renderer_canvas_render_rd.cpp 131 KB

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  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.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 "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "core/math/transform_interpolator.h"
  36. #include "core/templates/fixed_vector.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
  40. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  41. #include "servers/rendering/rendering_server_default.h"
  42. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  43. p_mat4[0] = p_transform.columns[0][0];
  44. p_mat4[1] = p_transform.columns[0][1];
  45. p_mat4[2] = 0;
  46. p_mat4[3] = 0;
  47. p_mat4[4] = p_transform.columns[1][0];
  48. p_mat4[5] = p_transform.columns[1][1];
  49. p_mat4[6] = 0;
  50. p_mat4[7] = 0;
  51. p_mat4[8] = 0;
  52. p_mat4[9] = 0;
  53. p_mat4[10] = 1;
  54. p_mat4[11] = 0;
  55. p_mat4[12] = p_transform.columns[2][0];
  56. p_mat4[13] = p_transform.columns[2][1];
  57. p_mat4[14] = 0;
  58. p_mat4[15] = 1;
  59. }
  60. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  61. p_mat2x4[0] = p_transform.columns[0][0];
  62. p_mat2x4[1] = p_transform.columns[1][0];
  63. p_mat2x4[2] = 0;
  64. p_mat2x4[3] = p_transform.columns[2][0];
  65. p_mat2x4[4] = p_transform.columns[0][1];
  66. p_mat2x4[5] = p_transform.columns[1][1];
  67. p_mat2x4[6] = 0;
  68. p_mat2x4[7] = p_transform.columns[2][1];
  69. }
  70. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  71. p_mat2x3[0] = p_transform.columns[0][0];
  72. p_mat2x3[1] = p_transform.columns[0][1];
  73. p_mat2x3[2] = p_transform.columns[1][0];
  74. p_mat2x3[3] = p_transform.columns[1][1];
  75. p_mat2x3[4] = p_transform.columns[2][0];
  76. p_mat2x3[5] = p_transform.columns[2][1];
  77. }
  78. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  79. p_mat4[0] = p_transform.basis.rows[0][0];
  80. p_mat4[1] = p_transform.basis.rows[1][0];
  81. p_mat4[2] = p_transform.basis.rows[2][0];
  82. p_mat4[3] = 0;
  83. p_mat4[4] = p_transform.basis.rows[0][1];
  84. p_mat4[5] = p_transform.basis.rows[1][1];
  85. p_mat4[6] = p_transform.basis.rows[2][1];
  86. p_mat4[7] = 0;
  87. p_mat4[8] = p_transform.basis.rows[0][2];
  88. p_mat4[9] = p_transform.basis.rows[1][2];
  89. p_mat4[10] = p_transform.basis.rows[2][2];
  90. p_mat4[11] = 0;
  91. p_mat4[12] = p_transform.origin.x;
  92. p_mat4[13] = p_transform.origin.y;
  93. p_mat4[14] = p_transform.origin.z;
  94. p_mat4[15] = 1;
  95. }
  96. RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, int p_count) {
  97. // Care must be taken to generate array formats
  98. // in ways where they could be reused, so we will
  99. // put single-occurring elements first, and repeated
  100. // elements later. This way the generated formats are
  101. // the same no matter the length of the arrays.
  102. // This dramatically reduces the amount of pipeline objects
  103. // that need to be created for these formats.
  104. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  105. uint32_t vertex_count = p_points.size();
  106. uint32_t stride = 2; //vertices always repeat
  107. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  108. stride += 4;
  109. }
  110. if ((uint32_t)p_uvs.size() == vertex_count) {
  111. stride += 2;
  112. }
  113. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  114. stride += 4;
  115. }
  116. uint32_t buffer_size = stride * p_points.size();
  117. Vector<uint8_t> polygon_buffer;
  118. polygon_buffer.resize(buffer_size * sizeof(float));
  119. Vector<RD::VertexAttribute> descriptions;
  120. descriptions.resize(5);
  121. Vector<RID> buffers;
  122. buffers.resize(5);
  123. {
  124. uint8_t *r = polygon_buffer.ptrw();
  125. float *fptr = reinterpret_cast<float *>(r);
  126. uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
  127. uint32_t base_offset = 0;
  128. { //vertices
  129. RD::VertexAttribute vd;
  130. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  131. vd.offset = base_offset * sizeof(float);
  132. vd.location = RS::ARRAY_VERTEX;
  133. vd.stride = stride * sizeof(float);
  134. descriptions.write[0] = vd;
  135. const Vector2 *points_ptr = p_points.ptr();
  136. for (uint32_t i = 0; i < vertex_count; i++) {
  137. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  138. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  139. }
  140. base_offset += 2;
  141. }
  142. //colors
  143. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  144. RD::VertexAttribute vd;
  145. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  146. vd.offset = base_offset * sizeof(float);
  147. vd.location = RS::ARRAY_COLOR;
  148. vd.stride = stride * sizeof(float);
  149. descriptions.write[1] = vd;
  150. if (p_colors.size() == 1) {
  151. Color color = p_colors[0];
  152. for (uint32_t i = 0; i < vertex_count; i++) {
  153. fptr[base_offset + i * stride + 0] = color.r;
  154. fptr[base_offset + i * stride + 1] = color.g;
  155. fptr[base_offset + i * stride + 2] = color.b;
  156. fptr[base_offset + i * stride + 3] = color.a;
  157. }
  158. } else {
  159. const Color *color_ptr = p_colors.ptr();
  160. for (uint32_t i = 0; i < vertex_count; i++) {
  161. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  162. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  163. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  164. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  165. }
  166. }
  167. base_offset += 4;
  168. } else {
  169. RD::VertexAttribute vd;
  170. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  171. vd.offset = 0;
  172. vd.location = RS::ARRAY_COLOR;
  173. vd.stride = 0;
  174. descriptions.write[1] = vd;
  175. buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
  176. }
  177. //uvs
  178. if ((uint32_t)p_uvs.size() == vertex_count) {
  179. RD::VertexAttribute vd;
  180. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  181. vd.offset = base_offset * sizeof(float);
  182. vd.location = RS::ARRAY_TEX_UV;
  183. vd.stride = stride * sizeof(float);
  184. descriptions.write[2] = vd;
  185. const Vector2 *uv_ptr = p_uvs.ptr();
  186. for (uint32_t i = 0; i < vertex_count; i++) {
  187. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  188. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  189. }
  190. base_offset += 2;
  191. } else {
  192. RD::VertexAttribute vd;
  193. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  194. vd.offset = 0;
  195. vd.location = RS::ARRAY_TEX_UV;
  196. vd.stride = 0;
  197. descriptions.write[2] = vd;
  198. buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
  199. }
  200. //bones
  201. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  202. RD::VertexAttribute vd;
  203. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  204. vd.offset = base_offset * sizeof(float);
  205. vd.location = RS::ARRAY_BONES;
  206. vd.stride = stride * sizeof(float);
  207. descriptions.write[3] = vd;
  208. const int *bone_ptr = p_bones.ptr();
  209. for (uint32_t i = 0; i < vertex_count; i++) {
  210. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  211. bone16w[0] = bone_ptr[i * 4 + 0];
  212. bone16w[1] = bone_ptr[i * 4 + 1];
  213. bone16w[2] = bone_ptr[i * 4 + 2];
  214. bone16w[3] = bone_ptr[i * 4 + 3];
  215. }
  216. base_offset += 2;
  217. } else {
  218. RD::VertexAttribute vd;
  219. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  220. vd.offset = 0;
  221. vd.location = RS::ARRAY_BONES;
  222. vd.stride = 0;
  223. descriptions.write[3] = vd;
  224. buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
  225. }
  226. //weights
  227. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  228. RD::VertexAttribute vd;
  229. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  230. vd.offset = base_offset * sizeof(float);
  231. vd.location = RS::ARRAY_WEIGHTS;
  232. vd.stride = stride * sizeof(float);
  233. descriptions.write[4] = vd;
  234. const float *weight_ptr = p_weights.ptr();
  235. for (uint32_t i = 0; i < vertex_count; i++) {
  236. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  237. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  238. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  239. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  240. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  241. }
  242. base_offset += 2;
  243. } else {
  244. RD::VertexAttribute vd;
  245. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  246. vd.offset = 0;
  247. vd.location = RS::ARRAY_WEIGHTS;
  248. vd.stride = 0;
  249. descriptions.write[4] = vd;
  250. buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
  251. }
  252. //check that everything is as it should be
  253. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  254. }
  255. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  256. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  257. PolygonBuffers pb;
  258. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  259. for (int i = 0; i < descriptions.size(); i++) {
  260. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  261. buffers.write[i] = pb.vertex_buffer;
  262. }
  263. }
  264. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  265. pb.primitive_count = vertex_count;
  266. if (p_indices.size()) {
  267. //create indices, as indices were requested
  268. Vector<uint8_t> index_buffer;
  269. index_buffer.resize(p_count * sizeof(int32_t));
  270. {
  271. uint8_t *w = index_buffer.ptrw();
  272. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  273. }
  274. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_count, RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  275. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_count);
  276. pb.primitive_count = p_count;
  277. }
  278. pb.vertex_format_id = vertex_id;
  279. PolygonID id = polygon_buffers.last_id++;
  280. polygon_buffers.polygons[id] = pb;
  281. return id;
  282. }
  283. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  284. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  285. ERR_FAIL_NULL(pb_ptr);
  286. PolygonBuffers &pb = *pb_ptr;
  287. if (pb.indices.is_valid()) {
  288. RD::get_singleton()->free_rid(pb.indices);
  289. }
  290. if (pb.index_buffer.is_valid()) {
  291. RD::get_singleton()->free_rid(pb.index_buffer);
  292. }
  293. RD::get_singleton()->free_rid(pb.vertex_array);
  294. RD::get_singleton()->free_rid(pb.vertex_buffer);
  295. polygon_buffers.polygons.erase(p_polygon);
  296. }
  297. ////////////////////
  298. static RD::RenderPrimitive _primitive_type_to_render_primitive(RS::PrimitiveType p_primitive) {
  299. switch (p_primitive) {
  300. case RS::PRIMITIVE_POINTS:
  301. return RD::RENDER_PRIMITIVE_POINTS;
  302. case RS::PRIMITIVE_LINES:
  303. return RD::RENDER_PRIMITIVE_LINES;
  304. case RS::PRIMITIVE_LINE_STRIP:
  305. return RD::RENDER_PRIMITIVE_LINESTRIPS;
  306. case RS::PRIMITIVE_TRIANGLES:
  307. return RD::RENDER_PRIMITIVE_TRIANGLES;
  308. case RS::PRIMITIVE_TRIANGLE_STRIP:
  309. return RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS;
  310. default:
  311. return RD::RENDER_PRIMITIVE_MAX;
  312. }
  313. }
  314. _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
  315. static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
  316. static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 2 };
  317. return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
  318. }
  319. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  320. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  321. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  322. //re create canvas state
  323. thread_local LocalVector<RD::Uniform> uniforms;
  324. uniforms.clear();
  325. {
  326. RD::Uniform u;
  327. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  328. u.binding = 1;
  329. u.append_id(state.canvas_state_buffer);
  330. uniforms.push_back(u);
  331. }
  332. {
  333. RD::Uniform u;
  334. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  335. u.binding = 2;
  336. u.append_id(state.lights_storage_buffer);
  337. uniforms.push_back(u);
  338. }
  339. {
  340. RD::Uniform u;
  341. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  342. u.binding = 3;
  343. u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
  344. uniforms.push_back(u);
  345. }
  346. {
  347. RD::Uniform u;
  348. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  349. u.binding = 4;
  350. u.append_id(state.shadow_texture);
  351. uniforms.push_back(u);
  352. }
  353. {
  354. RD::Uniform u;
  355. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  356. u.binding = 5;
  357. u.append_id(state.shadow_sampler);
  358. uniforms.push_back(u);
  359. }
  360. {
  361. RD::Uniform u;
  362. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  363. u.binding = 6;
  364. RID screen;
  365. if (p_backbuffer) {
  366. screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
  367. } else {
  368. screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
  369. if (screen.is_null()) { //unallocated backbuffer
  370. screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  371. }
  372. }
  373. u.append_id(screen);
  374. uniforms.push_back(u);
  375. }
  376. {
  377. RD::Uniform u;
  378. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  379. u.binding = 7;
  380. RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
  381. u.append_id(sdf);
  382. uniforms.push_back(u);
  383. }
  384. {
  385. RD::Uniform u;
  386. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  387. u.binding = 9;
  388. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  389. uniforms.push_back(u);
  390. }
  391. material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
  392. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  393. if (p_backbuffer) {
  394. texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  395. } else {
  396. texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  397. }
  398. return uniform_set;
  399. }
  400. RID RendererCanvasRenderRD::_get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance, void *p_surface, uint32_t p_surface_index, RID *r_vertex_array) {
  401. r_pipeline_key.ubershader = 0;
  402. const uint32_t ubershader_iterations = 1;
  403. while (r_pipeline_key.ubershader < ubershader_iterations) {
  404. if (r_vertex_array != nullptr) {
  405. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  406. uint64_t input_mask = p_shader_data->get_vertex_input_mask(r_pipeline_key.variant, r_pipeline_key.ubershader);
  407. if (p_mesh_instance.is_valid()) {
  408. mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(p_mesh_instance, p_surface_index, input_mask, false, false, *r_vertex_array, r_pipeline_key.vertex_format_id);
  409. } else {
  410. mesh_storage->mesh_surface_get_vertex_arrays_and_format(p_surface, input_mask, false, false, *r_vertex_array, r_pipeline_key.vertex_format_id);
  411. }
  412. }
  413. if (r_pipeline_key.ubershader) {
  414. r_push_constant.shader_specialization = r_pipeline_key.shader_specialization;
  415. r_pipeline_key.shader_specialization = {};
  416. } else {
  417. r_push_constant.shader_specialization = {};
  418. }
  419. bool wait_for_compilation = r_pipeline_key.ubershader || ubershader_iterations == 1;
  420. RS::PipelineSource source = RS::PIPELINE_SOURCE_CANVAS;
  421. RID pipeline = p_shader_data->pipeline_hash_map.get_pipeline(r_pipeline_key, r_pipeline_key.hash(), wait_for_compilation, source);
  422. if (pipeline.is_valid()) {
  423. return pipeline;
  424. }
  425. r_pipeline_key.ubershader++;
  426. }
  427. // This case should never be reached unless the shader wasn't available.
  428. return RID();
  429. }
  430. void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
  431. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  432. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  433. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  434. r_sdf_used = false;
  435. int item_count = 0;
  436. //setup canvas state uniforms if needed
  437. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  438. //setup directional lights if exist
  439. uint32_t light_count = 0;
  440. uint32_t directional_light_count = 0;
  441. {
  442. Light *l = p_directional_light_list;
  443. uint32_t index = 0;
  444. while (l) {
  445. if (index == MAX_LIGHTS_PER_RENDER) {
  446. l->render_index_cache = -1;
  447. l = l->next_ptr;
  448. continue;
  449. }
  450. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  451. if (!clight) { //unused or invalid texture
  452. l->render_index_cache = -1;
  453. l = l->next_ptr;
  454. ERR_CONTINUE(!clight);
  455. }
  456. Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
  457. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  458. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  459. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  460. state.light_uniforms[index].height = l->height; //0..1 here
  461. for (int i = 0; i < 4; i++) {
  462. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  463. state.light_uniforms[index].color[i] = l->color[i];
  464. }
  465. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  466. if (state.shadow_fb.is_valid()) {
  467. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  468. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  469. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  470. } else {
  471. state.light_uniforms[index].shadow_pixel_size = 1.0;
  472. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  473. state.light_uniforms[index].shadow_y_ofs = 0;
  474. }
  475. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  476. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  477. if (clight->shadow.enabled) {
  478. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  479. }
  480. l->render_index_cache = index;
  481. index++;
  482. l = l->next_ptr;
  483. }
  484. light_count = index;
  485. directional_light_count = light_count;
  486. using_directional_lights = directional_light_count > 0;
  487. }
  488. //setup lights if exist
  489. {
  490. Light *l = p_light_list;
  491. uint32_t index = light_count;
  492. while (l) {
  493. if (index == MAX_LIGHTS_PER_RENDER) {
  494. l->render_index_cache = -1;
  495. l = l->next_ptr;
  496. continue;
  497. }
  498. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  499. if (!clight) { //unused or invalid texture
  500. l->render_index_cache = -1;
  501. l = l->next_ptr;
  502. ERR_CONTINUE(!clight);
  503. }
  504. Transform2D final_xform;
  505. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated || !l->on_interpolate_transform_list) {
  506. final_xform = l->xform_curr;
  507. } else {
  508. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  509. TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
  510. }
  511. // Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
  512. Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
  513. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  514. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  515. _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
  516. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  517. state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  518. for (int i = 0; i < 4; i++) {
  519. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  520. state.light_uniforms[index].color[i] = l->color[i];
  521. }
  522. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  523. if (state.shadow_fb.is_valid()) {
  524. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  525. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  526. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  527. } else {
  528. state.light_uniforms[index].shadow_pixel_size = 1.0;
  529. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  530. state.light_uniforms[index].shadow_y_ofs = 0;
  531. }
  532. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  533. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  534. if (clight->shadow.enabled) {
  535. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  536. }
  537. if (clight->texture.is_valid()) {
  538. Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  539. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  540. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  541. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  542. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  543. } else {
  544. state.light_uniforms[index].atlas_rect[0] = 0;
  545. state.light_uniforms[index].atlas_rect[1] = 0;
  546. state.light_uniforms[index].atlas_rect[2] = 0;
  547. state.light_uniforms[index].atlas_rect[3] = 0;
  548. }
  549. l->render_index_cache = index;
  550. index++;
  551. l = l->next_ptr;
  552. }
  553. light_count = index;
  554. }
  555. if (light_count > 0) {
  556. RD::get_singleton()->buffer_update(state.lights_storage_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  557. }
  558. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
  559. {
  560. //update canvas state uniform buffer
  561. State::Buffer state_buffer;
  562. Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
  563. Transform3D screen_transform;
  564. screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  565. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  566. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  567. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  568. Transform2D normal_transform = p_canvas_transform;
  569. normal_transform.columns[0].normalize();
  570. normal_transform.columns[1].normalize();
  571. normal_transform.columns[2] = Vector2();
  572. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  573. Color modulate = p_modulate;
  574. if (use_linear_colors) {
  575. modulate = p_modulate.srgb_to_linear();
  576. }
  577. state_buffer.canvas_modulate[0] = modulate.r;
  578. state_buffer.canvas_modulate[1] = modulate.g;
  579. state_buffer.canvas_modulate[2] = modulate.b;
  580. state_buffer.canvas_modulate[3] = modulate.a;
  581. Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
  582. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  583. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  584. state_buffer.time = state.time;
  585. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  586. state_buffer.directional_light_count = directional_light_count;
  587. Vector2 canvas_scale = p_canvas_transform.get_scale();
  588. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  589. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  590. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  591. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  592. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
  593. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  594. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  595. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  596. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  597. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  598. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  599. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  600. state_buffer.shadow_pixel_size = 1.0f / (float)(state.shadow_texture_size);
  601. state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
  602. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  603. }
  604. { //default filter/repeat
  605. default_filter = p_default_filter;
  606. default_repeat = p_default_repeat;
  607. }
  608. Item *ci = p_item_list;
  609. //fill the list until rendering is possible.
  610. bool material_screen_texture_cached = false;
  611. bool material_screen_texture_mipmaps_cached = false;
  612. Rect2 back_buffer_rect;
  613. bool backbuffer_copy = false;
  614. bool backbuffer_gen_mipmaps = false;
  615. Item *canvas_group_owner = nullptr;
  616. bool skip_item = false;
  617. bool update_skeletons = false;
  618. bool time_used = false;
  619. bool backbuffer_cleared = false;
  620. RenderTarget to_render_target;
  621. to_render_target.render_target = p_to_render_target;
  622. to_render_target.use_linear_colors = use_linear_colors;
  623. while (ci) {
  624. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  625. backbuffer_copy = true;
  626. if (ci->copy_back_buffer->full) {
  627. back_buffer_rect = Rect2();
  628. } else {
  629. back_buffer_rect = ci->copy_back_buffer->rect;
  630. }
  631. }
  632. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  633. if (material.is_valid()) {
  634. CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  635. if (md && md->shader_data->is_valid()) {
  636. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  637. if (!material_screen_texture_cached) {
  638. backbuffer_copy = true;
  639. back_buffer_rect = Rect2();
  640. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  641. } else if (!material_screen_texture_mipmaps_cached) {
  642. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  643. }
  644. }
  645. if (md->shader_data->uses_sdf) {
  646. r_sdf_used = true;
  647. }
  648. if (md->shader_data->uses_time) {
  649. time_used = true;
  650. }
  651. }
  652. }
  653. if (ci->skeleton.is_valid()) {
  654. const Item::Command *c = ci->commands;
  655. while (c) {
  656. if (c->type == Item::Command::TYPE_MESH) {
  657. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  658. if (cm->mesh_instance.is_valid()) {
  659. mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
  660. mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
  661. update_skeletons = true;
  662. }
  663. }
  664. c = c->next;
  665. }
  666. }
  667. if (ci->canvas_group_owner != nullptr) {
  668. if (canvas_group_owner == nullptr) {
  669. // Canvas group begins here, render until before this item
  670. if (update_skeletons) {
  671. mesh_storage->update_mesh_instances();
  672. update_skeletons = false;
  673. }
  674. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  675. item_count = 0;
  676. if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
  677. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  678. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  679. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  680. ci->canvas_group_owner->use_canvas_group = false;
  681. items[item_count++] = ci->canvas_group_owner;
  682. }
  683. } else if (!backbuffer_cleared) {
  684. texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
  685. backbuffer_cleared = true;
  686. }
  687. backbuffer_copy = false;
  688. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  689. }
  690. ci->canvas_group_owner = nullptr; //must be cleared
  691. }
  692. if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  693. skip_item = true;
  694. }
  695. if (ci == canvas_group_owner) {
  696. if (update_skeletons) {
  697. mesh_storage->update_mesh_instances();
  698. update_skeletons = false;
  699. }
  700. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
  701. item_count = 0;
  702. if (ci->canvas_group->blur_mipmaps) {
  703. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  704. }
  705. canvas_group_owner = nullptr;
  706. // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
  707. backbuffer_cleared = false;
  708. // Tell the renderer to paint this as a canvas group
  709. ci->use_canvas_group = true;
  710. } else {
  711. ci->use_canvas_group = false;
  712. }
  713. if (backbuffer_copy) {
  714. //render anything pending, including clearing if no items
  715. if (update_skeletons) {
  716. mesh_storage->update_mesh_instances();
  717. update_skeletons = false;
  718. }
  719. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  720. item_count = 0;
  721. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
  722. backbuffer_copy = false;
  723. material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
  724. material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
  725. backbuffer_gen_mipmaps = false;
  726. }
  727. if (backbuffer_gen_mipmaps) {
  728. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
  729. backbuffer_gen_mipmaps = false;
  730. material_screen_texture_mipmaps_cached = true;
  731. }
  732. if (skip_item) {
  733. skip_item = false;
  734. } else {
  735. items[item_count++] = ci;
  736. }
  737. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  738. if (update_skeletons) {
  739. mesh_storage->update_mesh_instances();
  740. update_skeletons = false;
  741. }
  742. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
  743. //then reset
  744. item_count = 0;
  745. }
  746. ci = ci->next;
  747. }
  748. if (time_used) {
  749. RenderingServerDefault::redraw_request();
  750. }
  751. texture_info_map.clear();
  752. // Save the previous instance data pointer in case more items are rendered in the same frame.
  753. state.prev_instance_data = state.instance_data;
  754. state.prev_instance_data_index = state.instance_data_index;
  755. state.instance_data = nullptr;
  756. if (state.instance_data_index > 0) {
  757. // If there was any remaining instance data, it must be flushed.
  758. RID buf = state.instance_buffers._get(0);
  759. RD::get_singleton()->buffer_flush(buf);
  760. state.instance_data_index = 0;
  761. }
  762. }
  763. RID RendererCanvasRenderRD::light_create() {
  764. CanvasLight canvas_light;
  765. return canvas_light_owner.make_rid(canvas_light);
  766. }
  767. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  768. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  769. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  770. ERR_FAIL_NULL(cl);
  771. if (cl->texture == p_texture) {
  772. return;
  773. }
  774. ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
  775. if (cl->texture.is_valid()) {
  776. texture_storage->texture_remove_from_decal_atlas(cl->texture);
  777. }
  778. cl->texture = p_texture;
  779. if (cl->texture.is_valid()) {
  780. texture_storage->texture_add_to_decal_atlas(cl->texture);
  781. }
  782. }
  783. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  784. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  785. ERR_FAIL_NULL(cl);
  786. cl->shadow.enabled = p_enable;
  787. }
  788. void RendererCanvasRenderRD::_update_shadow_atlas() {
  789. if (state.shadow_fb == RID()) {
  790. //ah, we lack the shadow texture..
  791. RD::get_singleton()->free_rid(state.shadow_texture); //erase placeholder
  792. Vector<RID> fb_textures;
  793. { //texture
  794. RD::TextureFormat tf;
  795. tf.texture_type = RD::TEXTURE_TYPE_2D;
  796. tf.width = state.shadow_texture_size;
  797. tf.height = MAX_LIGHTS_PER_RENDER * 2;
  798. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  799. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  800. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  801. fb_textures.push_back(state.shadow_texture);
  802. }
  803. {
  804. RD::TextureFormat tf;
  805. tf.texture_type = RD::TEXTURE_TYPE_2D;
  806. tf.width = state.shadow_texture_size;
  807. tf.height = MAX_LIGHTS_PER_RENDER * 2;
  808. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  809. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  810. tf.is_discardable = true;
  811. //chunks to write
  812. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  813. fb_textures.push_back(state.shadow_depth_texture);
  814. }
  815. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  816. }
  817. }
  818. void RendererCanvasRenderRD::_update_occluder_buffer(uint32_t p_size) {
  819. bool needs_update = state.shadow_occluder_buffer.is_null();
  820. if (p_size > state.shadow_occluder_buffer_size) {
  821. needs_update = true;
  822. state.shadow_occluder_buffer_size = next_power_of_2(p_size);
  823. if (state.shadow_occluder_buffer.is_valid()) {
  824. RD::get_singleton()->free_rid(state.shadow_occluder_buffer);
  825. }
  826. }
  827. if (needs_update) {
  828. state.shadow_occluder_buffer = RD::get_singleton()->storage_buffer_create(state.shadow_occluder_buffer_size);
  829. Vector<RD::Uniform> uniforms;
  830. {
  831. RD::Uniform u;
  832. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  833. u.binding = 0;
  834. u.append_id(state.shadow_occluder_buffer);
  835. uniforms.push_back(u);
  836. }
  837. state.shadow_ocluder_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW), 0);
  838. }
  839. }
  840. void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, const Rect2 &p_light_rect) {
  841. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  842. ERR_FAIL_COND(!cl->shadow.enabled);
  843. _update_shadow_atlas();
  844. cl->shadow.z_far = p_far;
  845. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);
  846. Color cc = Color(p_far, p_far, p_far, 1.0);
  847. // First, do a culling pass and record what occluders need to be drawn for this light.
  848. static thread_local LocalVector<OccluderPolygon *> occluders;
  849. static thread_local LocalVector<uint32_t> occluder_indices;
  850. occluders.clear();
  851. occluder_indices.clear();
  852. uint32_t occluder_count = 0;
  853. LightOccluderInstance *instance = p_occluders;
  854. while (instance) {
  855. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  856. occluder_count++;
  857. if (!co || co->index_array.is_null()) {
  858. instance = instance->next;
  859. continue;
  860. }
  861. if (!(p_light_mask & instance->light_mask) || !p_light_rect.intersects_transformed(instance->xform_cache, instance->aabb_cache)) {
  862. instance = instance->next;
  863. continue;
  864. }
  865. occluders.push_back(co);
  866. occluder_indices.push_back(occluder_count - 1);
  867. instance = instance->next;
  868. }
  869. // Then, upload all the occluder transforms to a shared buffer.
  870. // We only do this for the first light so we can avoid uploading the same
  871. // Transforms over and over again.
  872. if (p_shadow_index == 0 && occluder_count > 0) {
  873. static thread_local LocalVector<float> transforms;
  874. transforms.clear();
  875. transforms.resize(occluder_count * 8);
  876. instance = p_occluders;
  877. uint32_t index = 0;
  878. while (instance) {
  879. _update_transform_2d_to_mat2x4(instance->xform_cache, &transforms[index * 8]);
  880. index++;
  881. instance = instance->next;
  882. }
  883. _update_occluder_buffer(occluder_count * 8 * sizeof(float));
  884. RD::get_singleton()->buffer_update(state.shadow_occluder_buffer, 0, transforms.size() * sizeof(float), transforms.ptr());
  885. }
  886. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  887. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, VectorView(&cc, 1), 1.0f, 0, rect);
  888. if (state.shadow_occluder_buffer.is_valid()) {
  889. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_POSITIONAL_SHADOW]);
  890. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.shadow_ocluder_uniform_set, 0);
  891. for (int i = 0; i < 4; i++) {
  892. Rect2i sub_rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  893. RD::get_singleton()->draw_list_set_viewport(draw_list, sub_rect);
  894. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  895. static const Vector4 rotations[4] = { Vector4(0, -1, 1, 0), Vector4(-1, 0, 0, -1), Vector4(0, 1, -1, 0), Vector4(1, 0, 0, 1) };
  896. PositionalShadowRenderPushConstant push_constant;
  897. _update_transform_2d_to_mat2x4(p_light_xform, push_constant.modelview);
  898. push_constant.direction[0] = directions[i].x;
  899. push_constant.direction[1] = directions[i].y;
  900. push_constant.rotation[0] = rotations[i].x;
  901. push_constant.rotation[1] = rotations[i].y;
  902. push_constant.rotation[2] = rotations[i].z;
  903. push_constant.rotation[3] = rotations[i].w;
  904. push_constant.z_far = p_far;
  905. push_constant.z_near = p_near;
  906. for (uint32_t j = 0; j < occluders.size(); j++) {
  907. OccluderPolygon *co = occluders[j];
  908. push_constant.pad = occluder_indices[j];
  909. push_constant.cull_mode = uint32_t(co->cull_mode);
  910. // The slowest part about this whole function is that we have to draw the occluders one by one, 4 times.
  911. // We can optimize this so that all occluders draw at once if we store vertices and indices in a giant
  912. // SSBO and just save an index into that SSBO for each occluder.
  913. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  914. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  915. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PositionalShadowRenderPushConstant));
  916. RD::get_singleton()->draw_list_draw(draw_list, true);
  917. }
  918. }
  919. }
  920. RD::get_singleton()->draw_list_end();
  921. }
  922. void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
  923. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  924. ERR_FAIL_COND(!cl->shadow.enabled);
  925. _update_shadow_atlas();
  926. Vector2 light_dir = p_light_xform.columns[1].normalized();
  927. Vector2 center = p_clip_rect.get_center();
  928. float to_edge_distance = Math::abs(light_dir.dot(p_clip_rect.get_support(-light_dir)) - light_dir.dot(center));
  929. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  930. float distance = to_edge_distance * 2.0 + p_cull_distance;
  931. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  932. cl->shadow.z_far = distance;
  933. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);
  934. Transform2D to_light_xform;
  935. to_light_xform[2] = from_pos;
  936. to_light_xform[1] = light_dir;
  937. to_light_xform[0] = -light_dir.orthogonal();
  938. to_light_xform.invert();
  939. Vector<Color> cc;
  940. cc.push_back(Color(1, 1, 1, 1));
  941. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  942. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, cc, 1.0f, 0, rect);
  943. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW]);
  944. Projection projection;
  945. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  946. projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  947. ShadowRenderPushConstant push_constant;
  948. for (int y = 0; y < 4; y++) {
  949. for (int x = 0; x < 4; x++) {
  950. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  951. }
  952. }
  953. push_constant.direction[0] = 0.0;
  954. push_constant.direction[1] = 1.0;
  955. push_constant.z_far = distance;
  956. LightOccluderInstance *instance = p_occluders;
  957. while (instance) {
  958. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  959. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  960. instance = instance->next;
  961. continue;
  962. }
  963. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  964. push_constant.cull_mode = uint32_t(co->cull_mode);
  965. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  966. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  967. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  968. RD::get_singleton()->draw_list_draw(draw_list, true);
  969. instance = instance->next;
  970. }
  971. RD::get_singleton()->draw_list_end();
  972. Transform2D to_shadow;
  973. to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
  974. to_shadow.columns[2].x = 0.5;
  975. cl->shadow.directional_xform = to_shadow * to_light_xform;
  976. }
  977. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  978. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  979. RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
  980. Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  981. Transform2D to_sdf;
  982. to_sdf.columns[0] *= rect.size.width;
  983. to_sdf.columns[1] *= rect.size.height;
  984. to_sdf.columns[2] = rect.position;
  985. Transform2D to_clip;
  986. to_clip.columns[0] *= 2.0;
  987. to_clip.columns[1] *= 2.0;
  988. to_clip.columns[2] = -Vector2(1.0, 1.0);
  989. to_clip = to_clip * to_sdf.affine_inverse();
  990. Vector<Color> cc;
  991. cc.push_back(Color(0, 0, 0, 0));
  992. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::DRAW_CLEAR_ALL, cc);
  993. Projection projection;
  994. ShadowRenderPushConstant push_constant;
  995. for (int y = 0; y < 4; y++) {
  996. for (int x = 0; x < 4; x++) {
  997. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  998. }
  999. }
  1000. push_constant.direction[0] = 0.0;
  1001. push_constant.direction[1] = 0.0;
  1002. push_constant.z_far = 0;
  1003. push_constant.cull_mode = 0;
  1004. LightOccluderInstance *instance = p_occluders;
  1005. while (instance) {
  1006. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1007. if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {
  1008. instance = instance->next;
  1009. continue;
  1010. }
  1011. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1012. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);
  1013. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1014. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1015. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1016. RD::get_singleton()->draw_list_draw(draw_list, true);
  1017. instance = instance->next;
  1018. }
  1019. RD::get_singleton()->draw_list_end();
  1020. texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1021. }
  1022. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1023. OccluderPolygon occluder;
  1024. occluder.line_point_count = 0;
  1025. occluder.sdf_point_count = 0;
  1026. occluder.sdf_index_count = 0;
  1027. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1028. return occluder_polygon_owner.make_rid(occluder);
  1029. }
  1030. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1031. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1032. ERR_FAIL_NULL(oc);
  1033. Vector<Vector2> lines;
  1034. if (p_points.size()) {
  1035. int lc = p_points.size() * 2;
  1036. lines.resize(lc - (p_closed ? 0 : 2));
  1037. {
  1038. Vector2 *w = lines.ptrw();
  1039. const Vector2 *r = p_points.ptr();
  1040. int max = lc / 2;
  1041. if (!p_closed) {
  1042. max--;
  1043. }
  1044. for (int i = 0; i < max; i++) {
  1045. Vector2 a = r[i];
  1046. Vector2 b = r[(i + 1) % (lc / 2)];
  1047. w[i * 2 + 0] = a;
  1048. w[i * 2 + 1] = b;
  1049. }
  1050. }
  1051. }
  1052. if ((oc->line_point_count != lines.size() || lines.is_empty()) && oc->vertex_array.is_valid()) {
  1053. RD::get_singleton()->free_rid(oc->vertex_array);
  1054. RD::get_singleton()->free_rid(oc->vertex_buffer);
  1055. RD::get_singleton()->free_rid(oc->index_array);
  1056. RD::get_singleton()->free_rid(oc->index_buffer);
  1057. oc->vertex_array = RID();
  1058. oc->vertex_buffer = RID();
  1059. oc->index_array = RID();
  1060. oc->index_buffer = RID();
  1061. oc->line_point_count = lines.size();
  1062. }
  1063. if (lines.size()) {
  1064. oc->line_point_count = lines.size();
  1065. Vector<uint8_t> geometry;
  1066. Vector<uint8_t> indices;
  1067. int lc = lines.size();
  1068. geometry.resize(lc * 6 * sizeof(float));
  1069. indices.resize(lc * 3 * sizeof(uint16_t));
  1070. {
  1071. uint8_t *vw = geometry.ptrw();
  1072. float *vwptr = reinterpret_cast<float *>(vw);
  1073. uint8_t *iw = indices.ptrw();
  1074. uint16_t *iwptr = (uint16_t *)iw;
  1075. const Vector2 *lr = lines.ptr();
  1076. const int POLY_HEIGHT = 16384;
  1077. for (int i = 0; i < lc / 2; i++) {
  1078. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1079. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1080. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1081. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1082. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1083. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1084. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1085. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1086. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1087. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1088. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1089. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1090. iwptr[i * 6 + 0] = i * 4 + 0;
  1091. iwptr[i * 6 + 1] = i * 4 + 1;
  1092. iwptr[i * 6 + 2] = i * 4 + 2;
  1093. iwptr[i * 6 + 3] = i * 4 + 2;
  1094. iwptr[i * 6 + 4] = i * 4 + 3;
  1095. iwptr[i * 6 + 5] = i * 4 + 0;
  1096. }
  1097. }
  1098. //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
  1099. if (oc->vertex_array.is_null()) {
  1100. //create from scratch
  1101. //vertices
  1102. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
  1103. Vector<RID> buffer;
  1104. buffer.push_back(oc->vertex_buffer);
  1105. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1106. //indices
  1107. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1108. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1109. } else {
  1110. //update existing
  1111. const uint8_t *vr = geometry.ptr();
  1112. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1113. const uint8_t *ir = indices.ptr();
  1114. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1115. }
  1116. }
  1117. // sdf
  1118. Vector<int> sdf_indices;
  1119. if (p_points.size()) {
  1120. if (p_closed) {
  1121. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1122. oc->sdf_is_lines = false;
  1123. } else {
  1124. int max = p_points.size();
  1125. sdf_indices.resize(max * 2);
  1126. int *iw = sdf_indices.ptrw();
  1127. for (int i = 0; i < max; i++) {
  1128. iw[i * 2 + 0] = i;
  1129. iw[i * 2 + 1] = (i + 1) % max;
  1130. }
  1131. oc->sdf_is_lines = true;
  1132. }
  1133. }
  1134. if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.is_empty()) && oc->sdf_vertex_array.is_valid()) {
  1135. RD::get_singleton()->free_rid(oc->sdf_vertex_array);
  1136. RD::get_singleton()->free_rid(oc->sdf_vertex_buffer);
  1137. RD::get_singleton()->free_rid(oc->sdf_index_array);
  1138. RD::get_singleton()->free_rid(oc->sdf_index_buffer);
  1139. oc->sdf_vertex_array = RID();
  1140. oc->sdf_vertex_buffer = RID();
  1141. oc->sdf_index_array = RID();
  1142. oc->sdf_index_buffer = RID();
  1143. oc->sdf_index_count = sdf_indices.size();
  1144. oc->sdf_point_count = p_points.size();
  1145. oc->sdf_is_lines = false;
  1146. }
  1147. if (sdf_indices.size()) {
  1148. if (oc->sdf_vertex_array.is_null()) {
  1149. //create from scratch
  1150. //vertices
  1151. #ifdef REAL_T_IS_DOUBLE
  1152. PackedFloat32Array float_points;
  1153. float_points.resize(p_points.size() * 2);
  1154. float *float_points_ptr = (float *)float_points.ptrw();
  1155. for (int i = 0; i < p_points.size(); i++) {
  1156. float_points_ptr[i * 2] = p_points[i].x;
  1157. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1158. }
  1159. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.span().reinterpret<uint8_t>());
  1160. #else
  1161. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.span().reinterpret<uint8_t>());
  1162. #endif
  1163. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.span().reinterpret<uint8_t>());
  1164. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1165. Vector<RID> buffer;
  1166. buffer.push_back(oc->sdf_vertex_buffer);
  1167. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1168. //indices
  1169. } else {
  1170. //update existing
  1171. #ifdef REAL_T_IS_DOUBLE
  1172. PackedFloat32Array float_points;
  1173. float_points.resize(p_points.size() * 2);
  1174. float *float_points_ptr = (float *)float_points.ptrw();
  1175. for (int i = 0; i < p_points.size(); i++) {
  1176. float_points_ptr[i * 2] = p_points[i].x;
  1177. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1178. }
  1179. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
  1180. #else
  1181. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
  1182. #endif
  1183. RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1184. }
  1185. }
  1186. }
  1187. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1188. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1189. ERR_FAIL_NULL(oc);
  1190. oc->cull_mode = p_mode;
  1191. }
  1192. void RendererCanvasRenderRD::CanvasShaderData::_clear_vertex_input_mask_cache() {
  1193. for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {
  1194. vertex_input_masks[i].store(0);
  1195. }
  1196. }
  1197. void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pipeline_key) {
  1198. #if PRINT_PIPELINE_COMPILATION_KEYS
  1199. print_line(
  1200. "HASH:", p_pipeline_key.hash(),
  1201. "VERSION:", version,
  1202. "VARIANT:", p_pipeline_key.variant,
  1203. "FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,
  1204. "VERTEX:", p_pipeline_key.vertex_format_id,
  1205. "PRIMITIVE:", p_pipeline_key.render_primitive,
  1206. "SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,
  1207. "LCD:", p_pipeline_key.lcd_blend);
  1208. #endif
  1209. RendererRD::MaterialStorage::ShaderData::BlendMode blend_mode_rd = RendererRD::MaterialStorage::ShaderData::BlendMode(blend_mode);
  1210. RD::PipelineColorBlendState blend_state;
  1211. RD::PipelineColorBlendState::Attachment attachment;
  1212. uint32_t dynamic_state_flags = 0;
  1213. if (p_pipeline_key.lcd_blend) {
  1214. attachment.enable_blend = true;
  1215. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1216. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1217. attachment.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1218. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1219. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1220. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1221. dynamic_state_flags = RD::DYNAMIC_STATE_BLEND_CONSTANTS;
  1222. } else {
  1223. attachment = RendererRD::MaterialStorage::ShaderData::blend_mode_to_blend_attachment(blend_mode_rd);
  1224. }
  1225. blend_state.attachments.push_back(attachment);
  1226. RD::PipelineMultisampleState multisample_state;
  1227. multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
  1228. // Convert the specialization from the key to pipeline specialization constants.
  1229. Vector<RD::PipelineSpecializationConstant> specialization_constants;
  1230. RD::PipelineSpecializationConstant sc;
  1231. sc.constant_id = 0;
  1232. sc.int_value = p_pipeline_key.shader_specialization.packed_0;
  1233. sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
  1234. specialization_constants.push_back(sc);
  1235. RID shader_rid = get_shader(p_pipeline_key.variant, p_pipeline_key.ubershader);
  1236. ERR_FAIL_COND(shader_rid.is_null());
  1237. RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, p_pipeline_key.render_primitive, RD::PipelineRasterizationState(), multisample_state, RD::PipelineDepthStencilState(), blend_state, dynamic_state_flags, 0, specialization_constants);
  1238. ERR_FAIL_COND(pipeline.is_null());
  1239. pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
  1240. }
  1241. void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
  1242. //compile
  1243. code = p_code;
  1244. ubo_size = 0;
  1245. uniforms.clear();
  1246. uses_screen_texture = false;
  1247. uses_screen_texture_mipmaps = false;
  1248. uses_sdf = false;
  1249. uses_time = false;
  1250. _clear_vertex_input_mask_cache();
  1251. if (code.is_empty()) {
  1252. return; //just invalid, but no error
  1253. }
  1254. ShaderCompiler::GeneratedCode gen_code;
  1255. blend_mode = BLEND_MODE_MIX;
  1256. ShaderCompiler::IdentifierActions actions;
  1257. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1258. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1259. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1260. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1261. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1262. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1263. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1264. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);
  1265. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1266. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1267. actions.usage_flag_pointers["TIME"] = &uses_time;
  1268. actions.uniforms = &uniforms;
  1269. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1270. MutexLock lock(canvas_singleton->shader.mutex);
  1271. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1272. if (err != OK) {
  1273. if (version.is_valid()) {
  1274. canvas_singleton->shader.canvas_shader.version_free(version);
  1275. version = RID();
  1276. }
  1277. ERR_FAIL_MSG("Shader compilation failed.");
  1278. }
  1279. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  1280. uses_screen_texture = gen_code.uses_screen_texture;
  1281. pipeline_hash_map.clear_pipelines();
  1282. if (version.is_null()) {
  1283. version = canvas_singleton->shader.canvas_shader.version_create(false);
  1284. }
  1285. #if 0
  1286. print_line("**compiling shader:");
  1287. print_line("**defines:\n");
  1288. for (int i = 0; i < gen_code.defines.size(); i++) {
  1289. print_line(gen_code.defines[i]);
  1290. }
  1291. HashMap<String, String>::Iterator el = gen_code.code.begin();
  1292. while (el) {
  1293. print_line("\n**code " + el->key + ":\n" + el->value);
  1294. ++el;
  1295. }
  1296. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1297. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  1298. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  1299. #endif
  1300. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
  1301. ubo_size = gen_code.uniform_total_size;
  1302. ubo_offsets = gen_code.uniform_offsets;
  1303. texture_uniforms = gen_code.texture_uniforms;
  1304. }
  1305. bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
  1306. return false;
  1307. }
  1308. bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
  1309. return false;
  1310. }
  1311. RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
  1312. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1313. MutexLock lock(canvas_singleton->shader.mutex);
  1314. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1315. }
  1316. Pair<ShaderRD *, RID> RendererCanvasRenderRD::CanvasShaderData::get_native_shader_and_version() const {
  1317. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1318. return { &canvas_singleton->shader.canvas_shader, version };
  1319. }
  1320. RID RendererCanvasRenderRD::CanvasShaderData::get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const {
  1321. if (version.is_valid()) {
  1322. uint32_t variant_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
  1323. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1324. MutexLock lock(canvas_singleton->shader.mutex);
  1325. return canvas_singleton->shader.canvas_shader.version_get_shader(version, variant_index);
  1326. } else {
  1327. return RID();
  1328. }
  1329. }
  1330. uint64_t RendererCanvasRenderRD::CanvasShaderData::get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader) {
  1331. // Vertex input masks require knowledge of the shader. Since querying the shader can be expensive due to high contention and the necessary mutex, we cache the result instead.
  1332. uint32_t input_mask_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
  1333. uint64_t input_mask = vertex_input_masks[input_mask_index].load(std::memory_order_relaxed);
  1334. if (input_mask == 0) {
  1335. RID shader_rid = get_shader(p_shader_variant, p_ubershader);
  1336. ERR_FAIL_COND_V(shader_rid.is_null(), 0);
  1337. input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);
  1338. vertex_input_masks[input_mask_index].store(input_mask, std::memory_order_relaxed);
  1339. }
  1340. return input_mask;
  1341. }
  1342. bool RendererCanvasRenderRD::CanvasShaderData::is_valid() const {
  1343. if (version.is_valid()) {
  1344. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1345. MutexLock lock(canvas_singleton->shader.mutex);
  1346. return canvas_singleton->shader.canvas_shader.version_is_valid(version);
  1347. } else {
  1348. return false;
  1349. }
  1350. }
  1351. RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() {
  1352. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1353. pipeline_hash_map.set_creation_object_and_function(this, &CanvasShaderData::_create_pipeline);
  1354. pipeline_hash_map.set_compilations(&canvas_singleton->shader.pipeline_compilations[0], &canvas_singleton->shader.mutex);
  1355. }
  1356. RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
  1357. pipeline_hash_map.clear_pipelines();
  1358. if (version.is_valid()) {
  1359. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1360. MutexLock lock(canvas_singleton->shader.mutex);
  1361. canvas_singleton->shader.canvas_shader.version_free(version);
  1362. }
  1363. }
  1364. RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1365. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  1366. return shader_data;
  1367. }
  1368. bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1369. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1370. MutexLock lock(canvas_singleton->shader.mutex);
  1371. RID shader_to_update = canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0);
  1372. bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_to_update, MATERIAL_UNIFORM_SET, true, false);
  1373. bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, shader_to_update, MATERIAL_UNIFORM_SET, false, false);
  1374. return uniform_set_changed || uniform_set_srgb_changed;
  1375. }
  1376. RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
  1377. free_parameters_uniform_set(uniform_set);
  1378. free_parameters_uniform_set(uniform_set_srgb);
  1379. }
  1380. RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
  1381. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  1382. material_data->shader_data = p_shader;
  1383. //update will happen later anyway so do nothing.
  1384. return material_data;
  1385. }
  1386. void RendererCanvasRenderRD::set_time(double p_time) {
  1387. state.time = p_time;
  1388. }
  1389. void RendererCanvasRenderRD::update() {
  1390. }
  1391. RendererCanvasRenderRD::RendererCanvasRenderRD() {
  1392. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1393. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1394. { //create default samplers
  1395. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1396. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1397. }
  1398. // preallocate slots for uniform set 3
  1399. state.batch_texture_uniforms.resize(4);
  1400. { //shader variants
  1401. String global_defines;
  1402. global_defines += "#define MAX_LIGHTS " + itos(MAX_LIGHTS_PER_RENDER) + "\n";
  1403. global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  1404. state.light_uniforms = memnew_arr(LightUniform, MAX_LIGHTS_PER_RENDER);
  1405. Vector<String> variants;
  1406. const uint32_t ubershader_iterations = 1;
  1407. for (uint32_t ubershader = 0; ubershader < ubershader_iterations; ubershader++) {
  1408. const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";
  1409. variants.push_back(base_define + ""); // SHADER_VARIANT_QUAD
  1410. variants.push_back(base_define + "#define USE_NINEPATCH\n"); // SHADER_VARIANT_NINEPATCH
  1411. variants.push_back(base_define + "#define USE_PRIMITIVE\n"); // SHADER_VARIANT_PRIMITIVE
  1412. variants.push_back(base_define + "#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_PRIMITIVE_POINTS
  1413. variants.push_back(base_define + "#define USE_ATTRIBUTES\n"); // SHADER_VARIANT_ATTRIBUTES
  1414. variants.push_back(base_define + "#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_ATTRIBUTES_POINTS
  1415. }
  1416. shader.canvas_shader.initialize(variants, global_defines, {}, {});
  1417. shader.default_version_data = memnew(CanvasShaderData);
  1418. shader.default_version_data->version = shader.canvas_shader.version_create();
  1419. shader.default_version_data->blend_mode = RendererRD::MaterialStorage::ShaderData::BLEND_MODE_MIX;
  1420. shader.default_version_rd_shader = shader.default_version_data->get_shader(SHADER_VARIANT_QUAD, false);
  1421. }
  1422. {
  1423. //shader compiler
  1424. ShaderCompiler::DefaultIdentifierActions actions;
  1425. actions.renames["VERTEX"] = "vertex";
  1426. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1427. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1428. actions.renames["UV"] = "uv";
  1429. actions.renames["POINT_SIZE"] = "point_size";
  1430. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1431. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1432. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1433. actions.renames["TIME"] = "canvas_data.time";
  1434. actions.renames["PI"] = String::num(Math::PI);
  1435. actions.renames["TAU"] = String::num(Math::TAU);
  1436. actions.renames["E"] = String::num(Math::E);
  1437. actions.renames["AT_LIGHT_PASS"] = "false";
  1438. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1439. actions.renames["COLOR"] = "color";
  1440. actions.renames["NORMAL"] = "normal";
  1441. actions.renames["NORMAL_MAP"] = "normal_map";
  1442. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1443. actions.renames["TEXTURE"] = "color_texture";
  1444. actions.renames["TEXTURE_PIXEL_SIZE"] = "read_draw_data_color_texture_pixel_size";
  1445. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1446. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1447. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1448. actions.renames["SCREEN_UV"] = "screen_uv";
  1449. actions.renames["REGION_RECT"] = "region_rect";
  1450. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1451. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1452. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1453. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1454. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  1455. actions.renames["CUSTOM0"] = "custom0";
  1456. actions.renames["CUSTOM1"] = "custom1";
  1457. actions.renames["LIGHT_POSITION"] = "light_position";
  1458. actions.renames["LIGHT_DIRECTION"] = "light_direction";
  1459. actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
  1460. actions.renames["LIGHT_COLOR"] = "light_color";
  1461. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1462. actions.renames["LIGHT"] = "light";
  1463. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1464. actions.renames["texture_sdf"] = "texture_sdf";
  1465. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1466. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1467. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1468. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1469. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1470. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1471. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1472. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1473. actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
  1474. actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
  1475. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
  1476. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
  1477. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1478. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1479. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1480. actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
  1481. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1482. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1483. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1484. actions.base_texture_binding_index = 1;
  1485. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1486. actions.base_uniform_string = "material.";
  1487. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1488. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1489. actions.base_varying_index = 8;
  1490. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  1491. actions.instance_uniform_index_variable = "read_draw_data_instance_offset";
  1492. shader.compiler.initialize(actions);
  1493. }
  1494. { //shadow rendering
  1495. Vector<String> versions;
  1496. versions.push_back("\n#define MODE_SHADOW\n"); // Shadow.
  1497. versions.push_back("\n#define MODE_SHADOW\n#define POSITIONAL_SHADOW\n"); // Positional shadow.
  1498. versions.push_back("\n#define MODE_SDF\n"); // SDF.
  1499. shadow_render.shader.initialize(versions);
  1500. {
  1501. Vector<RD::AttachmentFormat> attachments;
  1502. RD::AttachmentFormat af_color;
  1503. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1504. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1505. attachments.push_back(af_color);
  1506. RD::AttachmentFormat af_depth;
  1507. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1508. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1509. attachments.push_back(af_depth);
  1510. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1511. }
  1512. {
  1513. Vector<RD::AttachmentFormat> attachments;
  1514. RD::AttachmentFormat af_color;
  1515. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1516. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1517. attachments.push_back(af_color);
  1518. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1519. }
  1520. //pipelines
  1521. Vector<RD::VertexAttribute> vf;
  1522. RD::VertexAttribute vd;
  1523. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  1524. vd.stride = sizeof(float) * 3;
  1525. vd.location = 0;
  1526. vd.offset = 0;
  1527. vf.push_back(vd);
  1528. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1529. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  1530. vd.stride = sizeof(float) * 2;
  1531. vf.write[0] = vd;
  1532. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1533. shadow_render.shader_version = shadow_render.shader.version_create();
  1534. for (int i = 0; i < 2; i++) {
  1535. RD::PipelineRasterizationState rs;
  1536. RD::PipelineDepthStencilState ds;
  1537. ds.enable_depth_write = true;
  1538. ds.enable_depth_test = true;
  1539. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1540. shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, ShadowRenderMode(i)), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  1541. }
  1542. for (int i = 0; i < 2; i++) {
  1543. shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
  1544. }
  1545. // Unload shader modules to save memory.
  1546. RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW));
  1547. RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW));
  1548. RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF));
  1549. }
  1550. { //bindings
  1551. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  1552. state.lights_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightUniform) * MAX_LIGHTS_PER_RENDER);
  1553. RD::SamplerState shadow_sampler_state;
  1554. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1555. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1556. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  1557. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  1558. }
  1559. {
  1560. //polygon buffers
  1561. polygon_buffers.last_id = 1;
  1562. }
  1563. { // default index buffer
  1564. Vector<uint8_t> pv;
  1565. pv.resize(6 * 2);
  1566. {
  1567. uint8_t *w = pv.ptrw();
  1568. uint16_t *p16 = (uint16_t *)w;
  1569. p16[0] = 0;
  1570. p16[1] = 1;
  1571. p16[2] = 2;
  1572. p16[3] = 0;
  1573. p16[4] = 2;
  1574. p16[5] = 3;
  1575. }
  1576. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  1577. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1578. }
  1579. {
  1580. Vector<RD::VertexAttribute> vf;
  1581. uint32_t offset = 0;
  1582. RD::VertexAttribute vd;
  1583. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  1584. vd.stride = sizeof(InstanceData);
  1585. vd.frequency = RD::VERTEX_FREQUENCY_INSTANCE;
  1586. vd.location = 8;
  1587. vd.binding = 0; // Explicitly assign binding 0 for instance data.
  1588. vd.offset = offset;
  1589. offset += sizeof(float) * 4;
  1590. vf.push_back(vd); // attrib_A
  1591. vd.location = 9;
  1592. vd.offset = offset;
  1593. offset += sizeof(float) * 4;
  1594. vf.push_back(vd); // attrib_B
  1595. vd.location = 10;
  1596. vd.offset = offset;
  1597. offset += sizeof(float) * 4;
  1598. vf.push_back(vd); // attrib_C
  1599. vd.location = 11;
  1600. vd.offset = offset;
  1601. offset += sizeof(float) * 4;
  1602. vf.push_back(vd); // attrib_D
  1603. vd.location = 12;
  1604. vd.offset = offset;
  1605. offset += sizeof(float) * 4;
  1606. vf.push_back(vd); // attrib_E
  1607. uint32_t attrib_F_index = vf.size();
  1608. vd.location = 13;
  1609. vd.offset = offset;
  1610. offset += sizeof(float) * 4;
  1611. vf.push_back(vd); // attrib_F (RECT, NINEPATCH)
  1612. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  1613. vd.location = 14;
  1614. vd.offset = offset;
  1615. offset += sizeof(uint32_t) * 4;
  1616. vf.push_back(vd); // attrib_G
  1617. vd.location = 15;
  1618. vd.offset = offset;
  1619. offset += sizeof(uint32_t) * 4;
  1620. vf.push_back(vd); // attrib_H
  1621. // RECT, NINEPATCH
  1622. shader.quad_vertex_format_id = RD::get_singleton()->vertex_format_create(vf);
  1623. // PRIMITIVE
  1624. vf.write[attrib_F_index].format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  1625. shader.primitive_vertex_format_id = RD::get_singleton()->vertex_format_create(vf);
  1626. }
  1627. { //primitive
  1628. primitive_arrays.index_array[0] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  1629. primitive_arrays.index_array[1] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  1630. primitive_arrays.index_array[2] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  1631. primitive_arrays.index_array[3] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1632. }
  1633. {
  1634. //default shadow texture to keep uniform set happy
  1635. RD::TextureFormat tf;
  1636. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1637. tf.width = 4;
  1638. tf.height = 4;
  1639. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1640. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1641. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1642. }
  1643. {
  1644. Vector<RD::Uniform> uniforms;
  1645. {
  1646. RD::Uniform u;
  1647. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1648. u.binding = 0;
  1649. u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
  1650. uniforms.push_back(u);
  1651. }
  1652. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  1653. }
  1654. default_canvas_texture = texture_storage->canvas_texture_allocate();
  1655. texture_storage->canvas_texture_initialize(default_canvas_texture);
  1656. RendererRD::TextureStorage::CanvasTextureInfo info = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(default_canvas_texture, default_filter, default_repeat, false, false);
  1657. default_texture_info.diffuse = info.diffuse;
  1658. default_texture_info.normal = info.normal;
  1659. default_texture_info.specular = info.specular;
  1660. default_texture_info.sampler = info.sampler;
  1661. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  1662. //create functions for shader and material
  1663. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
  1664. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
  1665. state.time = 0;
  1666. {
  1667. default_canvas_group_shader = material_storage->shader_allocate();
  1668. material_storage->shader_initialize(default_canvas_group_shader);
  1669. material_storage->shader_set_code(default_canvas_group_shader, R"(
  1670. // Default CanvasGroup shader.
  1671. shader_type canvas_item;
  1672. render_mode unshaded;
  1673. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  1674. void fragment() {
  1675. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  1676. if (c.a > 0.0001) {
  1677. c.rgb /= c.a;
  1678. }
  1679. COLOR *= c;
  1680. }
  1681. )");
  1682. default_canvas_group_material = material_storage->material_allocate();
  1683. material_storage->material_initialize(default_canvas_group_material);
  1684. material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  1685. }
  1686. {
  1687. default_clip_children_shader = material_storage->shader_allocate();
  1688. material_storage->shader_initialize(default_clip_children_shader);
  1689. material_storage->shader_set_code(default_clip_children_shader, R"(
  1690. // Default clip children shader.
  1691. shader_type canvas_item;
  1692. render_mode unshaded;
  1693. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  1694. void fragment() {
  1695. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  1696. COLOR.rgb = c.rgb;
  1697. }
  1698. )");
  1699. default_clip_children_material = material_storage->material_allocate();
  1700. material_storage->material_initialize(default_clip_children_material);
  1701. material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
  1702. }
  1703. {
  1704. uint32_t cache_size = uint32_t(GLOBAL_GET("rendering/2d/batching/uniform_set_cache_size"));
  1705. rid_set_to_uniform_set.set_capacity(cache_size);
  1706. }
  1707. {
  1708. state.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/2d/batching/item_buffer_size"));
  1709. state.max_instance_buffer_size = state.max_instances_per_buffer * sizeof(InstanceData);
  1710. state.canvas_instance_batches.reserve(200);
  1711. state.instance_buffers.set_vertex_size(0, state.max_instance_buffer_size);
  1712. }
  1713. }
  1714. bool RendererCanvasRenderRD::free(RID p_rid) {
  1715. if (canvas_light_owner.owns(p_rid)) {
  1716. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1717. ERR_FAIL_NULL_V(cl, false);
  1718. light_set_use_shadow(p_rid, false);
  1719. canvas_light_owner.free(p_rid);
  1720. } else if (occluder_polygon_owner.owns(p_rid)) {
  1721. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  1722. occluder_polygon_owner.free(p_rid);
  1723. } else {
  1724. return false;
  1725. }
  1726. return true;
  1727. }
  1728. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  1729. p_size = MAX(1, nearest_power_of_2_templated(p_size));
  1730. if (p_size == state.shadow_texture_size) {
  1731. return;
  1732. }
  1733. state.shadow_texture_size = p_size;
  1734. if (state.shadow_fb.is_valid()) {
  1735. RD::get_singleton()->free_rid(state.shadow_texture);
  1736. RD::get_singleton()->free_rid(state.shadow_depth_texture);
  1737. state.shadow_fb = RID();
  1738. {
  1739. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  1740. RD::TextureFormat tf;
  1741. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1742. tf.width = 4;
  1743. tf.height = 4;
  1744. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1745. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1746. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1747. }
  1748. }
  1749. }
  1750. void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
  1751. debug_redraw = p_enabled;
  1752. debug_redraw_time = p_time;
  1753. debug_redraw_color = p_color;
  1754. }
  1755. uint32_t RendererCanvasRenderRD::get_pipeline_compilations(RS::PipelineSource p_source) {
  1756. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1757. MutexLock lock(canvas_singleton->shader.mutex);
  1758. return shader.pipeline_compilations[p_source];
  1759. }
  1760. void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {
  1761. // Record batches
  1762. {
  1763. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1764. Item *current_clip = nullptr;
  1765. // Record Batches.
  1766. // First item always forms its own batch.
  1767. bool batch_broken = false;
  1768. Batch *current_batch = _new_batch(batch_broken);
  1769. for (int i = 0; i < p_item_count; i++) {
  1770. Item *ci = items[i];
  1771. if (ci->final_clip_owner != current_batch->clip) {
  1772. current_batch = _new_batch(batch_broken);
  1773. current_batch->clip = ci->final_clip_owner;
  1774. current_clip = ci->final_clip_owner;
  1775. }
  1776. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1777. if (ci->use_canvas_group) {
  1778. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1779. material = default_clip_children_material;
  1780. } else {
  1781. if (material.is_null()) {
  1782. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
  1783. material = default_clip_children_material;
  1784. } else {
  1785. material = default_canvas_group_material;
  1786. }
  1787. }
  1788. }
  1789. }
  1790. if (material != current_batch->material) {
  1791. current_batch = _new_batch(batch_broken);
  1792. CanvasMaterialData *material_data = nullptr;
  1793. if (material.is_valid()) {
  1794. material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  1795. }
  1796. current_batch->material = material;
  1797. current_batch->material_data = material_data;
  1798. }
  1799. if (ci->repeat_source_item == nullptr || ci->repeat_size == Vector2()) {
  1800. Transform2D base_transform = p_canvas_transform_inverse * ci->final_transform;
  1801. _record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, batch_broken, r_sdf_used, current_batch);
  1802. } else {
  1803. Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
  1804. Point2 offset;
  1805. int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
  1806. int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
  1807. for (int ry = 0; ry <= repeat_times_y; ry++) {
  1808. offset.y = start_pos.y + ry * ci->repeat_size.y;
  1809. for (int rx = 0; rx <= repeat_times_x; rx++) {
  1810. offset.x = start_pos.x + rx * ci->repeat_size.x;
  1811. Transform2D base_transform = ci->final_transform;
  1812. base_transform.columns[2] += ci->repeat_source_item->final_transform.basis_xform(offset);
  1813. base_transform = p_canvas_transform_inverse * base_transform;
  1814. _record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, batch_broken, r_sdf_used, current_batch);
  1815. }
  1816. }
  1817. }
  1818. }
  1819. }
  1820. if (state.canvas_instance_batches.is_empty()) {
  1821. // Nothing to render, just return.
  1822. return;
  1823. }
  1824. // Render batches
  1825. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1826. RID framebuffer;
  1827. RID fb_uniform_set;
  1828. bool clear = false;
  1829. Color clear_color;
  1830. if (p_to_backbuffer) {
  1831. framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target.render_target);
  1832. fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target.render_target);
  1833. } else {
  1834. framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target.render_target);
  1835. texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target.render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
  1836. if (texture_storage->render_target_is_clear_requested(p_to_render_target.render_target)) {
  1837. clear = true;
  1838. clear_color = texture_storage->render_target_get_clear_request_color(p_to_render_target.render_target);
  1839. if (texture_storage->render_target_is_using_hdr(p_to_render_target.render_target)) {
  1840. clear_color = clear_color.srgb_to_linear();
  1841. }
  1842. texture_storage->render_target_disable_clear_request(p_to_render_target.render_target);
  1843. }
  1844. // TODO: Obtain from framebuffer format eventually when this is implemented.
  1845. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target.render_target);
  1846. }
  1847. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  1848. fb_uniform_set = _create_base_uniform_set(p_to_render_target.render_target, p_to_backbuffer);
  1849. }
  1850. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  1851. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::DRAW_CLEAR_COLOR_0 : RD::DRAW_DEFAULT_ALL, clear_color, 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::UI_PASS);
  1852. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  1853. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  1854. Item *current_clip = nullptr;
  1855. state.current_batch_uniform_set = RID();
  1856. for (uint32_t i = 0; i <= state.current_batch_index; i++) {
  1857. Batch *current_batch = &state.canvas_instance_batches[i];
  1858. // Skipping when there is no instances.
  1859. if (current_batch->instance_count == 0) {
  1860. continue;
  1861. }
  1862. //setup clip
  1863. if (current_clip != current_batch->clip) {
  1864. current_clip = current_batch->clip;
  1865. if (current_clip) {
  1866. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  1867. } else {
  1868. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  1869. }
  1870. }
  1871. CanvasShaderData *shader_data = shader.default_version_data;
  1872. CanvasMaterialData *material_data = current_batch->material_data;
  1873. if (material_data) {
  1874. if (material_data->shader_data->version.is_valid() && material_data->shader_data->is_valid()) {
  1875. shader_data = material_data->shader_data;
  1876. // Update uniform set.
  1877. RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target.render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
  1878. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
  1879. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
  1880. material_data->set_as_used();
  1881. }
  1882. }
  1883. }
  1884. _render_batch(draw_list, shader_data, fb_format, p_lights, current_batch, r_render_info);
  1885. }
  1886. RD::get_singleton()->draw_list_end();
  1887. state.current_batch_index = 0;
  1888. state.canvas_instance_batches.clear();
  1889. }
  1890. void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) {
  1891. const RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? default_filter : p_item->texture_filter;
  1892. const RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? default_repeat : p_item->texture_repeat;
  1893. Transform2D base_transform = p_base_transform;
  1894. InstanceData template_instance;
  1895. memset(&template_instance, 0, sizeof(InstanceData));
  1896. Transform2D draw_transform; // Used by transform command
  1897. _update_transform_2d_to_mat2x3(base_transform, template_instance.world);
  1898. Color base_color = p_item->final_modulate;
  1899. bool use_linear_colors = p_render_target.use_linear_colors;
  1900. template_instance.instance_uniforms_ofs = static_cast<uint32_t>(p_item->instance_allocated_shader_uniforms_offset);
  1901. bool reclip = false;
  1902. bool skipping = false;
  1903. uint16_t light_count = 0;
  1904. uint16_t shadow_mask = 0;
  1905. {
  1906. Light *light = p_lights;
  1907. while (light) {
  1908. if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects(light->rect_cache)) {
  1909. uint32_t light_index = light->render_index_cache;
  1910. // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
  1911. template_instance.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  1912. if (p_item->light_mask & light->item_shadow_mask) {
  1913. shadow_mask |= 1 << light_count;
  1914. }
  1915. light_count++;
  1916. if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
  1917. break;
  1918. }
  1919. }
  1920. light = light->next_ptr;
  1921. }
  1922. template_instance.flags |= light_count << INSTANCE_FLAGS_LIGHT_COUNT_SHIFT;
  1923. template_instance.flags |= shadow_mask << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT;
  1924. }
  1925. bool use_lighting = (light_count > 0 || using_directional_lights);
  1926. if (use_lighting != r_current_batch->use_lighting) {
  1927. r_current_batch = _new_batch(r_batch_broken);
  1928. r_current_batch->use_lighting = use_lighting;
  1929. }
  1930. const Item::Command *c = p_item->commands;
  1931. while (c) {
  1932. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  1933. c = c->next;
  1934. continue;
  1935. }
  1936. switch (c->type) {
  1937. case Item::Command::TYPE_RECT: {
  1938. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  1939. // 1: If commands are different, start a new batch.
  1940. if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
  1941. r_current_batch = _new_batch(r_batch_broken);
  1942. r_current_batch->command_type = Item::Command::TYPE_RECT;
  1943. r_current_batch->command = c;
  1944. // default variant
  1945. r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
  1946. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  1947. r_current_batch->flags = 0;
  1948. }
  1949. RenderingServer::CanvasItemTextureRepeat rect_repeat = texture_repeat;
  1950. if (bool(rect->flags & CANVAS_RECT_TILE)) {
  1951. rect_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  1952. }
  1953. Color modulated = rect->modulate * base_color;
  1954. if (use_linear_colors) {
  1955. modulated = modulated.srgb_to_linear();
  1956. }
  1957. bool has_blend = bool(rect->flags & CANVAS_RECT_LCD);
  1958. // Start a new batch if the blend mode has changed,
  1959. // or blend mode is enabled and the modulation has changed.
  1960. if (has_blend != r_current_batch->has_blend || (has_blend && modulated != r_current_batch->modulate)) {
  1961. r_current_batch = _new_batch(r_batch_broken);
  1962. r_current_batch->has_blend = has_blend;
  1963. r_current_batch->modulate = modulated;
  1964. r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
  1965. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  1966. }
  1967. bool has_msdf = bool(rect->flags & CANVAS_RECT_MSDF);
  1968. TextureState tex_state(rect->texture, texture_filter, rect_repeat, has_msdf, use_linear_colors);
  1969. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  1970. if (!tex_info) {
  1971. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  1972. _prepare_batch_texture_info(rect->texture, tex_state, tex_info);
  1973. }
  1974. if (has_msdf != r_current_batch->use_msdf || rect->px_range != r_current_batch->msdf_pix_range || rect->outline != r_current_batch->msdf_outline) {
  1975. r_current_batch = _new_batch(r_batch_broken);
  1976. r_current_batch->use_msdf = has_msdf;
  1977. r_current_batch->msdf_pix_range = rect->px_range;
  1978. r_current_batch->msdf_outline = rect->outline;
  1979. }
  1980. bool has_lcd = bool(rect->flags & CANVAS_RECT_LCD);
  1981. if (has_lcd != r_current_batch->use_lcd) {
  1982. r_current_batch = _new_batch(r_batch_broken);
  1983. r_current_batch->use_lcd = has_lcd;
  1984. }
  1985. if (r_current_batch->tex_info != tex_info) {
  1986. r_current_batch = _new_batch(r_batch_broken);
  1987. r_current_batch->tex_info = tex_info;
  1988. }
  1989. InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
  1990. Rect2 src_rect;
  1991. Rect2 dst_rect;
  1992. if (rect->texture.is_valid()) {
  1993. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * tex_info->texpixel_size, rect->source.size * tex_info->texpixel_size) : Rect2(0, 0, 1, 1);
  1994. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  1995. if (dst_rect.size.width < 0) {
  1996. dst_rect.position.x += dst_rect.size.width;
  1997. dst_rect.size.width *= -1;
  1998. }
  1999. if (dst_rect.size.height < 0) {
  2000. dst_rect.position.y += dst_rect.size.height;
  2001. dst_rect.size.height *= -1;
  2002. }
  2003. if (rect->flags & CANVAS_RECT_FLIP_H) {
  2004. src_rect.size.x *= -1;
  2005. }
  2006. if (rect->flags & CANVAS_RECT_FLIP_V) {
  2007. src_rect.size.y *= -1;
  2008. }
  2009. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  2010. instance_data->flags |= INSTANCE_FLAGS_TRANSPOSE_RECT;
  2011. }
  2012. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  2013. instance_data->flags |= INSTANCE_FLAGS_CLIP_RECT_UV;
  2014. }
  2015. } else {
  2016. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  2017. if (dst_rect.size.width < 0) {
  2018. dst_rect.position.x += dst_rect.size.width;
  2019. dst_rect.size.width *= -1;
  2020. }
  2021. if (dst_rect.size.height < 0) {
  2022. dst_rect.position.y += dst_rect.size.height;
  2023. dst_rect.size.height *= -1;
  2024. }
  2025. src_rect = Rect2(0, 0, 1, 1);
  2026. }
  2027. instance_data->modulation[0] = modulated.r;
  2028. instance_data->modulation[1] = modulated.g;
  2029. instance_data->modulation[2] = modulated.b;
  2030. instance_data->modulation[3] = modulated.a;
  2031. instance_data->src_rect[0] = src_rect.position.x;
  2032. instance_data->src_rect[1] = src_rect.position.y;
  2033. instance_data->src_rect[2] = src_rect.size.width;
  2034. instance_data->src_rect[3] = src_rect.size.height;
  2035. instance_data->dst_rect[0] = dst_rect.position.x;
  2036. instance_data->dst_rect[1] = dst_rect.position.y;
  2037. instance_data->dst_rect[2] = dst_rect.size.width;
  2038. instance_data->dst_rect[3] = dst_rect.size.height;
  2039. _add_to_batch(r_batch_broken, r_current_batch);
  2040. } break;
  2041. case Item::Command::TYPE_NINEPATCH: {
  2042. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  2043. if (r_current_batch->command_type != Item::Command::TYPE_NINEPATCH) {
  2044. r_current_batch = _new_batch(r_batch_broken);
  2045. r_current_batch->command_type = Item::Command::TYPE_NINEPATCH;
  2046. r_current_batch->command = c;
  2047. r_current_batch->has_blend = false;
  2048. r_current_batch->shader_variant = SHADER_VARIANT_NINEPATCH;
  2049. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  2050. r_current_batch->flags = 0;
  2051. r_current_batch->use_msdf = false;
  2052. }
  2053. TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2054. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2055. if (!tex_info) {
  2056. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2057. _prepare_batch_texture_info(np->texture, tex_state, tex_info);
  2058. }
  2059. if (r_current_batch->tex_info != tex_info) {
  2060. r_current_batch = _new_batch(r_batch_broken);
  2061. r_current_batch->tex_info = tex_info;
  2062. }
  2063. InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
  2064. Rect2 src_rect;
  2065. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  2066. if (np->texture.is_valid() && np->source != Rect2()) {
  2067. src_rect = Rect2(np->source.position.x * tex_info->texpixel_size.width, np->source.position.y * tex_info->texpixel_size.height, np->source.size.x * tex_info->texpixel_size.width, np->source.size.y * tex_info->texpixel_size.height);
  2068. instance_data->ninepatch_pixel_size[0] = 1.0 / np->source.size.width;
  2069. instance_data->ninepatch_pixel_size[1] = 1.0 / np->source.size.height;
  2070. } else {
  2071. src_rect = Rect2(0, 0, 1, 1);
  2072. // Set the default ninepatch pixel size to the full texture size.
  2073. instance_data->ninepatch_pixel_size[0] = tex_info->texpixel_size.width;
  2074. instance_data->ninepatch_pixel_size[1] = tex_info->texpixel_size.height;
  2075. }
  2076. Color modulated = np->color * base_color;
  2077. if (use_linear_colors) {
  2078. modulated = modulated.srgb_to_linear();
  2079. }
  2080. instance_data->modulation[0] = modulated.r;
  2081. instance_data->modulation[1] = modulated.g;
  2082. instance_data->modulation[2] = modulated.b;
  2083. instance_data->modulation[3] = modulated.a;
  2084. instance_data->src_rect[0] = src_rect.position.x;
  2085. instance_data->src_rect[1] = src_rect.position.y;
  2086. instance_data->src_rect[2] = src_rect.size.width;
  2087. instance_data->src_rect[3] = src_rect.size.height;
  2088. instance_data->dst_rect[0] = dst_rect.position.x;
  2089. instance_data->dst_rect[1] = dst_rect.position.y;
  2090. instance_data->dst_rect[2] = dst_rect.size.width;
  2091. instance_data->dst_rect[3] = dst_rect.size.height;
  2092. instance_data->flags |= int(np->axis_x) << INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT;
  2093. instance_data->flags |= int(np->axis_y) << INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT;
  2094. if (np->draw_center) {
  2095. instance_data->flags |= INSTANCE_FLAGS_NINEPACH_DRAW_CENTER;
  2096. }
  2097. instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];
  2098. instance_data->ninepatch_margins[1] = np->margin[SIDE_TOP];
  2099. instance_data->ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  2100. instance_data->ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  2101. _add_to_batch(r_batch_broken, r_current_batch);
  2102. } break;
  2103. case Item::Command::TYPE_POLYGON: {
  2104. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  2105. // Polygon's can't be batched, so always create a new batch
  2106. r_current_batch = _new_batch(r_batch_broken);
  2107. r_current_batch->command_type = Item::Command::TYPE_POLYGON;
  2108. r_current_batch->has_blend = false;
  2109. r_current_batch->command = c;
  2110. r_current_batch->flags = 0;
  2111. r_current_batch->use_msdf = false;
  2112. TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2113. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2114. if (!tex_info) {
  2115. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2116. _prepare_batch_texture_info(polygon->texture, tex_state, tex_info);
  2117. }
  2118. if (r_current_batch->tex_info != tex_info) {
  2119. r_current_batch = _new_batch(r_batch_broken);
  2120. r_current_batch->tex_info = tex_info;
  2121. }
  2122. // pipeline variant
  2123. {
  2124. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  2125. r_current_batch->shader_variant = polygon->primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
  2126. r_current_batch->render_primitive = _primitive_type_to_render_primitive(polygon->primitive);
  2127. }
  2128. InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance, true);
  2129. Color color = base_color;
  2130. if (use_linear_colors) {
  2131. color = color.srgb_to_linear();
  2132. }
  2133. instance_data->modulation[0] = color.r;
  2134. instance_data->modulation[1] = color.g;
  2135. instance_data->modulation[2] = color.b;
  2136. instance_data->modulation[3] = color.a;
  2137. } break;
  2138. case Item::Command::TYPE_PRIMITIVE: {
  2139. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  2140. if (primitive->point_count != r_current_batch->primitive_points || r_current_batch->command_type != Item::Command::TYPE_PRIMITIVE) {
  2141. r_current_batch = _new_batch(r_batch_broken);
  2142. r_current_batch->command_type = Item::Command::TYPE_PRIMITIVE;
  2143. r_current_batch->has_blend = false;
  2144. r_current_batch->command = c;
  2145. r_current_batch->primitive_points = primitive->point_count;
  2146. r_current_batch->flags = 0;
  2147. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  2148. switch (primitive->point_count) {
  2149. case 1:
  2150. r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE_POINTS;
  2151. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_POINTS;
  2152. break;
  2153. case 2:
  2154. r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
  2155. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_LINES;
  2156. break;
  2157. case 3:
  2158. case 4:
  2159. r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
  2160. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  2161. break;
  2162. default:
  2163. // Unknown point count.
  2164. break;
  2165. }
  2166. }
  2167. TextureState tex_state(primitive->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2168. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2169. if (!tex_info) {
  2170. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2171. _prepare_batch_texture_info(primitive->texture, tex_state, tex_info);
  2172. }
  2173. if (r_current_batch->tex_info != tex_info) {
  2174. r_current_batch = _new_batch(r_batch_broken);
  2175. r_current_batch->tex_info = tex_info;
  2176. }
  2177. InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
  2178. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  2179. instance_data->points[j * 2 + 0] = primitive->points[j].x;
  2180. instance_data->points[j * 2 + 1] = primitive->points[j].y;
  2181. instance_data->uvs[j * 2 + 0] = primitive->uvs[j].x;
  2182. instance_data->uvs[j * 2 + 1] = primitive->uvs[j].y;
  2183. Color col = primitive->colors[j] * base_color;
  2184. if (use_linear_colors) {
  2185. col = col.srgb_to_linear();
  2186. }
  2187. instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  2188. instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  2189. }
  2190. _add_to_batch(r_batch_broken, r_current_batch);
  2191. if (primitive->point_count == 4) {
  2192. instance_data = new_instance_data(*r_current_batch, template_instance);
  2193. for (uint32_t j = 0; j < 3; j++) {
  2194. int offset = j == 0 ? 0 : 1;
  2195. // Second triangle in the quad. Uses vertices 0, 2, 3.
  2196. instance_data->points[j * 2 + 0] = primitive->points[j + offset].x;
  2197. instance_data->points[j * 2 + 1] = primitive->points[j + offset].y;
  2198. instance_data->uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
  2199. instance_data->uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
  2200. Color col = primitive->colors[j + offset] * base_color;
  2201. if (use_linear_colors) {
  2202. col = col.srgb_to_linear();
  2203. }
  2204. instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  2205. instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  2206. }
  2207. _add_to_batch(r_batch_broken, r_current_batch);
  2208. }
  2209. } break;
  2210. case Item::Command::TYPE_MESH:
  2211. case Item::Command::TYPE_MULTIMESH:
  2212. case Item::Command::TYPE_PARTICLES: {
  2213. // Mesh's can't be batched, so always create a new batch
  2214. r_current_batch = _new_batch(r_batch_broken);
  2215. r_current_batch->command = c;
  2216. r_current_batch->command_type = c->type;
  2217. r_current_batch->has_blend = false;
  2218. r_current_batch->flags = 0;
  2219. r_current_batch->use_msdf = false;
  2220. InstanceData *instance_data = nullptr;
  2221. Color modulate(1, 1, 1, 1);
  2222. if (c->type == Item::Command::TYPE_MESH) {
  2223. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  2224. TextureState tex_state(m->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2225. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2226. if (!tex_info) {
  2227. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2228. _prepare_batch_texture_info(m->texture, tex_state, tex_info);
  2229. }
  2230. r_current_batch->tex_info = tex_info;
  2231. instance_data = new_instance_data(*r_current_batch, template_instance, true);
  2232. r_current_batch->mesh_instance_count = 1;
  2233. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, instance_data->world);
  2234. modulate = m->modulate;
  2235. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  2236. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  2237. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  2238. RID multimesh = mm->multimesh;
  2239. if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  2240. break;
  2241. }
  2242. r_current_batch->mesh_instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
  2243. if (r_current_batch->mesh_instance_count == 0) {
  2244. break;
  2245. }
  2246. TextureState tex_state(mm->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2247. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2248. if (!tex_info) {
  2249. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2250. _prepare_batch_texture_info(mm->texture, tex_state, tex_info);
  2251. }
  2252. r_current_batch->tex_info = tex_info;
  2253. instance_data = new_instance_data(*r_current_batch, template_instance, true);
  2254. r_current_batch->flags |= 1; // multimesh, trails disabled
  2255. if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {
  2256. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
  2257. }
  2258. if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {
  2259. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  2260. }
  2261. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  2262. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2263. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  2264. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  2265. TextureState tex_state(pt->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2266. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2267. if (!tex_info) {
  2268. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2269. _prepare_batch_texture_info(pt->texture, tex_state, tex_info);
  2270. }
  2271. r_current_batch->tex_info = tex_info;
  2272. instance_data = new_instance_data(*r_current_batch, template_instance, true);
  2273. uint32_t divisor = 1;
  2274. r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
  2275. r_current_batch->flags |= (divisor & BATCH_FLAGS_INSTANCING_MASK);
  2276. r_current_batch->mesh_instance_count /= divisor;
  2277. RID particles = pt->particles;
  2278. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
  2279. r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  2280. if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {
  2281. // Pass collision information.
  2282. Transform2D xform = p_item->final_transform;
  2283. RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target.render_target);
  2284. Rect2 to_screen;
  2285. {
  2286. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target.render_target);
  2287. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  2288. to_screen.position = -sdf_rect.position * to_screen.size;
  2289. }
  2290. particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  2291. } else {
  2292. particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  2293. }
  2294. r_sdf_used |= particles_storage->particles_has_collision(particles);
  2295. }
  2296. Color modulated = modulate * base_color;
  2297. if (use_linear_colors) {
  2298. modulated = modulated.srgb_to_linear();
  2299. }
  2300. instance_data->modulation[0] = modulated.r;
  2301. instance_data->modulation[1] = modulated.g;
  2302. instance_data->modulation[2] = modulated.b;
  2303. instance_data->modulation[3] = modulated.a;
  2304. } break;
  2305. case Item::Command::TYPE_TRANSFORM: {
  2306. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  2307. draw_transform = transform->xform;
  2308. _update_transform_2d_to_mat2x3(base_transform * transform->xform, template_instance.world);
  2309. } break;
  2310. case Item::Command::TYPE_CLIP_IGNORE: {
  2311. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  2312. if (r_current_clip) {
  2313. if (ci->ignore != reclip) {
  2314. r_current_batch = _new_batch(r_batch_broken);
  2315. if (ci->ignore) {
  2316. r_current_batch->clip = nullptr;
  2317. reclip = true;
  2318. } else {
  2319. r_current_batch->clip = r_current_clip;
  2320. reclip = false;
  2321. }
  2322. }
  2323. }
  2324. } break;
  2325. case Item::Command::TYPE_ANIMATION_SLICE: {
  2326. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  2327. double current_time = RSG::rasterizer->get_total_time();
  2328. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  2329. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  2330. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  2331. } break;
  2332. }
  2333. c = c->next;
  2334. r_batch_broken = false;
  2335. }
  2336. #ifdef DEBUG_ENABLED
  2337. if (debug_redraw && p_item->debug_redraw_time > 0.0) {
  2338. Color dc = debug_redraw_color;
  2339. dc.a *= p_item->debug_redraw_time / debug_redraw_time;
  2340. // 1: If commands are different, start a new batch.
  2341. if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
  2342. r_current_batch = _new_batch(r_batch_broken);
  2343. r_current_batch->command_type = Item::Command::TYPE_RECT;
  2344. // it is ok to be null for a TYPE_RECT
  2345. r_current_batch->command = nullptr;
  2346. // default variant
  2347. r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
  2348. r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
  2349. r_current_batch->flags = 0;
  2350. }
  2351. // 2: If the current batch has lighting, start a new batch.
  2352. if (r_current_batch->use_lighting) {
  2353. r_current_batch = _new_batch(r_batch_broken);
  2354. r_current_batch->use_lighting = false;
  2355. }
  2356. // 3: If the current batch has blend, start a new batch.
  2357. if (r_current_batch->has_blend) {
  2358. r_current_batch = _new_batch(r_batch_broken);
  2359. r_current_batch->has_blend = false;
  2360. }
  2361. TextureState tex_state(default_canvas_texture, texture_filter, texture_repeat, false, use_linear_colors);
  2362. TextureInfo *tex_info = texture_info_map.getptr(tex_state);
  2363. if (!tex_info) {
  2364. tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
  2365. _prepare_batch_texture_info(default_canvas_texture, tex_state, tex_info);
  2366. }
  2367. if (r_current_batch->tex_info != tex_info) {
  2368. r_current_batch = _new_batch(r_batch_broken);
  2369. r_current_batch->tex_info = tex_info;
  2370. }
  2371. _update_transform_2d_to_mat2x3(base_transform, template_instance.world);
  2372. InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
  2373. Rect2 src_rect;
  2374. Rect2 dst_rect;
  2375. dst_rect = p_item->rect;
  2376. if (dst_rect.size.width < 0) {
  2377. dst_rect.position.x += dst_rect.size.width;
  2378. dst_rect.size.width *= -1;
  2379. }
  2380. if (dst_rect.size.height < 0) {
  2381. dst_rect.position.y += dst_rect.size.height;
  2382. dst_rect.size.height *= -1;
  2383. }
  2384. src_rect = Rect2(0, 0, 1, 1);
  2385. instance_data->modulation[0] = dc.r;
  2386. instance_data->modulation[1] = dc.g;
  2387. instance_data->modulation[2] = dc.b;
  2388. instance_data->modulation[3] = dc.a;
  2389. instance_data->src_rect[0] = src_rect.position.x;
  2390. instance_data->src_rect[1] = src_rect.position.y;
  2391. instance_data->src_rect[2] = src_rect.size.width;
  2392. instance_data->src_rect[3] = src_rect.size.height;
  2393. instance_data->dst_rect[0] = dst_rect.position.x;
  2394. instance_data->dst_rect[1] = dst_rect.position.y;
  2395. instance_data->dst_rect[2] = dst_rect.size.width;
  2396. instance_data->dst_rect[3] = dst_rect.size.height;
  2397. _add_to_batch(r_batch_broken, r_current_batch);
  2398. p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();
  2399. RenderingServerDefault::redraw_request();
  2400. r_batch_broken = false;
  2401. }
  2402. #endif
  2403. if (r_current_clip && reclip) {
  2404. // will make it re-enable clipping if needed afterwards
  2405. r_current_clip = nullptr;
  2406. }
  2407. }
  2408. void RendererCanvasRenderRD::_before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid) {
  2409. RD::get_singleton()->uniform_set_set_invalidation_callback(p_rid, nullptr, nullptr);
  2410. RD::get_singleton()->free_rid(p_rid);
  2411. }
  2412. void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata) {
  2413. const RIDSetKey *key = static_cast<RIDSetKey *>(p_userdata);
  2414. static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);
  2415. }
  2416. void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {
  2417. KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);
  2418. RD *rd = RD::get_singleton();
  2419. for (RID rid : kv->value) {
  2420. // The invalidation callback will also take care of clearing rid_set_to_uniform_set cache.
  2421. rd->free_rid(rid);
  2422. }
  2423. kv->value.clear();
  2424. if (p_deleted) {
  2425. static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);
  2426. }
  2427. }
  2428. void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) {
  2429. {
  2430. RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();
  2431. RIDSetKey key(p_batch->tex_info->state);
  2432. const RID *uniform_set = rid_set_to_uniform_set.getptr(key);
  2433. if (uniform_set == nullptr) {
  2434. RD::Uniform *uniform_ptrw = state.batch_texture_uniforms.ptrw();
  2435. uniform_ptrw[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);
  2436. uniform_ptrw[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);
  2437. uniform_ptrw[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);
  2438. uniform_ptrw[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);
  2439. RID rid = RD::get_singleton()->uniform_set_create(state.batch_texture_uniforms, shader.default_version_rd_shader, BATCH_UNIFORM_SET);
  2440. ERR_FAIL_COND_MSG(rid.is_null(), "Failed to create uniform set for batch.");
  2441. const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);
  2442. uniform_set = &iter->data;
  2443. RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);
  2444. // If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal,
  2445. // or specular channels invalidate all associated uniform sets.
  2446. if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {
  2447. KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;
  2448. if (HashMap<RID, TightLocalVector<RID>>::Iterator i = canvas_texture_to_uniform_set.find(p_batch->tex_info->state.texture); i == canvas_texture_to_uniform_set.end()) {
  2449. kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });
  2450. } else {
  2451. i->value.push_back(rid);
  2452. kv = &*i;
  2453. }
  2454. ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);
  2455. }
  2456. }
  2457. if (state.current_batch_uniform_set != *uniform_set) {
  2458. state.current_batch_uniform_set = *uniform_set;
  2459. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, *uniform_set, BATCH_UNIFORM_SET);
  2460. }
  2461. }
  2462. RID pipeline;
  2463. PipelineKey pipeline_key;
  2464. pipeline_key.framebuffer_format_id = p_framebuffer_format;
  2465. pipeline_key.variant = p_batch->shader_variant;
  2466. pipeline_key.render_primitive = p_batch->render_primitive;
  2467. pipeline_key.shader_specialization.use_lighting = p_batch->use_lighting;
  2468. pipeline_key.shader_specialization.use_msdf = p_batch->use_msdf;
  2469. pipeline_key.shader_specialization.use_lcd = p_batch->use_lcd;
  2470. pipeline_key.lcd_blend = p_batch->has_blend;
  2471. switch (p_batch->command_type) {
  2472. case Item::Command::TYPE_RECT:
  2473. case Item::Command::TYPE_NINEPATCH: {
  2474. PushConstant push_constant = p_batch->push_constant();
  2475. pipeline_key.vertex_format_id = shader.quad_vertex_format_id;
  2476. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
  2477. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2478. if (p_batch->has_blend) {
  2479. RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, p_batch->modulate);
  2480. }
  2481. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
  2482. FixedVector<RID, 1> vb = { p_batch->instance_buffer };
  2483. FixedVector<uint64_t, 1> vo = { uint64_t(p_batch->start) * sizeof(InstanceData) };
  2484. RD::get_singleton()->draw_list_bind_vertex_buffers_format(p_draw_list, shader.quad_vertex_format_id, 1, vb, vo);
  2485. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  2486. RD::get_singleton()->draw_list_draw(p_draw_list, true, p_batch->instance_count);
  2487. if (r_render_info) {
  2488. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_batch->instance_count;
  2489. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2 * p_batch->instance_count;
  2490. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2491. }
  2492. } break;
  2493. case Item::Command::TYPE_POLYGON: {
  2494. ERR_FAIL_NULL(p_batch->command);
  2495. PushConstantAttributes push_constant = p_batch->push_constant_attributes();
  2496. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(p_batch->command);
  2497. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  2498. ERR_FAIL_NULL(pb);
  2499. pipeline_key.vertex_format_id = pb->vertex_format_id;
  2500. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
  2501. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2502. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
  2503. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  2504. if (pb->indices.is_valid()) {
  2505. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  2506. }
  2507. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  2508. if (r_render_info) {
  2509. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  2510. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);
  2511. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2512. }
  2513. } break;
  2514. case Item::Command::TYPE_PRIMITIVE: {
  2515. ERR_FAIL_NULL(p_batch->command);
  2516. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(p_batch->command);
  2517. PushConstant push_constant = p_batch->push_constant();
  2518. pipeline_key.vertex_format_id = shader.primitive_vertex_format_id;
  2519. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
  2520. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2521. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
  2522. FixedVector<RID, 1> vb = { p_batch->instance_buffer };
  2523. FixedVector<uint64_t, 1> vo = { uint64_t(p_batch->start) * sizeof(InstanceData) };
  2524. RD::get_singleton()->draw_list_bind_vertex_buffers_format(p_draw_list, shader.primitive_vertex_format_id, 1, vb, vo);
  2525. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  2526. uint32_t instance_count = p_batch->instance_count;
  2527. RD::get_singleton()->draw_list_draw(p_draw_list, true, instance_count);
  2528. if (r_render_info) {
  2529. const RenderingServer::PrimitiveType rs_primitive[5] = { RS::PRIMITIVE_POINTS, RS::PRIMITIVE_POINTS, RS::PRIMITIVE_LINES, RS::PRIMITIVE_TRIANGLES, RS::PRIMITIVE_TRIANGLES };
  2530. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += instance_count;
  2531. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(rs_primitive[p_batch->primitive_points], p_batch->primitive_points) * instance_count;
  2532. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2533. }
  2534. } break;
  2535. case Item::Command::TYPE_MESH:
  2536. case Item::Command::TYPE_MULTIMESH:
  2537. case Item::Command::TYPE_PARTICLES: {
  2538. ERR_FAIL_NULL(p_batch->command);
  2539. PushConstantAttributes push_constant = p_batch->push_constant_attributes();
  2540. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  2541. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  2542. RID mesh;
  2543. RID mesh_instance;
  2544. if (p_batch->command_type == Item::Command::TYPE_MESH) {
  2545. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(p_batch->command);
  2546. mesh = m->mesh;
  2547. mesh_instance = m->mesh_instance;
  2548. } else if (p_batch->command_type == Item::Command::TYPE_MULTIMESH) {
  2549. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(p_batch->command);
  2550. RID multimesh = mm->multimesh;
  2551. mesh = mesh_storage->multimesh_get_mesh(multimesh);
  2552. RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2553. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  2554. } else if (p_batch->command_type == Item::Command::TYPE_PARTICLES) {
  2555. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(p_batch->command);
  2556. RID particles = pt->particles;
  2557. mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
  2558. ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
  2559. particles_storage->particles_request_process(particles);
  2560. if (particles_storage->particles_is_inactive(particles)) {
  2561. break;
  2562. }
  2563. RenderingServerDefault::redraw_request(); // Active particles means redraw request.
  2564. int dpc = particles_storage->particles_get_draw_passes(particles);
  2565. if (dpc == 0) {
  2566. break; // Nothing to draw.
  2567. }
  2568. RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2569. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  2570. }
  2571. if (mesh.is_null()) {
  2572. break;
  2573. }
  2574. uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
  2575. for (uint32_t j = 0; j < surf_count; j++) {
  2576. void *surface = mesh_storage->mesh_get_surface(mesh, j);
  2577. RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
  2578. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  2579. RID vertex_array;
  2580. pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
  2581. pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);
  2582. pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;
  2583. pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);
  2584. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2585. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
  2586. RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
  2587. if (index_array.is_valid()) {
  2588. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  2589. }
  2590. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  2591. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), p_batch->mesh_instance_count);
  2592. if (r_render_info) {
  2593. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  2594. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * p_batch->mesh_instance_count;
  2595. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2596. }
  2597. }
  2598. } break;
  2599. case Item::Command::TYPE_TRANSFORM:
  2600. case Item::Command::TYPE_CLIP_IGNORE:
  2601. case Item::Command::TYPE_ANIMATION_SLICE: {
  2602. // Can ignore these as they only impact batch creation.
  2603. } break;
  2604. }
  2605. }
  2606. RendererCanvasRenderRD::InstanceData *RendererCanvasRenderRD::new_instance_data(Batch &p_current_batch, const InstanceData &template_instance, bool p_use_push_data) {
  2607. InstanceData *instance_data = nullptr;
  2608. if (unlikely(p_use_push_data)) {
  2609. instance_data = &p_current_batch.push_data;
  2610. // instance_count must be > 0 to indicate the batch has been used when calling _new_batch, so we set a flag.
  2611. p_current_batch.instance_count = PUSH_DATA_INSTANCE_COUNT;
  2612. } else {
  2613. instance_data = &state.instance_data[state.instance_data_index];
  2614. }
  2615. memcpy(instance_data, &template_instance, sizeof(InstanceData));
  2616. return instance_data;
  2617. }
  2618. RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
  2619. if (state.canvas_instance_batches.is_empty()) {
  2620. Batch new_batch;
  2621. // First try to reuse previous instance buffer if possible.
  2622. if (state.prev_instance_data && state.prev_instance_data_index < state.max_instances_per_buffer) {
  2623. bool must_remap = state.instance_buffers.prepare_for_map(true);
  2624. // must_remap will be false if we're preparing to map the buffer for the same frame and can reuse the existing UMA buffer.
  2625. if (!must_remap) {
  2626. state.instance_data = state.prev_instance_data;
  2627. state.instance_data_index = state.prev_instance_data_index;
  2628. }
  2629. state.prev_instance_data = nullptr;
  2630. state.prev_instance_data_index = 0;
  2631. }
  2632. // This will still be a valid point when multiple calls to _render_batch_items
  2633. // are made in the same draw call.
  2634. if (state.instance_data == nullptr) {
  2635. // If there is no existing instance buffer, we must allocate a new one.
  2636. _allocate_instance_buffer();
  2637. } else {
  2638. // Otherwise, just use the existing one from where it last left off.
  2639. new_batch.start = state.instance_data_index;
  2640. }
  2641. new_batch.instance_buffer = state.instance_buffers._get(0);
  2642. state.canvas_instance_batches.push_back(new_batch);
  2643. return state.canvas_instance_batches.ptr();
  2644. }
  2645. if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
  2646. return &state.canvas_instance_batches[state.current_batch_index];
  2647. }
  2648. r_batch_broken = true;
  2649. // Copy the properties of the current batch, we will manually update the things that changed.
  2650. Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
  2651. new_batch.instance_count = 0;
  2652. new_batch.start = state.instance_data_index;
  2653. memset(&new_batch.push_data, 0, sizeof(new_batch.push_data));
  2654. state.current_batch_index++;
  2655. state.canvas_instance_batches.push_back(new_batch);
  2656. return &state.canvas_instance_batches[state.current_batch_index];
  2657. }
  2658. void RendererCanvasRenderRD::_add_to_batch(bool &r_batch_broken, Batch *&r_current_batch) {
  2659. DEV_ASSERT(r_current_batch->command_type == Item::Command::TYPE_RECT ||
  2660. r_current_batch->command_type == Item::Command::TYPE_NINEPATCH ||
  2661. r_current_batch->command_type == Item::Command::TYPE_PRIMITIVE);
  2662. r_current_batch->instance_count++;
  2663. state.instance_data_index++;
  2664. if (state.instance_data_index >= state.max_instances_per_buffer) {
  2665. RD::get_singleton()->buffer_flush(r_current_batch->instance_buffer);
  2666. state.instance_data = nullptr;
  2667. _allocate_instance_buffer();
  2668. state.instance_data_index = 0;
  2669. r_batch_broken = false; // Force a new batch to be created
  2670. r_current_batch = _new_batch(r_batch_broken);
  2671. r_current_batch->instance_buffer = state.instance_buffers._get(0);
  2672. }
  2673. }
  2674. void RendererCanvasRenderRD::_allocate_instance_buffer() {
  2675. state.instance_buffers.prepare_for_upload();
  2676. state.instance_data = reinterpret_cast<InstanceData *>(state.instance_buffers.map_raw_for_upload(0));
  2677. }
  2678. void RendererCanvasRenderRD::_prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info) {
  2679. if (p_texture.is_null()) {
  2680. p_texture = default_canvas_texture;
  2681. }
  2682. RendererRD::TextureStorage::CanvasTextureInfo info =
  2683. RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(
  2684. p_texture,
  2685. p_state.texture_filter(),
  2686. p_state.texture_repeat(),
  2687. p_state.linear_colors(),
  2688. p_state.texture_is_data());
  2689. // something odd happened
  2690. if (info.is_null()) {
  2691. _prepare_batch_texture_info(default_canvas_texture, p_state, p_info);
  2692. return;
  2693. }
  2694. p_info->state = p_state;
  2695. p_info->diffuse = info.diffuse;
  2696. p_info->normal = info.normal;
  2697. p_info->specular = info.specular;
  2698. p_info->sampler = info.sampler;
  2699. // cache values to be copied to instance data
  2700. if (info.specular_color.a < 0.999) {
  2701. p_info->flags |= BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED;
  2702. }
  2703. if (info.use_normal) {
  2704. p_info->flags |= BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED;
  2705. }
  2706. uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));
  2707. uint8_t b = uint8_t(CLAMP(info.specular_color.b * 255.0, 0.0, 255.0));
  2708. uint8_t g = uint8_t(CLAMP(info.specular_color.g * 255.0, 0.0, 255.0));
  2709. uint8_t r = uint8_t(CLAMP(info.specular_color.r * 255.0, 0.0, 255.0));
  2710. p_info->specular_shininess = uint32_t(a) << 24 | uint32_t(b) << 16 | uint32_t(g) << 8 | uint32_t(r);
  2711. p_info->texpixel_size = Vector2(1.0 / float(info.size.width), 1.0 / float(info.size.height));
  2712. }
  2713. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2714. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2715. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2716. //canvas state
  2717. material_storage->material_free(default_canvas_group_material);
  2718. material_storage->shader_free(default_canvas_group_shader);
  2719. material_storage->material_free(default_clip_children_material);
  2720. material_storage->shader_free(default_clip_children_shader);
  2721. {
  2722. if (state.canvas_state_buffer.is_valid()) {
  2723. RD::get_singleton()->free_rid(state.canvas_state_buffer);
  2724. }
  2725. memdelete_arr(state.light_uniforms);
  2726. RD::get_singleton()->free_rid(state.lights_storage_buffer);
  2727. }
  2728. //shadow rendering
  2729. {
  2730. shadow_render.shader.version_free(shadow_render.shader_version);
  2731. //this will also automatically clear all pipelines
  2732. RD::get_singleton()->free_rid(state.shadow_sampler);
  2733. }
  2734. //buffers
  2735. {
  2736. RD::get_singleton()->free_rid(shader.quad_index_array);
  2737. RD::get_singleton()->free_rid(shader.quad_index_buffer);
  2738. //primitives are erase by dependency
  2739. }
  2740. if (state.shadow_fb.is_valid()) {
  2741. RD::get_singleton()->free_rid(state.shadow_depth_texture);
  2742. }
  2743. RD::get_singleton()->free_rid(state.shadow_texture);
  2744. if (state.shadow_occluder_buffer.is_valid()) {
  2745. RD::get_singleton()->free_rid(state.shadow_occluder_buffer);
  2746. }
  2747. state.instance_buffers.uninit();
  2748. // Disable the callback, as we're tearing everything down
  2749. texture_storage->canvas_texture_set_invalidation_callback(default_canvas_texture, nullptr, nullptr);
  2750. texture_storage->canvas_texture_free(default_canvas_texture);
  2751. //pipelines don't need freeing, they are all gone after shaders are gone
  2752. memdelete(shader.default_version_data);
  2753. }