material_storage.h 20 KB

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  1. /**************************************************************************/
  2. /* material_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef MATERIAL_STORAGE_GLES3_H
  31. #define MATERIAL_STORAGE_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "core/templates/local_vector.h"
  34. #include "core/templates/rid_owner.h"
  35. #include "core/templates/self_list.h"
  36. #include "servers/rendering/renderer_compositor.h"
  37. #include "servers/rendering/shader_compiler.h"
  38. #include "servers/rendering/shader_language.h"
  39. #include "servers/rendering/storage/material_storage.h"
  40. #include "servers/rendering/storage/utilities.h"
  41. #include "drivers/gles3/shaders/canvas.glsl.gen.h"
  42. #include "drivers/gles3/shaders/cubemap_filter.glsl.gen.h"
  43. #include "drivers/gles3/shaders/particles.glsl.gen.h"
  44. #include "drivers/gles3/shaders/scene.glsl.gen.h"
  45. #include "drivers/gles3/shaders/sky.glsl.gen.h"
  46. namespace GLES3 {
  47. /* Shader Structs */
  48. struct ShaderData {
  49. String path;
  50. HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  51. HashMap<StringName, HashMap<int, RID>> default_texture_params;
  52. virtual void set_path_hint(const String &p_hint);
  53. virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
  54. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  55. virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
  56. virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
  57. virtual bool is_parameter_texture(const StringName &p_param) const;
  58. virtual void set_code(const String &p_Code) = 0;
  59. virtual bool is_animated() const = 0;
  60. virtual bool casts_shadows() const = 0;
  61. virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
  62. virtual ~ShaderData() {}
  63. };
  64. typedef ShaderData *(*ShaderDataRequestFunction)();
  65. struct Material;
  66. struct Shader {
  67. ShaderData *data = nullptr;
  68. String code;
  69. String path_hint;
  70. RS::ShaderMode mode;
  71. HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
  72. HashSet<Material *> owners;
  73. };
  74. /* Material structs */
  75. struct MaterialData {
  76. void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size);
  77. void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
  78. virtual void set_render_priority(int p_priority) = 0;
  79. virtual void set_next_pass(RID p_pass) = 0;
  80. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
  81. virtual void bind_uniforms() = 0;
  82. virtual ~MaterialData();
  83. // Used internally by all Materials
  84. void update_parameters_internal(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, bool p_is_3d_shader_type);
  85. protected:
  86. Vector<uint8_t> ubo_data;
  87. GLuint uniform_buffer = GLuint(0);
  88. Vector<RID> texture_cache;
  89. private:
  90. friend class MaterialStorage;
  91. RID self;
  92. List<RID>::Element *global_buffer_E = nullptr;
  93. List<RID>::Element *global_texture_E = nullptr;
  94. uint64_t global_textures_pass = 0;
  95. HashMap<StringName, uint64_t> used_global_textures;
  96. };
  97. typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  98. struct Material {
  99. RID self;
  100. MaterialData *data = nullptr;
  101. Shader *shader = nullptr;
  102. //shortcut to shader data and type
  103. RS::ShaderMode shader_mode = RS::SHADER_MAX;
  104. uint32_t shader_id = 0;
  105. bool uniform_dirty = false;
  106. bool texture_dirty = false;
  107. HashMap<StringName, Variant> params;
  108. int32_t priority = 0;
  109. RID next_pass;
  110. SelfList<Material> update_element;
  111. Dependency dependency;
  112. Material() :
  113. update_element(this) {}
  114. };
  115. /* CanvasItem Materials */
  116. struct CanvasShaderData : public ShaderData {
  117. enum BlendMode { //used internally
  118. BLEND_MODE_MIX,
  119. BLEND_MODE_ADD,
  120. BLEND_MODE_SUB,
  121. BLEND_MODE_MUL,
  122. BLEND_MODE_PMALPHA,
  123. BLEND_MODE_DISABLED,
  124. BLEND_MODE_LCD,
  125. };
  126. bool valid;
  127. RID version;
  128. BlendMode blend_mode = BLEND_MODE_MIX;
  129. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  130. Vector<uint32_t> ubo_offsets;
  131. uint32_t ubo_size;
  132. String code;
  133. bool uses_screen_texture = false;
  134. bool uses_screen_texture_mipmaps = false;
  135. bool uses_sdf = false;
  136. bool uses_time = false;
  137. virtual void set_code(const String &p_Code);
  138. virtual bool is_animated() const;
  139. virtual bool casts_shadows() const;
  140. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  141. CanvasShaderData();
  142. virtual ~CanvasShaderData();
  143. };
  144. ShaderData *_create_canvas_shader_func();
  145. struct CanvasMaterialData : public MaterialData {
  146. CanvasShaderData *shader_data = nullptr;
  147. virtual void set_render_priority(int p_priority) {}
  148. virtual void set_next_pass(RID p_pass) {}
  149. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  150. virtual void bind_uniforms();
  151. virtual ~CanvasMaterialData();
  152. };
  153. MaterialData *_create_canvas_material_func(ShaderData *p_shader);
  154. /* Sky Materials */
  155. struct SkyShaderData : public ShaderData {
  156. bool valid;
  157. RID version;
  158. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  159. Vector<uint32_t> ubo_offsets;
  160. uint32_t ubo_size;
  161. String code;
  162. bool uses_time;
  163. bool uses_position;
  164. bool uses_half_res;
  165. bool uses_quarter_res;
  166. bool uses_light;
  167. virtual void set_code(const String &p_Code);
  168. virtual bool is_animated() const;
  169. virtual bool casts_shadows() const;
  170. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  171. SkyShaderData();
  172. virtual ~SkyShaderData();
  173. };
  174. ShaderData *_create_sky_shader_func();
  175. struct SkyMaterialData : public MaterialData {
  176. SkyShaderData *shader_data = nullptr;
  177. bool uniform_set_updated = false;
  178. virtual void set_render_priority(int p_priority) {}
  179. virtual void set_next_pass(RID p_pass) {}
  180. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  181. virtual void bind_uniforms();
  182. virtual ~SkyMaterialData();
  183. };
  184. MaterialData *_create_sky_material_func(ShaderData *p_shader);
  185. /* Scene Materials */
  186. struct SceneShaderData : public ShaderData {
  187. enum BlendMode { //used internally
  188. BLEND_MODE_MIX,
  189. BLEND_MODE_ADD,
  190. BLEND_MODE_SUB,
  191. BLEND_MODE_MUL,
  192. BLEND_MODE_ALPHA_TO_COVERAGE
  193. };
  194. enum DepthDraw {
  195. DEPTH_DRAW_DISABLED,
  196. DEPTH_DRAW_OPAQUE,
  197. DEPTH_DRAW_ALWAYS
  198. };
  199. enum DepthTest {
  200. DEPTH_TEST_DISABLED,
  201. DEPTH_TEST_ENABLED
  202. };
  203. enum Cull {
  204. CULL_DISABLED,
  205. CULL_FRONT,
  206. CULL_BACK
  207. };
  208. enum AlphaAntiAliasing {
  209. ALPHA_ANTIALIASING_OFF,
  210. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
  211. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
  212. };
  213. bool valid;
  214. RID version;
  215. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  216. Vector<uint32_t> ubo_offsets;
  217. uint32_t ubo_size;
  218. String code;
  219. BlendMode blend_mode;
  220. AlphaAntiAliasing alpha_antialiasing_mode;
  221. DepthDraw depth_draw;
  222. DepthTest depth_test;
  223. Cull cull_mode;
  224. bool uses_point_size;
  225. bool uses_alpha;
  226. bool uses_blend_alpha;
  227. bool uses_alpha_clip;
  228. bool uses_depth_prepass_alpha;
  229. bool uses_discard;
  230. bool uses_roughness;
  231. bool uses_normal;
  232. bool uses_particle_trails;
  233. bool wireframe;
  234. bool unshaded;
  235. bool uses_vertex;
  236. bool uses_position;
  237. bool uses_sss;
  238. bool uses_transmittance;
  239. bool uses_screen_texture;
  240. bool uses_screen_texture_mipmaps;
  241. bool uses_depth_texture;
  242. bool uses_normal_texture;
  243. bool uses_time;
  244. bool uses_vertex_time;
  245. bool uses_fragment_time;
  246. bool writes_modelview_or_projection;
  247. bool uses_world_coordinates;
  248. bool uses_tangent;
  249. bool uses_color;
  250. bool uses_uv;
  251. bool uses_uv2;
  252. bool uses_custom0;
  253. bool uses_custom1;
  254. bool uses_custom2;
  255. bool uses_custom3;
  256. bool uses_bones;
  257. bool uses_weights;
  258. uint64_t vertex_input_mask = 0;
  259. uint64_t last_pass = 0;
  260. uint32_t index = 0;
  261. virtual void set_code(const String &p_Code);
  262. virtual bool is_animated() const;
  263. virtual bool casts_shadows() const;
  264. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  265. SceneShaderData();
  266. virtual ~SceneShaderData();
  267. };
  268. ShaderData *_create_scene_shader_func();
  269. struct SceneMaterialData : public MaterialData {
  270. SceneShaderData *shader_data = nullptr;
  271. uint64_t last_pass = 0;
  272. uint32_t index = 0;
  273. RID next_pass;
  274. uint8_t priority = 0;
  275. virtual void set_render_priority(int p_priority);
  276. virtual void set_next_pass(RID p_pass);
  277. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  278. virtual void bind_uniforms();
  279. virtual ~SceneMaterialData();
  280. };
  281. MaterialData *_create_scene_material_func(ShaderData *p_shader);
  282. /* Particle Shader */
  283. enum {
  284. PARTICLES_MAX_USERDATAS = 6
  285. };
  286. struct ParticlesShaderData : public ShaderData {
  287. bool valid = false;
  288. RID version;
  289. bool uses_collision = false;
  290. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  291. Vector<uint32_t> ubo_offsets;
  292. uint32_t ubo_size = 0;
  293. String code;
  294. bool uses_time = false;
  295. bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
  296. uint32_t userdata_count = 0;
  297. virtual void set_code(const String &p_Code);
  298. virtual bool is_animated() const;
  299. virtual bool casts_shadows() const;
  300. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  301. ParticlesShaderData() {}
  302. virtual ~ParticlesShaderData();
  303. };
  304. ShaderData *_create_particles_shader_func();
  305. struct ParticleProcessMaterialData : public MaterialData {
  306. ParticlesShaderData *shader_data = nullptr;
  307. RID uniform_set;
  308. virtual void set_render_priority(int p_priority) {}
  309. virtual void set_next_pass(RID p_pass) {}
  310. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  311. virtual void bind_uniforms();
  312. virtual ~ParticleProcessMaterialData();
  313. };
  314. MaterialData *_create_particles_material_func(ShaderData *p_shader);
  315. /* Global shader uniform structs */
  316. struct GlobalShaderUniforms {
  317. enum {
  318. BUFFER_DIRTY_REGION_SIZE = 1024
  319. };
  320. struct Variable {
  321. HashSet<RID> texture_materials; // materials using this
  322. RS::GlobalShaderParameterType type;
  323. Variant value;
  324. Variant override;
  325. int32_t buffer_index; //for vectors
  326. int32_t buffer_elements; //for vectors
  327. };
  328. HashMap<StringName, Variable> variables;
  329. struct Value {
  330. float x;
  331. float y;
  332. float z;
  333. float w;
  334. };
  335. struct ValueInt {
  336. int32_t x;
  337. int32_t y;
  338. int32_t z;
  339. int32_t w;
  340. };
  341. struct ValueUInt {
  342. uint32_t x;
  343. uint32_t y;
  344. uint32_t z;
  345. uint32_t w;
  346. };
  347. struct ValueUsage {
  348. uint32_t elements = 0;
  349. };
  350. List<RID> materials_using_buffer;
  351. List<RID> materials_using_texture;
  352. GLuint buffer = GLuint(0);
  353. Value *buffer_values = nullptr;
  354. ValueUsage *buffer_usage = nullptr;
  355. bool *buffer_dirty_regions = nullptr;
  356. uint32_t buffer_dirty_region_count = 0;
  357. uint32_t buffer_size;
  358. bool must_update_texture_materials = false;
  359. bool must_update_buffer_materials = false;
  360. HashMap<RID, int32_t> instance_buffer_pos;
  361. };
  362. class MaterialStorage : public RendererMaterialStorage {
  363. private:
  364. friend struct MaterialData;
  365. static MaterialStorage *singleton;
  366. /* GLOBAL SHADER UNIFORM API */
  367. GlobalShaderUniforms global_shader_uniforms;
  368. int32_t _global_shader_uniform_allocate(uint32_t p_elements);
  369. void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
  370. void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  371. /* SHADER API */
  372. ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
  373. mutable RID_Owner<Shader, true> shader_owner;
  374. /* MATERIAL API */
  375. MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
  376. mutable RID_Owner<Material, true> material_owner;
  377. SelfList<Material>::List material_update_list;
  378. public:
  379. static MaterialStorage *get_singleton();
  380. MaterialStorage();
  381. virtual ~MaterialStorage();
  382. static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
  383. p_array[0] = p_mtx.basis.rows[0][0];
  384. p_array[1] = p_mtx.basis.rows[1][0];
  385. p_array[2] = p_mtx.basis.rows[2][0];
  386. p_array[3] = 0;
  387. p_array[4] = p_mtx.basis.rows[0][1];
  388. p_array[5] = p_mtx.basis.rows[1][1];
  389. p_array[6] = p_mtx.basis.rows[2][1];
  390. p_array[7] = 0;
  391. p_array[8] = p_mtx.basis.rows[0][2];
  392. p_array[9] = p_mtx.basis.rows[1][2];
  393. p_array[10] = p_mtx.basis.rows[2][2];
  394. p_array[11] = 0;
  395. p_array[12] = p_mtx.origin.x;
  396. p_array[13] = p_mtx.origin.y;
  397. p_array[14] = p_mtx.origin.z;
  398. p_array[15] = 1;
  399. }
  400. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  401. p_array[0] = p_mtx.rows[0][0];
  402. p_array[1] = p_mtx.rows[1][0];
  403. p_array[2] = p_mtx.rows[2][0];
  404. p_array[3] = 0;
  405. p_array[4] = p_mtx.rows[0][1];
  406. p_array[5] = p_mtx.rows[1][1];
  407. p_array[6] = p_mtx.rows[2][1];
  408. p_array[7] = 0;
  409. p_array[8] = p_mtx.rows[0][2];
  410. p_array[9] = p_mtx.rows[1][2];
  411. p_array[10] = p_mtx.rows[2][2];
  412. p_array[11] = 0;
  413. }
  414. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  415. for (int i = 0; i < 4; i++) {
  416. for (int j = 0; j < 4; j++) {
  417. p_array[i * 4 + j] = p_mtx.columns[i][j];
  418. }
  419. }
  420. }
  421. struct Shaders {
  422. CanvasShaderGLES3 canvas_shader;
  423. SkyShaderGLES3 sky_shader;
  424. SceneShaderGLES3 scene_shader;
  425. CubemapFilterShaderGLES3 cubemap_filter_shader;
  426. ParticlesShaderGLES3 particles_process_shader;
  427. ShaderCompiler compiler_canvas;
  428. ShaderCompiler compiler_scene;
  429. ShaderCompiler compiler_particles;
  430. ShaderCompiler compiler_sky;
  431. } shaders;
  432. /* GLOBAL SHADER UNIFORM API */
  433. void _update_global_shader_uniforms();
  434. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
  435. virtual void global_shader_parameter_remove(const StringName &p_name) override;
  436. virtual Vector<StringName> global_shader_parameter_get_list() const override;
  437. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
  438. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
  439. virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
  440. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
  441. RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
  442. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
  443. virtual void global_shader_parameters_clear() override;
  444. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
  445. virtual void global_shader_parameters_instance_free(RID p_instance) override;
  446. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
  447. GLuint global_shader_parameters_get_uniform_buffer() const;
  448. /* SHADER API */
  449. Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
  450. bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
  451. void _shader_make_dirty(Shader *p_shader);
  452. virtual RID shader_allocate() override;
  453. virtual void shader_initialize(RID p_rid) override;
  454. virtual void shader_free(RID p_rid) override;
  455. virtual void shader_set_code(RID p_shader, const String &p_code) override;
  456. virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
  457. virtual String shader_get_code(RID p_shader) const override;
  458. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
  459. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
  460. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
  461. virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_name) const override;
  462. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
  463. /* MATERIAL API */
  464. Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
  465. bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
  466. void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  467. void _update_queued_materials();
  468. virtual RID material_allocate() override;
  469. virtual void material_initialize(RID p_rid) override;
  470. virtual void material_free(RID p_rid) override;
  471. virtual void material_set_shader(RID p_material, RID p_shader) override;
  472. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
  473. virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
  474. virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
  475. virtual void material_set_render_priority(RID p_material, int priority) override;
  476. virtual bool material_is_animated(RID p_material) override;
  477. virtual bool material_casts_shadows(RID p_material) override;
  478. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
  479. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
  480. _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
  481. Material *material = material_owner.get_or_null(p_material);
  482. return material->shader_id;
  483. }
  484. _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
  485. Material *material = material_owner.get_or_null(p_material);
  486. if (!material || material->shader_mode != p_shader_mode) {
  487. return nullptr;
  488. } else {
  489. return material->data;
  490. }
  491. }
  492. };
  493. } // namespace GLES3
  494. #endif // GLES3_ENABLED
  495. #endif // MATERIAL_STORAGE_GLES3_H