(); i++) {
  61. ba.set(i, ba[i] ? 1 : 0);
  62. }
  63. write_array_std140<Vector2i>(ba, gui, p_array_size, 4);
  64. } else {
  65. uint32_t v = value;
  66. gui[0] = v & 1 ? 1 : 0;
  67. gui[1] = v & 2 ? 1 : 0;
  68. }
  69. } break;
  70. case ShaderLanguage::TYPE_BVEC3: {
  71. uint32_t *gui = (uint32_t *)data;
  72. if (p_array_size > 0) {
  73. PackedInt32Array ba = convert_array_std140<Vector3i, int32_t>(value);
  74. for (int i = 0; i < ba.size(); i++) {
  75. ba.set(i, ba[i] ? 1 : 0);
  76. }
  77. write_array_std140<Vector3i>(ba, gui, p_array_size, 4);
  78. } else {
  79. uint32_t v = value;
  80. gui[0] = (v & 1) ? 1 : 0;
  81. gui[1] = (v & 2) ? 1 : 0;
  82. gui[2] = (v & 4) ? 1 : 0;
  83. }
  84. } break;
  85. case ShaderLanguage::TYPE_BVEC4: {
  86. uint32_t *gui = (uint32_t *)data;
  87. if (p_array_size > 0) {
  88. PackedInt32Array ba = convert_array_std140<Vector4i, int32_t>(value);
  89. for (int i = 0; i < ba.size(); i++) {
  90. ba.set(i, ba[i] ? 1 : 0);
  91. }
  92. write_array_std140<Vector4i>(ba, gui, p_array_size, 4);
  93. } else {
  94. uint32_t v = value;
  95. gui[0] = (v & 1) ? 1 : 0;
  96. gui[1] = (v & 2) ? 1 : 0;
  97. gui[2] = (v & 4) ? 1 : 0;
  98. gui[3] = (v & 8) ? 1 : 0;
  99. }
  100. } break;
  101. case ShaderLanguage::TYPE_INT: {
  102. int32_t *gui = (int32_t *)data;
  103. if (p_array_size > 0) {
  104. const PackedInt32Array &iv = value;
  105. write_array_std140<int32_t>(iv, gui, p_array_size, 4);
  106. } else {
  107. int v = value;
  108. gui[0] = v;
  109. }
  110. } break;
  111. case ShaderLanguage::TYPE_IVEC2: {
  112. int32_t *gui = (int32_t *)data;
  113. if (p_array_size > 0) {
  114. const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);
  115. write_array_std140<Vector2i>(iv, gui, p_array_size, 4);
  116. } else {
  117. Vector2i v = convert_to_vector<Vector2i>(value);
  118. gui[0] = v.x;
  119. gui[1] = v.y;
  120. }
  121. } break;
  122. case ShaderLanguage::TYPE_IVEC3: {
  123. int32_t *gui = (int32_t *)data;
  124. if (p_array_size > 0) {
  125. const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);
  126. write_array_std140<Vector3i>(iv, gui, p_array_size, 4);
  127. } else {
  128. Vector3i v = convert_to_vector<Vector3i>(value);
  129. gui[0] = v.x;
  130. gui[1] = v.y;
  131. gui[2] = v.z;
  132. }
  133. } break;
  134. case ShaderLanguage::TYPE_IVEC4: {
  135. int32_t *gui = (int32_t *)data;
  136. if (p_array_size > 0) {
  137. const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);
  138. write_array_std140<Vector4i>(iv, gui, p_array_size, 4);
  139. } else {
  140. Vector4i v = convert_to_vector<Vector4i>(value);
  141. gui[0] = v.x;
  142. gui[1] = v.y;
  143. gui[2] = v.z;
  144. gui[3] = v.w;
  145. }
  146. } break;
  147. case ShaderLanguage::TYPE_UINT: {
  148. uint32_t *gui = (uint32_t *)data;
  149. if (p_array_size > 0) {
  150. const PackedInt32Array &iv = value;
  151. write_array_std140<uint32_t>(iv, gui, p_array_size, 4);
  152. } else {
  153. int v = value;
  154. gui[0] = v;
  155. }
  156. } break;
  157. case ShaderLanguage::TYPE_UVEC2: {
  158. uint32_t *gui = (uint32_t *)data;
  159. if (p_array_size > 0) {
  160. const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);
  161. write_array_std140<Vector2i>(iv, gui, p_array_size, 4);
  162. } else {
  163. Vector2i v = convert_to_vector<Vector2i>(value);
  164. gui[0] = v.x;
  165. gui[1] = v.y;
  166. }
  167. } break;
  168. case ShaderLanguage::TYPE_UVEC3: {
  169. uint32_t *gui = (uint32_t *)data;
  170. if (p_array_size > 0) {
  171. const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);
  172. write_array_std140<Vector3i>(iv, gui, p_array_size, 4);
  173. } else {
  174. Vector3i v = convert_to_vector<Vector3i>(value);
  175. gui[0] = v.x;
  176. gui[1] = v.y;
  177. gui[2] = v.z;
  178. }
  179. } break;
  180. case ShaderLanguage::TYPE_UVEC4: {
  181. uint32_t *gui = (uint32_t *)data;
  182. if (p_array_size > 0) {
  183. const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);
  184. write_array_std140<Vector4i>(iv, gui, p_array_size, 4);
  185. } else {
  186. Vector4i v = convert_to_vector<Vector4i>(value);
  187. gui[0] = v.x;
  188. gui[1] = v.y;
  189. gui[2] = v.z;
  190. gui[3] = v.w;
  191. }
  192. } break;
  193. case ShaderLanguage::TYPE_FLOAT: {
  194. float *gui = reinterpret_cast<float *>(data);
  195. if (p_array_size > 0) {
  196. const PackedFloat32Array &a = value;
  197. write_array_std140<float>(a, gui, p_array_size, 4);
  198. } else {
  199. float v = value;
  200. gui[0] = v;
  201. }
  202. } break;
  203. case ShaderLanguage::TYPE_VEC2: {
  204. float *gui = reinterpret_cast<float *>(data);
  205. if (p_array_size > 0) {
  206. const PackedFloat32Array &a = convert_array_std140<Vector2, float>(value);
  207. write_array_std140<Vector2>(a, gui, p_array_size, 4);
  208. } else {
  209. Vector2 v = convert_to_vector<Vector2>(value);
  210. gui[0] = v.x;
  211. gui[1] = v.y;
  212. }
  213. } break;
  214. case ShaderLanguage::TYPE_VEC3: {
  215. float *gui = reinterpret_cast<float *>(data);
  216. if (p_array_size > 0) {
  217. const PackedFloat32Array &a = convert_array_std140<Vector3, float>(value, p_linear_color);
  218. write_array_std140<Vector3>(a, gui, p_array_size, 4);
  219. } else {
  220. Vector3 v = convert_to_vector<Vector3>(value, p_linear_color);
  221. gui[0] = v.x;
  222. gui[1] = v.y;
  223. gui[2] = v.z;
  224. }
  225. } break;
  226. case ShaderLanguage::TYPE_VEC4: {
  227. float *gui = reinterpret_cast<float *>(data);
  228. if (p_array_size > 0) {
  229. const PackedFloat32Array &a = convert_array_std140<Vector4, float>(value, p_linear_color);
  230. write_array_std140<Vector4>(a, gui, p_array_size, 4);
  231. } else {
  232. Vector4 v = convert_to_vector<Vector4>(value, p_linear_color);
  233. gui[0] = v.x;
  234. gui[1] = v.y;
  235. gui[2] = v.z;
  236. gui[3] = v.w;
  237. }
  238. } break;
  239. case ShaderLanguage::TYPE_MAT2: {
  240. float *gui = reinterpret_cast<float *>(data);
  241. if (p_array_size > 0) {
  242. const PackedFloat32Array &a = value;
  243. int s = a.size();
  244. for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
  245. if (i + 3 < s) {
  246. gui[j] = a[i];
  247. gui[j + 1] = a[i + 1];
  248. gui[j + 4] = a[i + 2];
  249. gui[j + 5] = a[i + 3];
  250. } else {
  251. gui[j] = 1;
  252. gui[j + 1] = 0;
  253. gui[j + 4] = 0;
  254. gui[j + 5] = 1;
  255. }
  256. gui[j + 2] = 0; // ignored
  257. gui[j + 3] = 0; // ignored
  258. gui[j + 6] = 0; // ignored
  259. gui[j + 7] = 0; // ignored
  260. }
  261. } else {
  262. Transform2D v = value;
  263. //in std140 members of mat2 are treated as vec4s
  264. gui[0] = v.columns[0][0];
  265. gui[1] = v.columns[0][1];
  266. gui[2] = 0; // ignored
  267. gui[3] = 0; // ignored
  268. gui[4] = v.columns[1][0];
  269. gui[5] = v.columns[1][1];
  270. gui[6] = 0; // ignored
  271. gui[7] = 0; // ignored
  272. }
  273. } break;
  274. case ShaderLanguage::TYPE_MAT3: {
  275. float *gui = reinterpret_cast<float *>(data);
  276. if (p_array_size > 0) {
  277. const PackedFloat32Array &a = convert_array_std140<Basis, float>(value);
  278. const Basis default_basis;
  279. const int s = a.size();
  280. for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
  281. if (i + 8 < s) {
  282. gui[j] = a[i];
  283. gui[j + 1] = a[i + 1];
  284. gui[j + 2] = a[i + 2];
  285. gui[j + 3] = 0; // Ignored.
  286. gui[j + 4] = a[i + 3];
  287. gui[j + 5] = a[i + 4];
  288. gui[j + 6] = a[i + 5];
  289. gui[j + 7] = 0; // Ignored.
  290. gui[j + 8] = a[i + 6];
  291. gui[j + 9] = a[i + 7];
  292. gui[j + 10] = a[i + 8];
  293. gui[j + 11] = 0; // Ignored.
  294. } else {
  295. convert_item_std140(default_basis, gui + j);
  296. }
  297. }
  298. } else {
  299. convert_item_std140<Basis>(value, gui);
  300. }
  301. } break;
  302. case ShaderLanguage::TYPE_MAT4: {
  303. float *gui = reinterpret_cast<float *>(data);
  304. if (p_array_size > 0) {
  305. const PackedFloat32Array &a = convert_array_std140<Projection, float>(value);
  306. write_array_std140<Projection>(a, gui, p_array_size, 16);
  307. } else {
  308. convert_item_std140<Projection>(value, gui);
  309. }
  310. } break;
  311. default: {
  312. }
  313. }
  314. }
  315. _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::Scalar> &value, uint8_t *data, bool p_use_linear_color) {
  316. switch (type) {
  317. case ShaderLanguage::TYPE_BOOL: {
  318. uint32_t *gui = (uint32_t *)data;
  319. gui[0] = value[0].boolean ? 1 : 0;
  320. } break;
  321. case ShaderLanguage::TYPE_BVEC2: {
  322. uint32_t *gui = (uint32_t *)data;
  323. gui[0] = value[0].boolean ? 1 : 0;
  324. gui[1] = value[1].boolean ? 1 : 0;
  325. } break;
  326. case ShaderLanguage::TYPE_BVEC3: {
  327. uint32_t *gui = (uint32_t *)data;
  328. gui[0] = value[0].boolean ? 1 : 0;
  329. gui[1] = value[1].boolean ? 1 : 0;
  330. gui[2] = value[2].boolean ? 1 : 0;
  331. } break;
  332. case ShaderLanguage::TYPE_BVEC4: {
  333. uint32_t *gui = (uint32_t *)data;
  334. gui[0] = value[0].boolean ? 1 : 0;
  335. gui[1] = value[1].boolean ? 1 : 0;
  336. gui[2] = value[2].boolean ? 1 : 0;
  337. gui[3] = value[3].boolean ? 1 : 0;
  338. } break;
  339. case ShaderLanguage::TYPE_INT: {
  340. int32_t *gui = (int32_t *)data;
  341. gui[0] = value[0].sint;
  342. } break;
  343. case ShaderLanguage::TYPE_IVEC2: {
  344. int32_t *gui = (int32_t *)data;
  345. for (int i = 0; i < 2; i++) {
  346. gui[i] = value[i].sint;
  347. }
  348. } break;
  349. case ShaderLanguage::TYPE_IVEC3: {
  350. int32_t *gui = (int32_t *)data;
  351. for (int i = 0; i < 3; i++) {
  352. gui[i] = value[i].sint;
  353. }
  354. } break;
  355. case ShaderLanguage::TYPE_IVEC4: {
  356. int32_t *gui = (int32_t *)data;
  357. for (int i = 0; i < 4; i++) {
  358. gui[i] = value[i].sint;
  359. }
  360. } break;
  361. case ShaderLanguage::TYPE_UINT: {
  362. uint32_t *gui = (uint32_t *)data;
  363. gui[0] = value[0].uint;
  364. } break;
  365. case ShaderLanguage::TYPE_UVEC2: {
  366. int32_t *gui = (int32_t *)data;
  367. for (int i = 0; i < 2; i++) {
  368. gui[i] = value[i].uint;
  369. }
  370. } break;
  371. case ShaderLanguage::TYPE_UVEC3: {
  372. int32_t *gui = (int32_t *)data;
  373. for (int i = 0; i < 3; i++) {
  374. gui[i] = value[i].uint;
  375. }
  376. } break;
  377. case ShaderLanguage::TYPE_UVEC4: {
  378. int32_t *gui = (int32_t *)data;
  379. for (int i = 0; i < 4; i++) {
  380. gui[i] = value[i].uint;
  381. }
  382. } break;
  383. case ShaderLanguage::TYPE_FLOAT: {
  384. float *gui = reinterpret_cast<float *>(data);
  385. gui[0] = value[0].real;
  386. } break;
  387. case ShaderLanguage::TYPE_VEC2: {
  388. float *gui = reinterpret_cast<float *>(data);
  389. for (int i = 0; i < 2; i++) {
  390. gui[i] = value[i].real;
  391. }
  392. } break;
  393. case ShaderLanguage::TYPE_VEC3: {
  394. Color c = Color(value[0].real, value[1].real, value[2].real);
  395. if (p_use_linear_color) {
  396. c = c.srgb_to_linear();
  397. }
  398. float *gui = reinterpret_cast<float *>(data);
  399. for (int i = 0; i < 3; i++) {
  400. gui[i] = c.components[i];
  401. }
  402. } break;
  403. case ShaderLanguage::TYPE_VEC4: {
  404. Color c = Color(value[0].real, value[1].real, value[2].real, value[3].real);
  405. if (p_use_linear_color) {
  406. c = c.srgb_to_linear();
  407. }
  408. float *gui = reinterpret_cast<float *>(data);
  409. for (int i = 0; i < 4; i++) {
  410. gui[i] = c.components[i];
  411. }
  412. } break;
  413. case ShaderLanguage::TYPE_MAT2: {
  414. float *gui = reinterpret_cast<float *>(data);
  415. //in std140 members of mat2 are treated as vec4s
  416. gui[0] = value[0].real;
  417. gui[1] = value[1].real;
  418. gui[2] = 0;
  419. gui[3] = 0;
  420. gui[4] = value[2].real;
  421. gui[5] = value[3].real;
  422. gui[6] = 0;
  423. gui[7] = 0;
  424. } break;
  425. case ShaderLanguage::TYPE_MAT3: {
  426. float *gui = reinterpret_cast<float *>(data);
  427. gui[0] = value[0].real;
  428. gui[1] = value[1].real;
  429. gui[2] = value[2].real;
  430. gui[3] = 0;
  431. gui[4] = value[3].real;
  432. gui[5] = value[4].real;
  433. gui[6] = value[5].real;
  434. gui[7] = 0;
  435. gui[8] = value[6].real;
  436. gui[9] = value[7].real;
  437. gui[10] = value[8].real;
  438. gui[11] = 0;
  439. } break;
  440. case ShaderLanguage::TYPE_MAT4: {
  441. float *gui = reinterpret_cast<float *>(data);
  442. for (int i = 0; i < 16; i++) {
  443. gui[i] = value[i].real;
  444. }
  445. } break;
  446. default: {
  447. }
  448. }
  449. }
  450. _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
  451. if (p_array_size <= 0) {
  452. p_array_size = 1;
  453. }
  454. switch (type) {
  455. case ShaderLanguage::TYPE_BOOL:
  456. case ShaderLanguage::TYPE_INT:
  457. case ShaderLanguage::TYPE_UINT:
  458. case ShaderLanguage::TYPE_FLOAT: {
  459. memset(data, 0, 4 * p_array_size);
  460. } break;
  461. case ShaderLanguage::TYPE_BVEC2:
  462. case ShaderLanguage::TYPE_IVEC2:
  463. case ShaderLanguage::TYPE_UVEC2:
  464. case ShaderLanguage::TYPE_VEC2: {
  465. memset(data, 0, 8 * p_array_size);
  466. } break;
  467. case ShaderLanguage::TYPE_BVEC3:
  468. case ShaderLanguage::TYPE_IVEC3:
  469. case ShaderLanguage::TYPE_UVEC3:
  470. case ShaderLanguage::TYPE_VEC3: {
  471. memset(data, 0, 12 * p_array_size);
  472. } break;
  473. case ShaderLanguage::TYPE_BVEC4:
  474. case ShaderLanguage::TYPE_IVEC4:
  475. case ShaderLanguage::TYPE_UVEC4:
  476. case ShaderLanguage::TYPE_VEC4: {
  477. memset(data, 0, 16 * p_array_size);
  478. } break;
  479. case ShaderLanguage::TYPE_MAT2: {
  480. memset(data, 0, 32 * p_array_size);
  481. } break;
  482. case ShaderLanguage::TYPE_MAT3: {
  483. memset(data, 0, 48 * p_array_size);
  484. } break;
  485. case ShaderLanguage::TYPE_MAT4: {
  486. memset(data, 0, 64 * p_array_size);
  487. } break;
  488. default: {
  489. }
  490. }
  491. }
  492. ///////////////////////////////////////////////////////////////////////////
  493. // MaterialStorage::ShaderData
  494. void MaterialStorage::ShaderData::set_path_hint(const String &p_hint) {
  495. path = p_hint;
  496. }
  497. void MaterialStorage::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
  498. if (!p_texture.is_valid()) {
  499. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  500. default_texture_params[p_name].erase(p_index);
  501. if (default_texture_params[p_name].is_empty()) {
  502. default_texture_params.erase(p_name);
  503. }
  504. }
  505. } else {
  506. if (!default_texture_params.has(p_name)) {
  507. default_texture_params[p_name] = HashMap<int, RID>();
  508. }
  509. default_texture_params[p_name][p_index] = p_texture;
  510. }
  511. }
  512. Variant MaterialStorage::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  513. if (uniforms.has(p_parameter)) {
  514. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  515. Vector<ShaderLanguage::Scalar> default_value = uniform.default_value;
  516. if (default_value.is_empty()) {
  517. return ShaderLanguage::get_default_datatype_value(uniform.type, uniform.array_size, uniform.hint);
  518. }
  519. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  520. }
  521. return Variant();
  522. }
  523. void MaterialStorage::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
  524. SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
  525. LocalVector<Pair<StringName, int>> filtered_uniforms;
  526. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  527. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  528. continue;
  529. }
  530. filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
  531. }
  532. int uniform_count = filtered_uniforms.size();
  533. sorter.sort(filtered_uniforms.ptr(), uniform_count);
  534. String last_group;
  535. for (int i = 0; i < uniform_count; i++) {
  536. const StringName &uniform_name = filtered_uniforms[i].first;
  537. const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
  538. String group = uniform.group;
  539. if (!uniform.subgroup.is_empty()) {
  540. group += "::" + uniform.subgroup;
  541. }
  542. if (group != last_group) {
  543. PropertyInfo pi;
  544. pi.usage = PROPERTY_USAGE_GROUP;
  545. pi.name = group;
  546. p_param_list->push_back(pi);
  547. last_group = group;
  548. }
  549. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
  550. pi.name = uniform_name;
  551. p_param_list->push_back(pi);
  552. }
  553. }
  554. void MaterialStorage::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  555. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  556. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  557. continue;
  558. }
  559. RendererMaterialStorage::InstanceShaderParam p;
  560. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  561. p.info.name = E.key; //supply name
  562. p.index = E.value.instance_index;
  563. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  564. p_param_list->push_back(p);
  565. }
  566. }
  567. bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param) const {
  568. if (!uniforms.has(p_param)) {
  569. return false;
  570. }
  571. return uniforms[p_param].is_texture();
  572. }
  573. RD::PipelineColorBlendState::Attachment MaterialStorage::ShaderData::blend_mode_to_blend_attachment(BlendMode p_mode) {
  574. RD::PipelineColorBlendState::Attachment attachment;
  575. switch (p_mode) {
  576. case BLEND_MODE_MIX: {
  577. attachment.enable_blend = true;
  578. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  579. attachment.color_blend_op = RD::BLEND_OP_ADD;
  580. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  581. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  582. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  583. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  584. } break;
  585. case BLEND_MODE_ADD: {
  586. attachment.enable_blend = true;
  587. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  588. attachment.color_blend_op = RD::BLEND_OP_ADD;
  589. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  590. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  591. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  592. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  593. } break;
  594. case BLEND_MODE_SUB: {
  595. attachment.enable_blend = true;
  596. attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  597. attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  598. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  599. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  600. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  601. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  602. } break;
  603. case BLEND_MODE_MUL: {
  604. attachment.enable_blend = true;
  605. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  606. attachment.color_blend_op = RD::BLEND_OP_ADD;
  607. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  608. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  609. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  610. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  611. } break;
  612. case BLEND_MODE_ALPHA_TO_COVERAGE: {
  613. attachment.enable_blend = true;
  614. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  615. attachment.color_blend_op = RD::BLEND_OP_ADD;
  616. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  617. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  618. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  619. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  620. } break;
  621. case BLEND_MODE_PREMULTIPLIED_ALPHA: {
  622. attachment.enable_blend = true;
  623. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  624. attachment.color_blend_op = RD::BLEND_OP_ADD;
  625. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  626. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  627. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  628. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  629. } break;
  630. case BLEND_MODE_DISABLED:
  631. default: {
  632. // Use default attachment values.
  633. } break;
  634. }
  635. return attachment;
  636. }
  637. bool MaterialStorage::ShaderData::blend_mode_uses_blend_alpha(BlendMode p_mode) {
  638. switch (p_mode) {
  639. case BLEND_MODE_MIX:
  640. return false;
  641. case BLEND_MODE_ADD:
  642. return true;
  643. case BLEND_MODE_SUB:
  644. return true;
  645. case BLEND_MODE_MUL:
  646. return true;
  647. case BLEND_MODE_ALPHA_TO_COVERAGE:
  648. return false;
  649. case BLEND_MODE_PREMULTIPLIED_ALPHA:
  650. return true;
  651. case BLEND_MODE_DISABLED:
  652. default:
  653. return false;
  654. }
  655. }
  656. ///////////////////////////////////////////////////////////////////////////
  657. // MaterialStorage::MaterialData
  658. void MaterialStorage::MaterialData::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) {
  659. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  660. bool uses_global_buffer = false;
  661. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
  662. if (E.value.is_texture()) {
  663. continue; // texture, does not go here
  664. }
  665. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  666. continue; //instance uniforms don't appear in the buffer
  667. }
  668. if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  669. E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  670. E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  671. continue;
  672. }
  673. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
  674. //this is a global variable, get the index to it
  675. GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
  676. uint32_t index = 0;
  677. if (gv) {
  678. index = gv->buffer_index;
  679. } else {
  680. WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
  681. }
  682. uint32_t offset = p_uniform_offsets[E.value.order];
  683. uint32_t *intptr = (uint32_t *)&p_buffer[offset];
  684. *intptr = index;
  685. uses_global_buffer = true;
  686. continue;
  687. }
  688. //regular uniform
  689. uint32_t offset = p_uniform_offsets[E.value.order];
  690. #ifdef DEBUG_ENABLED
  691. uint32_t size = 0U;
  692. // The following code enforces a 16-byte alignment of uniform arrays.
  693. if (E.value.array_size > 0) {
  694. size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
  695. int m = (16 * E.value.array_size);
  696. if ((size % m) != 0U) {
  697. size += m - (size % m);
  698. }
  699. } else {
  700. size = ShaderLanguage::get_datatype_size(E.value.type);
  701. }
  702. ERR_CONTINUE(offset + size > p_buffer_size);
  703. #endif
  704. uint8_t *data = &p_buffer[offset];
  705. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
  706. if (V) {
  707. //user provided
  708. if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {
  709. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, false);
  710. } else {
  711. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color);
  712. }
  713. } else if (E.value.default_value.size()) {
  714. //default value
  715. _fill_std140_ubo_value(E.value.type, E.value.default_value, data, E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR && p_use_linear_color);
  716. //value=E.value.default_value;
  717. } else {
  718. //zero because it was not provided
  719. if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
  720. //colors must be set as black, with alpha as 1.0
  721. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
  722. } else if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {
  723. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, false);
  724. } else if (E.value.type == ShaderLanguage::TYPE_MAT2) {
  725. // mat uniforms are identity matrix by default.
  726. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Transform2D(), data, false);
  727. } else if (E.value.type == ShaderLanguage::TYPE_MAT3) {
  728. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Basis(), data, false);
  729. } else if (E.value.type == ShaderLanguage::TYPE_MAT4) {
  730. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Projection(), data, false);
  731. } else {
  732. //else just zero it out
  733. _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
  734. }
  735. }
  736. }
  737. if (uses_global_buffer != (global_buffer_E != nullptr)) {
  738. if (uses_global_buffer) {
  739. global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
  740. } else {
  741. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  742. global_buffer_E = nullptr;
  743. }
  744. }
  745. }
  746. MaterialStorage::MaterialData::~MaterialData() {
  747. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  748. if (global_buffer_E) {
  749. //unregister global buffers
  750. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  751. }
  752. if (global_texture_E) {
  753. //unregister global textures
  754. for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
  755. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  756. if (v) {
  757. v->texture_materials.erase(self);
  758. }
  759. }
  760. //unregister material from those using global textures
  761. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  762. }
  763. for (int i = 0; i < 2; i++) {
  764. if (uniform_buffer[i].is_valid()) {
  765. RD::get_singleton()->free(uniform_buffer[i]);
  766. }
  767. }
  768. }
  769. void MaterialStorage::MaterialData::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) {
  770. TextureStorage *texture_storage = TextureStorage::get_singleton();
  771. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  772. #ifdef TOOLS_ENABLED
  773. TextureStorage::Texture *roughness_detect_texture = nullptr;
  774. RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
  775. TextureStorage::Texture *normal_detect_texture = nullptr;
  776. #endif
  777. bool uses_global_textures = false;
  778. global_textures_pass++;
  779. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  780. const StringName &uniform_name = p_texture_uniforms[i].name;
  781. int uniform_array_size = p_texture_uniforms[i].array_size;
  782. Vector<RID> textures;
  783. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  784. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  785. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  786. continue;
  787. }
  788. if (p_texture_uniforms[i].global) {
  789. uses_global_textures = true;
  790. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
  791. if (v) {
  792. if (v->buffer_index >= 0) {
  793. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
  794. } else {
  795. HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
  796. if (!E) {
  797. E = used_global_textures.insert(uniform_name, global_textures_pass);
  798. v->texture_materials.insert(self);
  799. } else {
  800. E->value = global_textures_pass;
  801. }
  802. textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
  803. }
  804. } else {
  805. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
  806. }
  807. } else {
  808. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
  809. if (V) {
  810. if (V->value.is_array()) {
  811. Array array = (Array)V->value;
  812. if (uniform_array_size > 0) {
  813. int size = MIN(uniform_array_size, array.size());
  814. for (int j = 0; j < size; j++) {
  815. textures.push_back(array[j]);
  816. }
  817. } else {
  818. if (array.size() > 0) {
  819. textures.push_back(array[0]);
  820. }
  821. }
  822. } else {
  823. textures.push_back(V->value);
  824. }
  825. }
  826. if (uniform_array_size > 0) {
  827. if (textures.size() < uniform_array_size) {
  828. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  829. for (int j = textures.size(); j < uniform_array_size; j++) {
  830. if (W && W->value.has(j)) {
  831. textures.push_back(W->value[j]);
  832. } else {
  833. textures.push_back(RID());
  834. }
  835. }
  836. }
  837. } else if (textures.is_empty()) {
  838. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  839. if (W && W->value.has(0)) {
  840. textures.push_back(W->value[0]);
  841. }
  842. }
  843. }
  844. RID rd_texture;
  845. if (textures.is_empty()) {
  846. //check default usage
  847. switch (p_texture_uniforms[i].type) {
  848. case ShaderLanguage::TYPE_ISAMPLER2D:
  849. case ShaderLanguage::TYPE_USAMPLER2D:
  850. case ShaderLanguage::TYPE_SAMPLER2D: {
  851. switch (p_texture_uniforms[i].hint) {
  852. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  853. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  854. } break;
  855. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
  856. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT);
  857. } break;
  858. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
  859. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
  860. } break;
  861. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  862. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
  863. } break;
  864. case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
  865. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
  866. } break;
  867. default: {
  868. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  869. } break;
  870. }
  871. } break;
  872. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  873. switch (p_texture_uniforms[i].hint) {
  874. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  875. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  876. } break;
  877. default: {
  878. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
  879. } break;
  880. }
  881. } break;
  882. case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
  883. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
  884. } break;
  885. case ShaderLanguage::TYPE_ISAMPLER3D:
  886. case ShaderLanguage::TYPE_USAMPLER3D:
  887. case ShaderLanguage::TYPE_SAMPLER3D: {
  888. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  889. } break;
  890. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  891. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  892. case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
  893. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  894. } break;
  895. default: {
  896. }
  897. }
  898. #ifdef TOOLS_ENABLED
  899. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  900. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  901. }
  902. #endif
  903. if (uniform_array_size > 0) {
  904. for (int j = 0; j < uniform_array_size; j++) {
  905. p_textures[k++] = rd_texture;
  906. }
  907. } else {
  908. p_textures[k++] = rd_texture;
  909. }
  910. } else {
  911. bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
  912. for (int j = 0; j < textures.size(); j++) {
  913. TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
  914. if (tex) {
  915. rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
  916. #ifdef TOOLS_ENABLED
  917. if (tex->detect_3d_callback && p_3d_material) {
  918. tex->detect_3d_callback(tex->detect_3d_callback_ud);
  919. }
  920. if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
  921. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
  922. normal_detect_texture = tex;
  923. }
  924. tex->detect_normal_callback(tex->detect_normal_callback_ud);
  925. }
  926. if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
  927. //find the normal texture
  928. roughness_detect_texture = tex;
  929. roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
  930. }
  931. #endif // TOOLS_ENABLED
  932. if (tex->render_target) {
  933. tex->render_target->was_used = true;
  934. render_target_cache.push_back(tex->render_target);
  935. }
  936. }
  937. if (rd_texture.is_null()) {
  938. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  939. }
  940. #ifdef TOOLS_ENABLED
  941. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  942. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  943. }
  944. #endif
  945. p_textures[k++] = rd_texture;
  946. }
  947. }
  948. }
  949. {
  950. //for textures no longer used, unregister them
  951. List<StringName> to_delete;
  952. for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
  953. if (E.value != global_textures_pass) {
  954. to_delete.push_back(E.key);
  955. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  956. if (v) {
  957. v->texture_materials.erase(self);
  958. }
  959. }
  960. }
  961. while (to_delete.front()) {
  962. used_global_textures.erase(to_delete.front()->get());
  963. to_delete.pop_front();
  964. }
  965. //handle registering/unregistering global textures
  966. if (uses_global_textures != (global_texture_E != nullptr)) {
  967. if (uses_global_textures) {
  968. global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
  969. } else {
  970. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  971. global_texture_E = nullptr;
  972. }
  973. }
  974. }
  975. }
  976. void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
  977. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
  978. RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
  979. RD::get_singleton()->free(p_uniform_set);
  980. }
  981. }
  982. bool MaterialStorage::MaterialData::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, bool p_3d_material) {
  983. if ((uint32_t)ubo_data[p_use_linear_color].size() != p_ubo_size) {
  984. p_uniform_dirty = true;
  985. if (uniform_buffer[p_use_linear_color].is_valid()) {
  986. RD::get_singleton()->free(uniform_buffer[p_use_linear_color]);
  987. uniform_buffer[p_use_linear_color] = RID();
  988. }
  989. ubo_data[p_use_linear_color].resize(p_ubo_size);
  990. if (ubo_data[p_use_linear_color].size()) {
  991. uniform_buffer[p_use_linear_color] = RD::get_singleton()->uniform_buffer_create(ubo_data[p_use_linear_color].size());
  992. memset(ubo_data[p_use_linear_color].ptrw(), 0, ubo_data[p_use_linear_color].size()); //clear
  993. }
  994. //clear previous uniform set
  995. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  996. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  997. RD::get_singleton()->free(uniform_set);
  998. uniform_set = RID();
  999. }
  1000. }
  1001. //check whether buffer changed
  1002. if (p_uniform_dirty && ubo_data[p_use_linear_color].size()) {
  1003. update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data[p_use_linear_color].ptrw(), ubo_data[p_use_linear_color].size(), p_use_linear_color);
  1004. RD::get_singleton()->buffer_update(uniform_buffer[p_use_linear_color], 0, ubo_data[p_use_linear_color].size(), ubo_data[p_use_linear_color].ptrw());
  1005. }
  1006. uint32_t tex_uniform_count = 0U;
  1007. for (int i = 0; i < p_texture_uniforms.size(); i++) {
  1008. tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
  1009. }
  1010. if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
  1011. texture_cache.resize(tex_uniform_count);
  1012. render_target_cache.clear();
  1013. p_textures_dirty = true;
  1014. //clear previous uniform set
  1015. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1016. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  1017. RD::get_singleton()->free(uniform_set);
  1018. uniform_set = RID();
  1019. }
  1020. }
  1021. if (p_textures_dirty && tex_uniform_count) {
  1022. update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_use_linear_color, p_3d_material);
  1023. }
  1024. if (p_ubo_size == 0 && (p_texture_uniforms.is_empty())) {
  1025. // This material does not require an uniform set, so don't create it.
  1026. return false;
  1027. }
  1028. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1029. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1030. return false;
  1031. }
  1032. Vector<RD::Uniform> uniforms;
  1033. {
  1034. if (p_ubo_size) {
  1035. RD::Uniform u;
  1036. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1037. u.binding = 0;
  1038. u.append_id(uniform_buffer[p_use_linear_color]);
  1039. uniforms.push_back(u);
  1040. }
  1041. const RID *textures = texture_cache.ptrw();
  1042. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  1043. const int array_size = p_texture_uniforms[i].array_size;
  1044. RD::Uniform u;
  1045. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1046. u.binding = 1 + k;
  1047. if (array_size > 0) {
  1048. for (int j = 0; j < array_size; j++) {
  1049. u.append_id(textures[k++]);
  1050. }
  1051. } else {
  1052. u.append_id(textures[k++]);
  1053. }
  1054. uniforms.push_back(u);
  1055. }
  1056. }
  1057. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
  1058. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
  1059. return true;
  1060. }
  1061. void MaterialStorage::MaterialData::set_as_used() {
  1062. for (int i = 0; i < render_target_cache.size(); i++) {
  1063. render_target_cache[i]->was_used = true;
  1064. }
  1065. }
  1066. ///////////////////////////////////////////////////////////////////////////
  1067. // MaterialStorage::Samplers
  1068. template void MaterialStorage::Samplers::append_uniforms(LocalVector<RD::Uniform> &p_uniforms, int p_first_index) const;
  1069. template void MaterialStorage::Samplers::append_uniforms(Vector<RD::Uniform> &p_uniforms, int p_first_index) const;
  1070. template <typename Collection>
  1071. void MaterialStorage::Samplers::append_uniforms(Collection &p_uniforms, int p_first_index) const {
  1072. // Binding ids are aligned with samplers_inc.glsl.
  1073. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 0, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  1074. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 1, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  1075. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 2, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  1076. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 3, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  1077. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 4, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  1078. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 5, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  1079. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 6, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  1080. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 7, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  1081. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 8, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  1082. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 9, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  1083. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 10, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  1084. p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 11, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  1085. }
  1086. bool MaterialStorage::Samplers::is_valid() const {
  1087. return rids[1][1].is_valid();
  1088. }
  1089. bool MaterialStorage::Samplers::is_null() const {
  1090. return rids[1][1].is_null();
  1091. }
  1092. ///////////////////////////////////////////////////////////////////////////
  1093. // MaterialStorage
  1094. MaterialStorage *MaterialStorage::singleton = nullptr;
  1095. MaterialStorage *MaterialStorage::get_singleton() {
  1096. return singleton;
  1097. }
  1098. MaterialStorage::MaterialStorage() {
  1099. singleton = this;
  1100. //default samplers
  1101. default_samplers = samplers_rd_allocate();
  1102. // buffers
  1103. { //create index array for copy shaders
  1104. Vector<uint8_t> pv;
  1105. pv.resize(6 * 2);
  1106. {
  1107. uint8_t *w = pv.ptrw();
  1108. uint16_t *p16 = (uint16_t *)w;
  1109. p16[0] = 0;
  1110. p16[1] = 1;
  1111. p16[2] = 2;
  1112. p16[3] = 0;
  1113. p16[4] = 2;
  1114. p16[5] = 3;
  1115. }
  1116. quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  1117. quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
  1118. }
  1119. // Shaders
  1120. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  1121. shader_data_request_func[i] = nullptr;
  1122. }
  1123. static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
  1124. global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
  1125. global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
  1126. memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1127. global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
  1128. global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE));
  1129. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * (1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE)));
  1130. global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1131. }
  1132. MaterialStorage::~MaterialStorage() {
  1133. memdelete_arr(global_shader_uniforms.buffer_values);
  1134. memdelete_arr(global_shader_uniforms.buffer_usage);
  1135. memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
  1136. RD::get_singleton()->free(global_shader_uniforms.buffer);
  1137. // buffers
  1138. RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
  1139. //def samplers
  1140. samplers_rd_free(default_samplers);
  1141. singleton = nullptr;
  1142. }
  1143. bool MaterialStorage::free(RID p_rid) {
  1144. if (owns_shader(p_rid)) {
  1145. shader_free(p_rid);
  1146. return true;
  1147. } else if (owns_material(p_rid)) {
  1148. material_free(p_rid);
  1149. return true;
  1150. }
  1151. return false;
  1152. }
  1153. /* GLOBAL SHADER UNIFORM API */
  1154. int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
  1155. int32_t idx = 0;
  1156. while (idx + p_elements <= global_shader_uniforms.buffer_size) {
  1157. if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
  1158. bool valid = true;
  1159. for (uint32_t i = 1; i < p_elements; i++) {
  1160. if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
  1161. valid = false;
  1162. idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
  1163. break;
  1164. }
  1165. }
  1166. if (!valid) {
  1167. continue; //if not valid, idx is in new position
  1168. }
  1169. return idx;
  1170. } else {
  1171. idx += global_shader_uniforms.buffer_usage[idx].elements;
  1172. }
  1173. }
  1174. return -1;
  1175. }
  1176. void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1177. switch (p_type) {
  1178. case RS::GLOBAL_VAR_TYPE_BOOL: {
  1179. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1180. bool b = p_value;
  1181. bv.x = b ? 1.0 : 0.0;
  1182. bv.y = 0.0;
  1183. bv.z = 0.0;
  1184. bv.w = 0.0;
  1185. } break;
  1186. case RS::GLOBAL_VAR_TYPE_BVEC2: {
  1187. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1188. uint32_t bvec = p_value;
  1189. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1190. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1191. bv.z = 0.0;
  1192. bv.w = 0.0;
  1193. } break;
  1194. case RS::GLOBAL_VAR_TYPE_BVEC3: {
  1195. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1196. uint32_t bvec = p_value;
  1197. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1198. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1199. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1200. bv.w = 0.0;
  1201. } break;
  1202. case RS::GLOBAL_VAR_TYPE_BVEC4: {
  1203. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1204. uint32_t bvec = p_value;
  1205. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1206. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1207. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1208. bv.w = (bvec & 8) ? 1.0 : 0.0;
  1209. } break;
  1210. case RS::GLOBAL_VAR_TYPE_INT: {
  1211. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1212. int32_t v = p_value;
  1213. bv.x = v;
  1214. bv.y = 0;
  1215. bv.z = 0;
  1216. bv.w = 0;
  1217. } break;
  1218. case RS::GLOBAL_VAR_TYPE_IVEC2: {
  1219. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1220. Vector2i v = convert_to_vector<Vector2i>(p_value);
  1221. bv.x = v.x;
  1222. bv.y = v.y;
  1223. bv.z = 0;
  1224. bv.w = 0;
  1225. } break;
  1226. case RS::GLOBAL_VAR_TYPE_IVEC3: {
  1227. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1228. Vector3i v = convert_to_vector<Vector3i>(p_value);
  1229. bv.x = v.x;
  1230. bv.y = v.y;
  1231. bv.z = v.z;
  1232. bv.w = 0;
  1233. } break;
  1234. case RS::GLOBAL_VAR_TYPE_IVEC4: {
  1235. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1236. Vector4i v = convert_to_vector<Vector4i>(p_value);
  1237. bv.x = v.x;
  1238. bv.y = v.y;
  1239. bv.z = v.z;
  1240. bv.w = v.w;
  1241. } break;
  1242. case RS::GLOBAL_VAR_TYPE_RECT2I: {
  1243. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1244. Rect2i v = p_value;
  1245. bv.x = v.position.x;
  1246. bv.y = v.position.y;
  1247. bv.z = v.size.x;
  1248. bv.w = v.size.y;
  1249. } break;
  1250. case RS::GLOBAL_VAR_TYPE_UINT: {
  1251. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1252. uint32_t v = p_value;
  1253. bv.x = v;
  1254. bv.y = 0;
  1255. bv.z = 0;
  1256. bv.w = 0;
  1257. } break;
  1258. case RS::GLOBAL_VAR_TYPE_UVEC2: {
  1259. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1260. Vector2i v = convert_to_vector<Vector2i>(p_value);
  1261. bv.x = v.x;
  1262. bv.y = v.y;
  1263. bv.z = 0;
  1264. bv.w = 0;
  1265. } break;
  1266. case RS::GLOBAL_VAR_TYPE_UVEC3: {
  1267. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1268. Vector3i v = convert_to_vector<Vector3i>(p_value);
  1269. bv.x = v.x;
  1270. bv.y = v.y;
  1271. bv.z = v.z;
  1272. bv.w = 0;
  1273. } break;
  1274. case RS::GLOBAL_VAR_TYPE_UVEC4: {
  1275. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1276. Vector4i v = convert_to_vector<Vector4i>(p_value);
  1277. bv.x = v.x;
  1278. bv.y = v.y;
  1279. bv.z = v.z;
  1280. bv.w = v.w;
  1281. } break;
  1282. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  1283. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1284. float v = p_value;
  1285. bv.x = v;
  1286. bv.y = 0;
  1287. bv.z = 0;
  1288. bv.w = 0;
  1289. } break;
  1290. case RS::GLOBAL_VAR_TYPE_VEC2: {
  1291. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1292. Vector2 v = convert_to_vector<Vector2>(p_value);
  1293. bv.x = v.x;
  1294. bv.y = v.y;
  1295. bv.z = 0;
  1296. bv.w = 0;
  1297. } break;
  1298. case RS::GLOBAL_VAR_TYPE_VEC3: {
  1299. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1300. Vector3 v = convert_to_vector<Vector3>(p_value);
  1301. bv.x = v.x;
  1302. bv.y = v.y;
  1303. bv.z = v.z;
  1304. bv.w = 0;
  1305. } break;
  1306. case RS::GLOBAL_VAR_TYPE_VEC4: {
  1307. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1308. Vector4 v = convert_to_vector<Vector4>(p_value);
  1309. bv.x = v.x;
  1310. bv.y = v.y;
  1311. bv.z = v.z;
  1312. bv.w = v.w;
  1313. } break;
  1314. case RS::GLOBAL_VAR_TYPE_COLOR: {
  1315. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1316. Color v = p_value;
  1317. bv.x = v.r;
  1318. bv.y = v.g;
  1319. bv.z = v.b;
  1320. bv.w = v.a;
  1321. GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
  1322. v = v.srgb_to_linear();
  1323. bv_linear.x = v.r;
  1324. bv_linear.y = v.g;
  1325. bv_linear.z = v.b;
  1326. bv_linear.w = v.a;
  1327. } break;
  1328. case RS::GLOBAL_VAR_TYPE_RECT2: {
  1329. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1330. Rect2 v = p_value;
  1331. bv.x = v.position.x;
  1332. bv.y = v.position.y;
  1333. bv.z = v.size.x;
  1334. bv.w = v.size.y;
  1335. } break;
  1336. case RS::GLOBAL_VAR_TYPE_MAT2: {
  1337. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1338. Vector<float> m2 = p_value;
  1339. if (m2.size() < 4) {
  1340. m2.resize(4);
  1341. }
  1342. bv[0].x = m2[0];
  1343. bv[0].y = m2[1];
  1344. bv[0].z = 0;
  1345. bv[0].w = 0;
  1346. bv[1].x = m2[2];
  1347. bv[1].y = m2[3];
  1348. bv[1].z = 0;
  1349. bv[1].w = 0;
  1350. } break;
  1351. case RS::GLOBAL_VAR_TYPE_MAT3: {
  1352. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1353. Basis v = p_value;
  1354. convert_item_std140<Basis>(v, &bv->x);
  1355. } break;
  1356. case RS::GLOBAL_VAR_TYPE_MAT4: {
  1357. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1358. Projection m = p_value;
  1359. convert_item_std140<Projection>(m, &bv->x);
  1360. } break;
  1361. case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
  1362. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1363. Transform2D v = p_value;
  1364. convert_item_std140<Transform2D>(v, &bv->x);
  1365. } break;
  1366. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  1367. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1368. Transform3D v = p_value;
  1369. convert_item_std140<Transform3D>(v, &bv->x);
  1370. } break;
  1371. default: {
  1372. ERR_FAIL();
  1373. }
  1374. }
  1375. }
  1376. void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
  1377. int32_t prev_chunk = -1;
  1378. for (int32_t i = 0; i < p_elements; i++) {
  1379. int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1380. if (chunk != prev_chunk) {
  1381. if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
  1382. global_shader_uniforms.buffer_dirty_regions[chunk] = true;
  1383. global_shader_uniforms.buffer_dirty_region_count++;
  1384. }
  1385. }
  1386. prev_chunk = chunk;
  1387. }
  1388. }
  1389. void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1390. ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
  1391. GlobalShaderUniforms::Variable gv;
  1392. gv.type = p_type;
  1393. gv.value = p_value;
  1394. gv.buffer_index = -1;
  1395. if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1396. //is texture
  1397. global_shader_uniforms.must_update_texture_materials = true; //normally there are none
  1398. } else {
  1399. gv.buffer_elements = 1;
  1400. if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
  1401. //color needs to elements to store srgb and linear
  1402. gv.buffer_elements = 2;
  1403. }
  1404. if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
  1405. //color needs to elements to store srgb and linear
  1406. gv.buffer_elements = 3;
  1407. }
  1408. if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
  1409. //color needs to elements to store srgb and linear
  1410. gv.buffer_elements = 4;
  1411. }
  1412. //is vector, allocate in buffer and update index
  1413. gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
  1414. ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
  1415. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
  1416. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1417. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1418. global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
  1419. }
  1420. global_shader_uniforms.variables[p_name] = gv;
  1421. }
  1422. void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
  1423. if (!global_shader_uniforms.variables.has(p_name)) {
  1424. return;
  1425. }
  1426. const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1427. if (gv.buffer_index >= 0) {
  1428. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
  1429. global_shader_uniforms.must_update_buffer_materials = true;
  1430. } else {
  1431. global_shader_uniforms.must_update_texture_materials = true;
  1432. }
  1433. global_shader_uniforms.variables.erase(p_name);
  1434. }
  1435. Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
  1436. if (!Engine::get_singleton()->is_editor_hint()) {
  1437. ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
  1438. }
  1439. Vector<StringName> names;
  1440. for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
  1441. names.push_back(E.key);
  1442. }
  1443. names.sort_custom<StringName::AlphCompare>();
  1444. return names;
  1445. }
  1446. void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {
  1447. ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
  1448. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1449. gv.value = p_value;
  1450. if (gv.override.get_type() == Variant::NIL) {
  1451. if (gv.buffer_index >= 0) {
  1452. //buffer
  1453. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1454. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1455. } else {
  1456. //texture
  1457. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1458. for (const RID &E : gv.texture_materials) {
  1459. Material *material = material_storage->get_material(E);
  1460. ERR_CONTINUE(!material);
  1461. material_storage->_material_queue_update(material, false, true);
  1462. }
  1463. }
  1464. }
  1465. }
  1466. void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {
  1467. if (!global_shader_uniforms.variables.has(p_name)) {
  1468. return; //variable may not exist
  1469. }
  1470. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1471. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1472. gv.override = p_value;
  1473. if (gv.buffer_index >= 0) {
  1474. //buffer
  1475. if (gv.override.get_type() == Variant::NIL) {
  1476. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1477. } else {
  1478. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
  1479. }
  1480. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1481. } else {
  1482. //texture
  1483. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1484. for (const RID &E : gv.texture_materials) {
  1485. Material *material = material_storage->get_material(E);
  1486. ERR_CONTINUE(!material);
  1487. material_storage->_material_queue_update(material, false, true);
  1488. }
  1489. }
  1490. }
  1491. Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {
  1492. if (!Engine::get_singleton()->is_editor_hint()) {
  1493. ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
  1494. }
  1495. if (!global_shader_uniforms.variables.has(p_name)) {
  1496. return Variant();
  1497. }
  1498. return global_shader_uniforms.variables[p_name].value;
  1499. }
  1500. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {
  1501. if (!global_shader_uniforms.variables.has(p_name)) {
  1502. return RS::GLOBAL_VAR_TYPE_MAX;
  1503. }
  1504. return global_shader_uniforms.variables[p_name].type;
  1505. }
  1506. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {
  1507. if (!Engine::get_singleton()->is_editor_hint()) {
  1508. ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
  1509. }
  1510. return global_shader_parameter_get_type_internal(p_name);
  1511. }
  1512. void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {
  1513. List<PropertyInfo> settings;
  1514. ProjectSettings::get_singleton()->get_property_list(&settings);
  1515. for (const PropertyInfo &E : settings) {
  1516. if (E.name.begins_with("shader_globals/")) {
  1517. StringName name = E.name.get_slicec('/', 1);
  1518. Dictionary d = GLOBAL_GET(E.name);
  1519. ERR_CONTINUE(!d.has("type"));
  1520. ERR_CONTINUE(!d.has("value"));
  1521. String type = d["type"];
  1522. static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
  1523. "bool",
  1524. "bvec2",
  1525. "bvec3",
  1526. "bvec4",
  1527. "int",
  1528. "ivec2",
  1529. "ivec3",
  1530. "ivec4",
  1531. "rect2i",
  1532. "uint",
  1533. "uvec2",
  1534. "uvec3",
  1535. "uvec4",
  1536. "float",
  1537. "vec2",
  1538. "vec3",
  1539. "vec4",
  1540. "color",
  1541. "rect2",
  1542. "mat2",
  1543. "mat3",
  1544. "mat4",
  1545. "transform_2d",
  1546. "transform",
  1547. "sampler2D",
  1548. "sampler2DArray",
  1549. "sampler3D",
  1550. "samplerCube",
  1551. "samplerExternalOES",
  1552. };
  1553. RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
  1554. for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
  1555. if (global_var_type_names[i] == type) {
  1556. gvtype = RS::GlobalShaderParameterType(i);
  1557. break;
  1558. }
  1559. }
  1560. ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
  1561. Variant value = d["value"];
  1562. if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1563. String path = value;
  1564. // Don't load the textures, but still add the parameter so shaders compile correctly while loading.
  1565. if (!p_load_textures || path.is_empty()) {
  1566. value = RID();
  1567. } else {
  1568. Ref<Resource> resource = ResourceLoader::load(path);
  1569. value = resource;
  1570. }
  1571. }
  1572. if (global_shader_uniforms.variables.has(name)) {
  1573. //has it, update it
  1574. global_shader_parameter_set(name, value);
  1575. } else {
  1576. global_shader_parameter_add(name, gvtype, value);
  1577. }
  1578. }
  1579. }
  1580. }
  1581. void MaterialStorage::global_shader_parameters_clear() {
  1582. global_shader_uniforms.variables.clear(); //not right but for now enough
  1583. }
  1584. RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const {
  1585. return global_shader_uniforms.buffer;
  1586. }
  1587. int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {
  1588. ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
  1589. int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1590. global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
  1591. ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
  1592. global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
  1593. return pos;
  1594. }
  1595. void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
  1596. ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
  1597. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  1598. if (pos >= 0) {
  1599. global_shader_uniforms.buffer_usage[pos].elements = 0;
  1600. }
  1601. global_shader_uniforms.instance_buffer_pos.erase(p_instance);
  1602. }
  1603. void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {
  1604. if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
  1605. return; //just not allocated, ignore
  1606. }
  1607. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  1608. if (pos < 0) {
  1609. return; //again, not allocated, ignore
  1610. }
  1611. ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1612. Variant::Type value_type = p_value.get_type();
  1613. ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
  1614. const ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
  1615. ShaderLanguage::TYPE_MAX, //nil
  1616. ShaderLanguage::TYPE_BOOL, //bool
  1617. ShaderLanguage::TYPE_INT, //int
  1618. ShaderLanguage::TYPE_FLOAT, //float
  1619. ShaderLanguage::TYPE_MAX, //string
  1620. ShaderLanguage::TYPE_VEC2, //vec2
  1621. ShaderLanguage::TYPE_IVEC2, //vec2i
  1622. ShaderLanguage::TYPE_VEC4, //rect2
  1623. ShaderLanguage::TYPE_IVEC4, //rect2i
  1624. ShaderLanguage::TYPE_VEC3, // vec3
  1625. ShaderLanguage::TYPE_IVEC3, //vec3i
  1626. ShaderLanguage::TYPE_MAX, //xform2d not supported here
  1627. ShaderLanguage::TYPE_VEC4, //vec4
  1628. ShaderLanguage::TYPE_IVEC4, //vec4i
  1629. ShaderLanguage::TYPE_VEC4, //plane
  1630. ShaderLanguage::TYPE_VEC4, //quat
  1631. ShaderLanguage::TYPE_MAX, //aabb not supported here
  1632. ShaderLanguage::TYPE_MAX, //basis not supported here
  1633. ShaderLanguage::TYPE_MAX, //xform not supported here
  1634. ShaderLanguage::TYPE_MAX, //projection not supported here
  1635. ShaderLanguage::TYPE_VEC4 //color
  1636. };
  1637. ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
  1638. if (value_type == Variant::INT && p_flags_count > 0) {
  1639. switch (p_flags_count) {
  1640. case 1:
  1641. datatype = ShaderLanguage::TYPE_BVEC2;
  1642. break;
  1643. case 2:
  1644. datatype = ShaderLanguage::TYPE_BVEC3;
  1645. break;
  1646. case 3:
  1647. datatype = ShaderLanguage::TYPE_BVEC4;
  1648. break;
  1649. }
  1650. } else {
  1651. datatype = datatype_from_value[value_type];
  1652. }
  1653. ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
  1654. pos += p_index;
  1655. _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos], true); //instances always use linear color in this renderer
  1656. _global_shader_uniform_mark_buffer_dirty(pos, 1);
  1657. }
  1658. void MaterialStorage::_update_global_shader_uniforms() {
  1659. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1660. if (global_shader_uniforms.buffer_dirty_region_count > 0) {
  1661. uint32_t total_regions = 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1662. if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
  1663. // 25% of regions dirty, just update all buffer
  1664. RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values);
  1665. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
  1666. } else {
  1667. uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1668. for (uint32_t i = 0; i < total_regions; i++) {
  1669. if (global_shader_uniforms.buffer_dirty_regions[i]) {
  1670. RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
  1671. global_shader_uniforms.buffer_dirty_regions[i] = false;
  1672. }
  1673. }
  1674. }
  1675. global_shader_uniforms.buffer_dirty_region_count = 0;
  1676. }
  1677. if (global_shader_uniforms.must_update_buffer_materials) {
  1678. // only happens in the case of a buffer variable added or removed,
  1679. // so not often.
  1680. for (const RID &E : global_shader_uniforms.materials_using_buffer) {
  1681. Material *material = material_storage->get_material(E);
  1682. ERR_CONTINUE(!material); //wtf
  1683. material_storage->_material_queue_update(material, true, false);
  1684. }
  1685. global_shader_uniforms.must_update_buffer_materials = false;
  1686. }
  1687. if (global_shader_uniforms.must_update_texture_materials) {
  1688. // only happens in the case of a buffer variable added or removed,
  1689. // so not often.
  1690. for (const RID &E : global_shader_uniforms.materials_using_texture) {
  1691. Material *material = material_storage->get_material(E);
  1692. ERR_CONTINUE(!material); //wtf
  1693. material_storage->_material_queue_update(material, false, true);
  1694. }
  1695. global_shader_uniforms.must_update_texture_materials = false;
  1696. }
  1697. }
  1698. /* SHADER API */
  1699. RID MaterialStorage::shader_allocate() {
  1700. return shader_owner.allocate_rid();
  1701. }
  1702. void MaterialStorage::shader_initialize(RID p_rid) {
  1703. Shader shader;
  1704. shader.data = nullptr;
  1705. shader.type = SHADER_TYPE_MAX;
  1706. shader_owner.initialize_rid(p_rid, shader);
  1707. }
  1708. void MaterialStorage::shader_free(RID p_rid) {
  1709. Shader *shader = shader_owner.get_or_null(p_rid);
  1710. ERR_FAIL_NULL(shader);
  1711. //make material unreference this
  1712. while (shader->owners.size()) {
  1713. material_set_shader((*shader->owners.begin())->self, RID());
  1714. }
  1715. //clear data if exists
  1716. if (shader->data) {
  1717. memdelete(shader->data);
  1718. }
  1719. shader_owner.free(p_rid);
  1720. }
  1721. void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
  1722. Shader *shader = shader_owner.get_or_null(p_shader);
  1723. ERR_FAIL_NULL(shader);
  1724. shader->code = p_code;
  1725. String mode_string = ShaderLanguage::get_shader_type(p_code);
  1726. ShaderType new_type;
  1727. if (mode_string == "canvas_item") {
  1728. new_type = SHADER_TYPE_2D;
  1729. } else if (mode_string == "particles") {
  1730. new_type = SHADER_TYPE_PARTICLES;
  1731. } else if (mode_string == "spatial") {
  1732. new_type = SHADER_TYPE_3D;
  1733. } else if (mode_string == "sky") {
  1734. new_type = SHADER_TYPE_SKY;
  1735. } else if (mode_string == "fog") {
  1736. new_type = SHADER_TYPE_FOG;
  1737. } else {
  1738. new_type = SHADER_TYPE_MAX;
  1739. }
  1740. if (new_type != shader->type) {
  1741. if (shader->data) {
  1742. memdelete(shader->data);
  1743. shader->data = nullptr;
  1744. }
  1745. for (Material *E : shader->owners) {
  1746. Material *material = E;
  1747. material->shader_type = new_type;
  1748. if (material->data) {
  1749. memdelete(material->data);
  1750. material->data = nullptr;
  1751. }
  1752. }
  1753. shader->type = new_type;
  1754. if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
  1755. shader->data = shader_data_request_func[new_type]();
  1756. } else {
  1757. shader->type = SHADER_TYPE_MAX; //invalid
  1758. }
  1759. for (Material *E : shader->owners) {
  1760. Material *material = E;
  1761. if (shader->data) {
  1762. material->data = material_get_data_request_function(new_type)(shader->data);
  1763. material->data->self = material->self;
  1764. material->data->set_next_pass(material->next_pass);
  1765. material->data->set_render_priority(material->priority);
  1766. }
  1767. material->shader_type = new_type;
  1768. }
  1769. if (shader->data) {
  1770. for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
  1771. for (const KeyValue<int, RID> &E2 : E.value) {
  1772. shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
  1773. }
  1774. }
  1775. }
  1776. }
  1777. if (shader->data) {
  1778. shader->data->set_path_hint(shader->path_hint);
  1779. shader->data->set_code(p_code);
  1780. }
  1781. for (Material *E : shader->owners) {
  1782. Material *material = E;
  1783. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1784. _material_queue_update(material, true, true);
  1785. }
  1786. }
  1787. void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
  1788. Shader *shader = shader_owner.get_or_null(p_shader);
  1789. ERR_FAIL_NULL(shader);
  1790. shader->path_hint = p_path;
  1791. if (shader->data) {
  1792. shader->data->set_path_hint(p_path);
  1793. }
  1794. }
  1795. String MaterialStorage::shader_get_code(RID p_shader) const {
  1796. Shader *shader = shader_owner.get_or_null(p_shader);
  1797. ERR_FAIL_NULL_V(shader, String());
  1798. return shader->code;
  1799. }
  1800. void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  1801. Shader *shader = shader_owner.get_or_null(p_shader);
  1802. ERR_FAIL_NULL(shader);
  1803. if (shader->data) {
  1804. return shader->data->get_shader_uniform_list(p_param_list);
  1805. }
  1806. }
  1807. void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
  1808. Shader *shader = shader_owner.get_or_null(p_shader);
  1809. ERR_FAIL_NULL(shader);
  1810. if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
  1811. if (!shader->default_texture_parameter.has(p_name)) {
  1812. shader->default_texture_parameter[p_name] = HashMap<int, RID>();
  1813. }
  1814. shader->default_texture_parameter[p_name][p_index] = p_texture;
  1815. } else {
  1816. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  1817. shader->default_texture_parameter[p_name].erase(p_index);
  1818. if (shader->default_texture_parameter[p_name].is_empty()) {
  1819. shader->default_texture_parameter.erase(p_name);
  1820. }
  1821. }
  1822. }
  1823. if (shader->data) {
  1824. shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
  1825. }
  1826. for (Material *E : shader->owners) {
  1827. Material *material = E;
  1828. _material_queue_update(material, false, true);
  1829. }
  1830. }
  1831. RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {
  1832. Shader *shader = shader_owner.get_or_null(p_shader);
  1833. ERR_FAIL_NULL_V(shader, RID());
  1834. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  1835. return shader->default_texture_parameter[p_name][p_index];
  1836. }
  1837. return RID();
  1838. }
  1839. Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {
  1840. Shader *shader = shader_owner.get_or_null(p_shader);
  1841. ERR_FAIL_NULL_V(shader, Variant());
  1842. if (shader->data) {
  1843. return shader->data->get_default_parameter(p_param);
  1844. }
  1845. return Variant();
  1846. }
  1847. void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
  1848. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  1849. shader_data_request_func[p_shader_type] = p_function;
  1850. }
  1851. RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
  1852. Shader *shader = shader_owner.get_or_null(p_shader);
  1853. ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode());
  1854. if (shader->data) {
  1855. return shader->data->get_native_source_code();
  1856. }
  1857. return RS::ShaderNativeSourceCode();
  1858. }
  1859. /* MATERIAL API */
  1860. void MaterialStorage::_material_uniform_set_erased(void *p_material) {
  1861. RID rid = *(RID *)p_material;
  1862. Material *material = MaterialStorage::get_singleton()->get_material(rid);
  1863. if (material) {
  1864. if (material->data) {
  1865. // Uniform set may be gone because a dependency was erased. This happens
  1866. // if a texture is deleted, so re-create it.
  1867. MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
  1868. }
  1869. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1870. }
  1871. }
  1872. void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
  1873. MutexLock lock(material_update_list_mutex);
  1874. material->uniform_dirty = material->uniform_dirty || p_uniform;
  1875. material->texture_dirty = material->texture_dirty || p_texture;
  1876. if (material->update_element.in_list()) {
  1877. return;
  1878. }
  1879. material_update_list.add(&material->update_element);
  1880. }
  1881. void MaterialStorage::_update_queued_materials() {
  1882. SelfList<Material>::List copy;
  1883. {
  1884. MutexLock lock(material_update_list_mutex);
  1885. while (SelfList<Material> *E = material_update_list.first()) {
  1886. DEV_ASSERT(E == &E->self()->update_element);
  1887. material_update_list.remove(E);
  1888. copy.add(E);
  1889. }
  1890. }
  1891. while (SelfList<Material> *E = copy.first()) {
  1892. Material *material = E->self();
  1893. copy.remove(E);
  1894. bool uniforms_changed = false;
  1895. if (material->data) {
  1896. uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
  1897. }
  1898. material->texture_dirty = false;
  1899. material->uniform_dirty = false;
  1900. if (uniforms_changed) {
  1901. //some implementations such as 3D renderer cache the material uniform set, so update is required
  1902. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1903. }
  1904. }
  1905. }
  1906. RID MaterialStorage::material_allocate() {
  1907. return material_owner.allocate_rid();
  1908. }
  1909. void MaterialStorage::material_initialize(RID p_rid) {
  1910. material_owner.initialize_rid(p_rid);
  1911. Material *material = material_owner.get_or_null(p_rid);
  1912. material->self = p_rid;
  1913. }
  1914. void MaterialStorage::material_free(RID p_rid) {
  1915. Material *material = material_owner.get_or_null(p_rid);
  1916. ERR_FAIL_NULL(material);
  1917. // Need to clear texture arrays to prevent spin locking of their RID's.
  1918. // This happens when the app is being closed.
  1919. for (KeyValue<StringName, Variant> &E : material->params) {
  1920. if (E.value.get_type() == Variant::ARRAY) {
  1921. Array(E.value).clear();
  1922. }
  1923. }
  1924. material_set_shader(p_rid, RID()); //clean up shader
  1925. material->dependency.deleted_notify(p_rid);
  1926. material_owner.free(p_rid);
  1927. }
  1928. void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
  1929. Material *material = material_owner.get_or_null(p_material);
  1930. ERR_FAIL_NULL(material);
  1931. if (material->data) {
  1932. memdelete(material->data);
  1933. material->data = nullptr;
  1934. }
  1935. if (material->shader) {
  1936. material->shader->owners.erase(material);
  1937. material->shader = nullptr;
  1938. material->shader_type = SHADER_TYPE_MAX;
  1939. }
  1940. if (p_shader.is_null()) {
  1941. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1942. material->shader_id = 0;
  1943. return;
  1944. }
  1945. Shader *shader = get_shader(p_shader);
  1946. ERR_FAIL_NULL(shader);
  1947. material->shader = shader;
  1948. material->shader_type = shader->type;
  1949. material->shader_id = p_shader.get_local_index();
  1950. shader->owners.insert(material);
  1951. if (shader->type == SHADER_TYPE_MAX) {
  1952. return;
  1953. }
  1954. ERR_FAIL_NULL(shader->data);
  1955. material->data = material_data_request_func[shader->type](shader->data);
  1956. material->data->self = p_material;
  1957. material->data->set_next_pass(material->next_pass);
  1958. material->data->set_render_priority(material->priority);
  1959. //updating happens later
  1960. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1961. _material_queue_update(material, true, true);
  1962. }
  1963. MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
  1964. const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
  1965. if (material && material->shader && material->shader->data) {
  1966. return material->shader->data;
  1967. }
  1968. return nullptr;
  1969. }
  1970. void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  1971. Material *material = material_owner.get_or_null(p_material);
  1972. ERR_FAIL_NULL(material);
  1973. if (p_value.get_type() == Variant::NIL) {
  1974. material->params.erase(p_param);
  1975. } else {
  1976. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
  1977. material->params[p_param] = p_value;
  1978. }
  1979. if (material->shader && material->shader->data) { //shader is valid
  1980. bool is_texture = material->shader->data->is_parameter_texture(p_param);
  1981. _material_queue_update(material, !is_texture, is_texture);
  1982. } else {
  1983. _material_queue_update(material, true, true);
  1984. }
  1985. }
  1986. Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
  1987. Material *material = material_owner.get_or_null(p_material);
  1988. ERR_FAIL_NULL_V(material, Variant());
  1989. if (material->params.has(p_param)) {
  1990. return material->params[p_param];
  1991. } else {
  1992. return Variant();
  1993. }
  1994. }
  1995. void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
  1996. Material *material = material_owner.get_or_null(p_material);
  1997. ERR_FAIL_NULL(material);
  1998. if (material->next_pass == p_next_material) {
  1999. return;
  2000. }
  2001. material->next_pass = p_next_material;
  2002. if (material->data) {
  2003. material->data->set_next_pass(p_next_material);
  2004. }
  2005. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2006. }
  2007. void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
  2008. Material *material = material_owner.get_or_null(p_material);
  2009. ERR_FAIL_NULL(material);
  2010. material->priority = priority;
  2011. if (material->data) {
  2012. material->data->set_render_priority(priority);
  2013. }
  2014. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2015. }
  2016. bool MaterialStorage::material_is_animated(RID p_material) {
  2017. Material *material = material_owner.get_or_null(p_material);
  2018. ERR_FAIL_NULL_V(material, false);
  2019. if (material->shader && material->shader->data) {
  2020. if (material->shader->data->is_animated()) {
  2021. return true;
  2022. } else if (material->next_pass.is_valid()) {
  2023. return material_is_animated(material->next_pass);
  2024. }
  2025. }
  2026. return false; //by default nothing is animated
  2027. }
  2028. bool MaterialStorage::material_casts_shadows(RID p_material) {
  2029. Material *material = material_owner.get_or_null(p_material);
  2030. ERR_FAIL_NULL_V(material, true);
  2031. if (material->shader && material->shader->data) {
  2032. if (material->shader->data->casts_shadows()) {
  2033. return true;
  2034. } else if (material->next_pass.is_valid()) {
  2035. return material_casts_shadows(material->next_pass);
  2036. }
  2037. }
  2038. return true; //by default everything casts shadows
  2039. }
  2040. RS::CullMode RendererRD::MaterialStorage::material_get_cull_mode(RID p_material) const {
  2041. Material *material = material_owner.get_or_null(p_material);
  2042. ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);
  2043. ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);
  2044. if (material->shader->type == ShaderType::SHADER_TYPE_3D && material->shader->data) {
  2045. RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *sd_clustered = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *>(material->shader->data);
  2046. if (sd_clustered) {
  2047. return (RS::CullMode)sd_clustered->cull_mode;
  2048. }
  2049. RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *sd_mobile = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *>(material->shader->data);
  2050. if (sd_mobile) {
  2051. return (RS::CullMode)sd_mobile->cull_mode;
  2052. }
  2053. }
  2054. return RS::CULL_MODE_DISABLED;
  2055. }
  2056. void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
  2057. Material *material = material_owner.get_or_null(p_material);
  2058. ERR_FAIL_NULL(material);
  2059. if (material->shader && material->shader->data) {
  2060. material->shader->data->get_instance_param_list(r_parameters);
  2061. if (material->next_pass.is_valid()) {
  2062. material_get_instance_shader_parameters(material->next_pass, r_parameters);
  2063. }
  2064. }
  2065. }
  2066. void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
  2067. Material *material = material_owner.get_or_null(p_material);
  2068. ERR_FAIL_NULL(material);
  2069. p_instance->update_dependency(&material->dependency);
  2070. if (material->next_pass.is_valid()) {
  2071. material_update_dependency(material->next_pass, p_instance);
  2072. }
  2073. }
  2074. MaterialStorage::Samplers MaterialStorage::samplers_rd_allocate(float p_mipmap_bias, RS::ViewportAnisotropicFiltering anisotropic_filtering_level) const {
  2075. Samplers samplers;
  2076. samplers.mipmap_bias = p_mipmap_bias;
  2077. samplers.anisotropic_filtering_level = (int)anisotropic_filtering_level;
  2078. samplers.use_nearest_mipmap_filter = GLOBAL_GET_CACHED(bool, "rendering/textures/default_filters/use_nearest_mipmap_filter");
  2079. RD::SamplerFilter mip_filter = samplers.use_nearest_mipmap_filter ? RD::SAMPLER_FILTER_NEAREST : RD::SAMPLER_FILTER_LINEAR;
  2080. float anisotropy_max = float(1 << samplers.anisotropic_filtering_level);
  2081. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  2082. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  2083. RD::SamplerState sampler_state;
  2084. switch (i) {
  2085. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
  2086. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  2087. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  2088. sampler_state.max_lod = 0;
  2089. } break;
  2090. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
  2091. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2092. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2093. sampler_state.max_lod = 0;
  2094. } break;
  2095. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
  2096. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  2097. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  2098. sampler_state.mip_filter = mip_filter;
  2099. sampler_state.lod_bias = samplers.mipmap_bias;
  2100. } break;
  2101. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
  2102. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2103. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2104. sampler_state.mip_filter = mip_filter;
  2105. sampler_state.lod_bias = samplers.mipmap_bias;
  2106. } break;
  2107. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
  2108. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  2109. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  2110. sampler_state.mip_filter = mip_filter;
  2111. sampler_state.lod_bias = samplers.mipmap_bias;
  2112. sampler_state.use_anisotropy = true;
  2113. sampler_state.anisotropy_max = anisotropy_max;
  2114. } break;
  2115. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
  2116. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2117. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2118. sampler_state.mip_filter = mip_filter;
  2119. sampler_state.lod_bias = samplers.mipmap_bias;
  2120. sampler_state.use_anisotropy = true;
  2121. sampler_state.anisotropy_max = anisotropy_max;
  2122. } break;
  2123. default: {
  2124. }
  2125. }
  2126. switch (j) {
  2127. case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
  2128. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  2129. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  2130. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  2131. } break;
  2132. case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
  2133. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
  2134. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
  2135. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
  2136. } break;
  2137. case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
  2138. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  2139. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  2140. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  2141. } break;
  2142. default: {
  2143. }
  2144. }
  2145. samplers.rids[i][j] = RD::get_singleton()->sampler_create(sampler_state);
  2146. }
  2147. }
  2148. return samplers;
  2149. }
  2150. void MaterialStorage::samplers_rd_free(Samplers &p_samplers) const {
  2151. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  2152. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  2153. if (p_samplers.rids[i][j].is_valid()) {
  2154. RD::get_singleton()->free(p_samplers.rids[i][j]);
  2155. p_samplers.rids[i][j] = RID();
  2156. }
  2157. }
  2158. }
  2159. }
  2160. void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
  2161. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  2162. material_data_request_func[p_shader_type] = p_function;
  2163. }
  2164. MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
  2165. ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
  2166. return material_data_request_func[p_shader_type];
  2167. }