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