material_storage.cpp 78 KB

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  1. /**************************************************************************/
  2. /* material_storage.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "material_storage.h"
  31. #include "core/config/engine.h"
  32. #include "core/config/project_settings.h"
  33. #include "core/io/resource_loader.h"
  34. #include "servers/rendering/storage/variant_converters.h"
  35. #include "texture_storage.h"
  36. using namespace RendererRD;
  37. ///////////////////////////////////////////////////////////////////////////
  38. // UBI helper functions
  39. static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
  40. switch (type) {
  41. case ShaderLanguage::TYPE_BOOL: {
  42. uint32_t *gui = (uint32_t *)data;
  43. if (p_array_size > 0) {
  44. PackedInt32Array ba = value;
  45. for (int i = 0; i < ba.size(); i++) {
  46. ba.set(i, ba[i] ? 1 : 0);
  47. }
  48. write_array_std140<int32_t>(ba, gui, p_array_size, 4);
  49. } else {
  50. bool v = value;
  51. gui[0] = v ? 1 : 0;
  52. }
  53. } break;
  54. case ShaderLanguage::TYPE_BVEC2: {
  55. uint32_t *gui = (uint32_t *)data;
  56. if (p_array_size > 0) {
  57. PackedInt32Array ba = convert_array_std140<Vector2i, int32_t>(value);
  58. for (int i = 0; i < ba.size(); i++) {
  59. ba.set(i, ba[i] ? 1 : 0);
  60. }
  61. write_array_std140<Vector2i>(ba, gui, p_array_size, 4);
  62. } else {
  63. uint32_t v = value;
  64. gui[0] = v & 1 ? 1 : 0;
  65. gui[1] = v & 2 ? 1 : 0;
  66. }
  67. } break;
  68. case ShaderLanguage::TYPE_BVEC3: {
  69. uint32_t *gui = (uint32_t *)data;
  70. if (p_array_size > 0) {
  71. PackedInt32Array ba = convert_array_std140<Vector3i, int32_t>(value);
  72. for (int i = 0; i < ba.size(); i++) {
  73. ba.set(i, ba[i] ? 1 : 0);
  74. }
  75. write_array_std140<Vector3i>(ba, gui, p_array_size, 4);
  76. } else {
  77. uint32_t v = value;
  78. gui[0] = (v & 1) ? 1 : 0;
  79. gui[1] = (v & 2) ? 1 : 0;
  80. gui[2] = (v & 4) ? 1 : 0;
  81. }
  82. } break;
  83. case ShaderLanguage::TYPE_BVEC4: {
  84. uint32_t *gui = (uint32_t *)data;
  85. if (p_array_size > 0) {
  86. PackedInt32Array ba = convert_array_std140<Vector4i, int32_t>(value);
  87. for (int i = 0; i < ba.size(); i++) {
  88. ba.set(i, ba[i] ? 1 : 0);
  89. }
  90. write_array_std140<Vector4i>(ba, gui, p_array_size, 4);
  91. } else {
  92. uint32_t v = value;
  93. gui[0] = (v & 1) ? 1 : 0;
  94. gui[1] = (v & 2) ? 1 : 0;
  95. gui[2] = (v & 4) ? 1 : 0;
  96. gui[3] = (v & 8) ? 1 : 0;
  97. }
  98. } break;
  99. case ShaderLanguage::TYPE_INT: {
  100. int32_t *gui = (int32_t *)data;
  101. if (p_array_size > 0) {
  102. const PackedInt32Array &iv = value;
  103. write_array_std140<int32_t>(iv, gui, p_array_size, 4);
  104. } else {
  105. int v = value;
  106. gui[0] = v;
  107. }
  108. } break;
  109. case ShaderLanguage::TYPE_IVEC2: {
  110. int32_t *gui = (int32_t *)data;
  111. if (p_array_size > 0) {
  112. const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);
  113. write_array_std140<Vector2i>(iv, gui, p_array_size, 4);
  114. } else {
  115. Vector2i v = convert_to_vector<Vector2i>(value);
  116. gui[0] = v.x;
  117. gui[1] = v.y;
  118. }
  119. } break;
  120. case ShaderLanguage::TYPE_IVEC3: {
  121. int32_t *gui = (int32_t *)data;
  122. if (p_array_size > 0) {
  123. const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);
  124. write_array_std140<Vector3i>(iv, gui, p_array_size, 4);
  125. } else {
  126. Vector3i v = convert_to_vector<Vector3i>(value);
  127. gui[0] = v.x;
  128. gui[1] = v.y;
  129. gui[2] = v.z;
  130. }
  131. } break;
  132. case ShaderLanguage::TYPE_IVEC4: {
  133. int32_t *gui = (int32_t *)data;
  134. if (p_array_size > 0) {
  135. const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);
  136. write_array_std140<Vector4i>(iv, gui, p_array_size, 4);
  137. } else {
  138. Vector4i v = convert_to_vector<Vector4i>(value);
  139. gui[0] = v.x;
  140. gui[1] = v.y;
  141. gui[2] = v.z;
  142. gui[3] = v.w;
  143. }
  144. } break;
  145. case ShaderLanguage::TYPE_UINT: {
  146. uint32_t *gui = (uint32_t *)data;
  147. if (p_array_size > 0) {
  148. const PackedInt32Array &iv = value;
  149. write_array_std140<uint32_t>(iv, gui, p_array_size, 4);
  150. } else {
  151. int v = value;
  152. gui[0] = v;
  153. }
  154. } break;
  155. case ShaderLanguage::TYPE_UVEC2: {
  156. uint32_t *gui = (uint32_t *)data;
  157. if (p_array_size > 0) {
  158. const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);
  159. write_array_std140<Vector2i>(iv, gui, p_array_size, 4);
  160. } else {
  161. Vector2i v = convert_to_vector<Vector2i>(value);
  162. gui[0] = v.x;
  163. gui[1] = v.y;
  164. }
  165. } break;
  166. case ShaderLanguage::TYPE_UVEC3: {
  167. uint32_t *gui = (uint32_t *)data;
  168. if (p_array_size > 0) {
  169. const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);
  170. write_array_std140<Vector3i>(iv, gui, p_array_size, 4);
  171. } else {
  172. Vector3i v = convert_to_vector<Vector3i>(value);
  173. gui[0] = v.x;
  174. gui[1] = v.y;
  175. gui[2] = v.z;
  176. }
  177. } break;
  178. case ShaderLanguage::TYPE_UVEC4: {
  179. uint32_t *gui = (uint32_t *)data;
  180. if (p_array_size > 0) {
  181. const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);
  182. write_array_std140<Vector4i>(iv, gui, p_array_size, 4);
  183. } else {
  184. Vector4i v = convert_to_vector<Vector4i>(value);
  185. gui[0] = v.x;
  186. gui[1] = v.y;
  187. gui[2] = v.z;
  188. gui[3] = v.w;
  189. }
  190. } break;
  191. case ShaderLanguage::TYPE_FLOAT: {
  192. float *gui = reinterpret_cast<float *>(data);
  193. if (p_array_size > 0) {
  194. const PackedFloat32Array &a = value;
  195. write_array_std140<float>(a, gui, p_array_size, 4);
  196. } else {
  197. float v = value;
  198. gui[0] = v;
  199. }
  200. } break;
  201. case ShaderLanguage::TYPE_VEC2: {
  202. float *gui = reinterpret_cast<float *>(data);
  203. if (p_array_size > 0) {
  204. const PackedFloat32Array &a = convert_array_std140<Vector2, float>(value);
  205. write_array_std140<Vector2>(a, gui, p_array_size, 4);
  206. } else {
  207. Vector2 v = convert_to_vector<Vector2>(value);
  208. gui[0] = v.x;
  209. gui[1] = v.y;
  210. }
  211. } break;
  212. case ShaderLanguage::TYPE_VEC3: {
  213. float *gui = reinterpret_cast<float *>(data);
  214. if (p_array_size > 0) {
  215. const PackedFloat32Array &a = convert_array_std140<Vector3, float>(value, p_linear_color);
  216. write_array_std140<Vector3>(a, gui, p_array_size, 4);
  217. } else {
  218. Vector3 v = convert_to_vector<Vector3>(value, p_linear_color);
  219. gui[0] = v.x;
  220. gui[1] = v.y;
  221. gui[2] = v.z;
  222. }
  223. } break;
  224. case ShaderLanguage::TYPE_VEC4: {
  225. float *gui = reinterpret_cast<float *>(data);
  226. if (p_array_size > 0) {
  227. const PackedFloat32Array &a = convert_array_std140<Vector4, float>(value, p_linear_color);
  228. write_array_std140<Vector4>(a, gui, p_array_size, 4);
  229. } else {
  230. Vector4 v = convert_to_vector<Vector4>(value, p_linear_color);
  231. gui[0] = v.x;
  232. gui[1] = v.y;
  233. gui[2] = v.z;
  234. gui[3] = v.w;
  235. }
  236. } break;
  237. case ShaderLanguage::TYPE_MAT2: {
  238. float *gui = reinterpret_cast<float *>(data);
  239. if (p_array_size > 0) {
  240. const PackedFloat32Array &a = value;
  241. int s = a.size();
  242. for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
  243. if (i + 3 < s) {
  244. gui[j] = a[i];
  245. gui[j + 1] = a[i + 1];
  246. gui[j + 4] = a[i + 2];
  247. gui[j + 5] = a[i + 3];
  248. } else {
  249. gui[j] = 1;
  250. gui[j + 1] = 0;
  251. gui[j + 4] = 0;
  252. gui[j + 5] = 1;
  253. }
  254. gui[j + 2] = 0; // ignored
  255. gui[j + 3] = 0; // ignored
  256. gui[j + 6] = 0; // ignored
  257. gui[j + 7] = 0; // ignored
  258. }
  259. } else {
  260. Transform2D v = value;
  261. //in std140 members of mat2 are treated as vec4s
  262. gui[0] = v.columns[0][0];
  263. gui[1] = v.columns[0][1];
  264. gui[2] = 0; // ignored
  265. gui[3] = 0; // ignored
  266. gui[4] = v.columns[1][0];
  267. gui[5] = v.columns[1][1];
  268. gui[6] = 0; // ignored
  269. gui[7] = 0; // ignored
  270. }
  271. } break;
  272. case ShaderLanguage::TYPE_MAT3: {
  273. float *gui = reinterpret_cast<float *>(data);
  274. if (p_array_size > 0) {
  275. const PackedFloat32Array &a = convert_array_std140<Basis, float>(value);
  276. const Basis default_basis;
  277. const int s = a.size();
  278. for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
  279. if (i + 8 < s) {
  280. gui[j] = a[i];
  281. gui[j + 1] = a[i + 1];
  282. gui[j + 2] = a[i + 2];
  283. gui[j + 3] = 0; // Ignored.
  284. gui[j + 4] = a[i + 3];
  285. gui[j + 5] = a[i + 4];
  286. gui[j + 6] = a[i + 5];
  287. gui[j + 7] = 0; // Ignored.
  288. gui[j + 8] = a[i + 6];
  289. gui[j + 9] = a[i + 7];
  290. gui[j + 10] = a[i + 8];
  291. gui[j + 11] = 0; // Ignored.
  292. } else {
  293. convert_item_std140(default_basis, gui + j);
  294. }
  295. }
  296. } else {
  297. convert_item_std140<Basis>(value, gui);
  298. }
  299. } break;
  300. case ShaderLanguage::TYPE_MAT4: {
  301. float *gui = reinterpret_cast<float *>(data);
  302. if (p_array_size > 0) {
  303. const PackedFloat32Array &a = convert_array_std140<Projection, float>(value);
  304. write_array_std140<Projection>(a, gui, p_array_size, 16);
  305. } else {
  306. convert_item_std140<Projection>(value, gui);
  307. }
  308. } break;
  309. default: {
  310. }
  311. }
  312. }
  313. _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
  314. switch (type) {
  315. case ShaderLanguage::TYPE_BOOL: {
  316. uint32_t *gui = (uint32_t *)data;
  317. gui[0] = value[0].boolean ? 1 : 0;
  318. } break;
  319. case ShaderLanguage::TYPE_BVEC2: {
  320. uint32_t *gui = (uint32_t *)data;
  321. gui[0] = value[0].boolean ? 1 : 0;
  322. gui[1] = value[1].boolean ? 1 : 0;
  323. } break;
  324. case ShaderLanguage::TYPE_BVEC3: {
  325. uint32_t *gui = (uint32_t *)data;
  326. gui[0] = value[0].boolean ? 1 : 0;
  327. gui[1] = value[1].boolean ? 1 : 0;
  328. gui[2] = value[2].boolean ? 1 : 0;
  329. } break;
  330. case ShaderLanguage::TYPE_BVEC4: {
  331. uint32_t *gui = (uint32_t *)data;
  332. gui[0] = value[0].boolean ? 1 : 0;
  333. gui[1] = value[1].boolean ? 1 : 0;
  334. gui[2] = value[2].boolean ? 1 : 0;
  335. gui[3] = value[3].boolean ? 1 : 0;
  336. } break;
  337. case ShaderLanguage::TYPE_INT: {
  338. int32_t *gui = (int32_t *)data;
  339. gui[0] = value[0].sint;
  340. } break;
  341. case ShaderLanguage::TYPE_IVEC2: {
  342. int32_t *gui = (int32_t *)data;
  343. for (int i = 0; i < 2; i++) {
  344. gui[i] = value[i].sint;
  345. }
  346. } break;
  347. case ShaderLanguage::TYPE_IVEC3: {
  348. int32_t *gui = (int32_t *)data;
  349. for (int i = 0; i < 3; i++) {
  350. gui[i] = value[i].sint;
  351. }
  352. } break;
  353. case ShaderLanguage::TYPE_IVEC4: {
  354. int32_t *gui = (int32_t *)data;
  355. for (int i = 0; i < 4; i++) {
  356. gui[i] = value[i].sint;
  357. }
  358. } break;
  359. case ShaderLanguage::TYPE_UINT: {
  360. uint32_t *gui = (uint32_t *)data;
  361. gui[0] = value[0].uint;
  362. } break;
  363. case ShaderLanguage::TYPE_UVEC2: {
  364. int32_t *gui = (int32_t *)data;
  365. for (int i = 0; i < 2; i++) {
  366. gui[i] = value[i].uint;
  367. }
  368. } break;
  369. case ShaderLanguage::TYPE_UVEC3: {
  370. int32_t *gui = (int32_t *)data;
  371. for (int i = 0; i < 3; i++) {
  372. gui[i] = value[i].uint;
  373. }
  374. } break;
  375. case ShaderLanguage::TYPE_UVEC4: {
  376. int32_t *gui = (int32_t *)data;
  377. for (int i = 0; i < 4; i++) {
  378. gui[i] = value[i].uint;
  379. }
  380. } break;
  381. case ShaderLanguage::TYPE_FLOAT: {
  382. float *gui = reinterpret_cast<float *>(data);
  383. gui[0] = value[0].real;
  384. } break;
  385. case ShaderLanguage::TYPE_VEC2: {
  386. float *gui = reinterpret_cast<float *>(data);
  387. for (int i = 0; i < 2; i++) {
  388. gui[i] = value[i].real;
  389. }
  390. } break;
  391. case ShaderLanguage::TYPE_VEC3: {
  392. float *gui = reinterpret_cast<float *>(data);
  393. for (int i = 0; i < 3; i++) {
  394. gui[i] = value[i].real;
  395. }
  396. } break;
  397. case ShaderLanguage::TYPE_VEC4: {
  398. float *gui = reinterpret_cast<float *>(data);
  399. for (int i = 0; i < 4; i++) {
  400. gui[i] = value[i].real;
  401. }
  402. } break;
  403. case ShaderLanguage::TYPE_MAT2: {
  404. float *gui = reinterpret_cast<float *>(data);
  405. //in std140 members of mat2 are treated as vec4s
  406. gui[0] = value[0].real;
  407. gui[1] = value[1].real;
  408. gui[2] = 0;
  409. gui[3] = 0;
  410. gui[4] = value[2].real;
  411. gui[5] = value[3].real;
  412. gui[6] = 0;
  413. gui[7] = 0;
  414. } break;
  415. case ShaderLanguage::TYPE_MAT3: {
  416. float *gui = reinterpret_cast<float *>(data);
  417. gui[0] = value[0].real;
  418. gui[1] = value[1].real;
  419. gui[2] = value[2].real;
  420. gui[3] = 0;
  421. gui[4] = value[3].real;
  422. gui[5] = value[4].real;
  423. gui[6] = value[5].real;
  424. gui[7] = 0;
  425. gui[8] = value[6].real;
  426. gui[9] = value[7].real;
  427. gui[10] = value[8].real;
  428. gui[11] = 0;
  429. } break;
  430. case ShaderLanguage::TYPE_MAT4: {
  431. float *gui = reinterpret_cast<float *>(data);
  432. for (int i = 0; i < 16; i++) {
  433. gui[i] = value[i].real;
  434. }
  435. } break;
  436. default: {
  437. }
  438. }
  439. }
  440. _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
  441. if (p_array_size <= 0) {
  442. p_array_size = 1;
  443. }
  444. switch (type) {
  445. case ShaderLanguage::TYPE_BOOL:
  446. case ShaderLanguage::TYPE_INT:
  447. case ShaderLanguage::TYPE_UINT:
  448. case ShaderLanguage::TYPE_FLOAT: {
  449. memset(data, 0, 4 * p_array_size);
  450. } break;
  451. case ShaderLanguage::TYPE_BVEC2:
  452. case ShaderLanguage::TYPE_IVEC2:
  453. case ShaderLanguage::TYPE_UVEC2:
  454. case ShaderLanguage::TYPE_VEC2: {
  455. memset(data, 0, 8 * p_array_size);
  456. } break;
  457. case ShaderLanguage::TYPE_BVEC3:
  458. case ShaderLanguage::TYPE_IVEC3:
  459. case ShaderLanguage::TYPE_UVEC3:
  460. case ShaderLanguage::TYPE_VEC3: {
  461. memset(data, 0, 12 * p_array_size);
  462. } break;
  463. case ShaderLanguage::TYPE_BVEC4:
  464. case ShaderLanguage::TYPE_IVEC4:
  465. case ShaderLanguage::TYPE_UVEC4:
  466. case ShaderLanguage::TYPE_VEC4: {
  467. memset(data, 0, 16 * p_array_size);
  468. } break;
  469. case ShaderLanguage::TYPE_MAT2: {
  470. memset(data, 0, 32 * p_array_size);
  471. } break;
  472. case ShaderLanguage::TYPE_MAT3: {
  473. memset(data, 0, 48 * p_array_size);
  474. } break;
  475. case ShaderLanguage::TYPE_MAT4: {
  476. memset(data, 0, 64 * p_array_size);
  477. } break;
  478. default: {
  479. }
  480. }
  481. }
  482. ///////////////////////////////////////////////////////////////////////////
  483. // MaterialStorage::ShaderData
  484. void MaterialStorage::ShaderData::set_path_hint(const String &p_hint) {
  485. path = p_hint;
  486. }
  487. void MaterialStorage::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
  488. if (!p_texture.is_valid()) {
  489. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  490. default_texture_params[p_name].erase(p_index);
  491. if (default_texture_params[p_name].is_empty()) {
  492. default_texture_params.erase(p_name);
  493. }
  494. }
  495. } else {
  496. if (!default_texture_params.has(p_name)) {
  497. default_texture_params[p_name] = HashMap<int, RID>();
  498. }
  499. default_texture_params[p_name][p_index] = p_texture;
  500. }
  501. }
  502. Variant MaterialStorage::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  503. if (uniforms.has(p_parameter)) {
  504. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  505. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  506. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  507. }
  508. return Variant();
  509. }
  510. void MaterialStorage::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
  511. SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
  512. LocalVector<Pair<StringName, int>> filtered_uniforms;
  513. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  514. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  515. continue;
  516. }
  517. if (E.value.texture_order >= 0) {
  518. filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
  519. } else {
  520. filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
  521. }
  522. }
  523. int uniform_count = filtered_uniforms.size();
  524. sorter.sort(filtered_uniforms.ptr(), uniform_count);
  525. String last_group;
  526. for (int i = 0; i < uniform_count; i++) {
  527. const StringName &uniform_name = filtered_uniforms[i].first;
  528. const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
  529. String group = uniform.group;
  530. if (!uniform.subgroup.is_empty()) {
  531. group += "::" + uniform.subgroup;
  532. }
  533. if (group != last_group) {
  534. PropertyInfo pi;
  535. pi.usage = PROPERTY_USAGE_GROUP;
  536. pi.name = group;
  537. p_param_list->push_back(pi);
  538. last_group = group;
  539. }
  540. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
  541. pi.name = uniform_name;
  542. p_param_list->push_back(pi);
  543. }
  544. }
  545. void MaterialStorage::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  546. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  547. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  548. continue;
  549. }
  550. RendererMaterialStorage::InstanceShaderParam p;
  551. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  552. p.info.name = E.key; //supply name
  553. p.index = E.value.instance_index;
  554. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  555. p_param_list->push_back(p);
  556. }
  557. }
  558. bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param) const {
  559. if (!uniforms.has(p_param)) {
  560. return false;
  561. }
  562. return uniforms[p_param].texture_order >= 0;
  563. }
  564. ///////////////////////////////////////////////////////////////////////////
  565. // MaterialStorage::MaterialData
  566. void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
  567. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  568. bool uses_global_buffer = false;
  569. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
  570. if (E.value.order < 0) {
  571. continue; // texture, does not go here
  572. }
  573. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  574. continue; //instance uniforms don't appear in the buffer
  575. }
  576. if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  577. E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  578. E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  579. continue;
  580. }
  581. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
  582. //this is a global variable, get the index to it
  583. GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
  584. uint32_t index = 0;
  585. if (gv) {
  586. index = gv->buffer_index;
  587. } else {
  588. WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
  589. }
  590. uint32_t offset = p_uniform_offsets[E.value.order];
  591. uint32_t *intptr = (uint32_t *)&p_buffer[offset];
  592. *intptr = index;
  593. uses_global_buffer = true;
  594. continue;
  595. }
  596. //regular uniform
  597. uint32_t offset = p_uniform_offsets[E.value.order];
  598. #ifdef DEBUG_ENABLED
  599. uint32_t size = 0U;
  600. // The following code enforces a 16-byte alignment of uniform arrays.
  601. if (E.value.array_size > 0) {
  602. size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
  603. int m = (16 * E.value.array_size);
  604. if ((size % m) != 0U) {
  605. size += m - (size % m);
  606. }
  607. } else {
  608. size = ShaderLanguage::get_datatype_size(E.value.type);
  609. }
  610. ERR_CONTINUE(offset + size > p_buffer_size);
  611. #endif
  612. uint8_t *data = &p_buffer[offset];
  613. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
  614. if (V) {
  615. //user provided
  616. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color);
  617. } else if (E.value.default_value.size()) {
  618. //default value
  619. _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
  620. //value=E.value.default_value;
  621. } else {
  622. //zero because it was not provided
  623. if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
  624. //colors must be set as black, with alpha as 1.0
  625. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
  626. } else {
  627. //else just zero it out
  628. _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
  629. }
  630. }
  631. }
  632. if (uses_global_buffer != (global_buffer_E != nullptr)) {
  633. if (uses_global_buffer) {
  634. global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
  635. } else {
  636. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  637. global_buffer_E = nullptr;
  638. }
  639. }
  640. }
  641. MaterialStorage::MaterialData::~MaterialData() {
  642. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  643. if (global_buffer_E) {
  644. //unregister global buffers
  645. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  646. }
  647. if (global_texture_E) {
  648. //unregister global textures
  649. for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
  650. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  651. if (v) {
  652. v->texture_materials.erase(self);
  653. }
  654. }
  655. //unregister material from those using global textures
  656. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  657. }
  658. if (uniform_buffer.is_valid()) {
  659. RD::get_singleton()->free(uniform_buffer);
  660. }
  661. }
  662. void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color, bool p_3d_material) {
  663. TextureStorage *texture_storage = TextureStorage::get_singleton();
  664. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  665. #ifdef TOOLS_ENABLED
  666. TextureStorage::Texture *roughness_detect_texture = nullptr;
  667. RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
  668. TextureStorage::Texture *normal_detect_texture = nullptr;
  669. #endif
  670. bool uses_global_textures = false;
  671. global_textures_pass++;
  672. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  673. const StringName &uniform_name = p_texture_uniforms[i].name;
  674. int uniform_array_size = p_texture_uniforms[i].array_size;
  675. Vector<RID> textures;
  676. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  677. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  678. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  679. continue;
  680. }
  681. if (p_texture_uniforms[i].global) {
  682. uses_global_textures = true;
  683. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
  684. if (v) {
  685. if (v->buffer_index >= 0) {
  686. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
  687. } else {
  688. HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
  689. if (!E) {
  690. E = used_global_textures.insert(uniform_name, global_textures_pass);
  691. v->texture_materials.insert(self);
  692. } else {
  693. E->value = global_textures_pass;
  694. }
  695. textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
  696. }
  697. } else {
  698. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
  699. }
  700. } else {
  701. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
  702. if (V) {
  703. if (V->value.is_array()) {
  704. Array array = (Array)V->value;
  705. if (uniform_array_size > 0) {
  706. for (int j = 0; j < array.size(); j++) {
  707. textures.push_back(array[j]);
  708. }
  709. } else {
  710. if (array.size() > 0) {
  711. textures.push_back(array[0]);
  712. }
  713. }
  714. } else {
  715. textures.push_back(V->value);
  716. }
  717. }
  718. if (uniform_array_size > 0) {
  719. if (textures.size() < uniform_array_size) {
  720. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  721. for (int j = textures.size(); j < uniform_array_size; j++) {
  722. if (W && W->value.has(j)) {
  723. textures.push_back(W->value[j]);
  724. } else {
  725. textures.push_back(RID());
  726. }
  727. }
  728. }
  729. } else if (textures.is_empty()) {
  730. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  731. if (W && W->value.has(0)) {
  732. textures.push_back(W->value[0]);
  733. }
  734. }
  735. }
  736. RID rd_texture;
  737. if (textures.is_empty()) {
  738. //check default usage
  739. switch (p_texture_uniforms[i].type) {
  740. case ShaderLanguage::TYPE_ISAMPLER2D:
  741. case ShaderLanguage::TYPE_USAMPLER2D:
  742. case ShaderLanguage::TYPE_SAMPLER2D: {
  743. switch (p_texture_uniforms[i].hint) {
  744. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  745. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  746. } break;
  747. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
  748. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT);
  749. } break;
  750. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
  751. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
  752. } break;
  753. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  754. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
  755. } break;
  756. case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
  757. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
  758. } break;
  759. default: {
  760. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  761. } break;
  762. }
  763. } break;
  764. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  765. switch (p_texture_uniforms[i].hint) {
  766. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  767. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  768. } break;
  769. default: {
  770. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
  771. } break;
  772. }
  773. } break;
  774. case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
  775. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
  776. } break;
  777. case ShaderLanguage::TYPE_ISAMPLER3D:
  778. case ShaderLanguage::TYPE_USAMPLER3D:
  779. case ShaderLanguage::TYPE_SAMPLER3D: {
  780. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  781. } break;
  782. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  783. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  784. case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
  785. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  786. } break;
  787. default: {
  788. }
  789. }
  790. #ifdef TOOLS_ENABLED
  791. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  792. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  793. }
  794. #endif
  795. if (uniform_array_size > 0) {
  796. for (int j = 0; j < uniform_array_size; j++) {
  797. p_textures[k++] = rd_texture;
  798. }
  799. } else {
  800. p_textures[k++] = rd_texture;
  801. }
  802. } else {
  803. bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
  804. for (int j = 0; j < textures.size(); j++) {
  805. TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
  806. if (tex) {
  807. rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
  808. #ifdef TOOLS_ENABLED
  809. if (tex->detect_3d_callback && p_3d_material) {
  810. tex->detect_3d_callback(tex->detect_3d_callback_ud);
  811. }
  812. if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
  813. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
  814. normal_detect_texture = tex;
  815. }
  816. tex->detect_normal_callback(tex->detect_normal_callback_ud);
  817. }
  818. if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {
  819. //find the normal texture
  820. roughness_detect_texture = tex;
  821. roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
  822. }
  823. #endif // TOOLS_ENABLED
  824. if (tex->render_target) {
  825. tex->render_target->was_used = true;
  826. render_target_cache.push_back(tex->render_target);
  827. }
  828. }
  829. if (rd_texture.is_null()) {
  830. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  831. }
  832. #ifdef TOOLS_ENABLED
  833. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  834. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  835. }
  836. #endif
  837. p_textures[k++] = rd_texture;
  838. }
  839. }
  840. }
  841. {
  842. //for textures no longer used, unregister them
  843. List<StringName> to_delete;
  844. for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
  845. if (E.value != global_textures_pass) {
  846. to_delete.push_back(E.key);
  847. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  848. if (v) {
  849. v->texture_materials.erase(self);
  850. }
  851. }
  852. }
  853. while (to_delete.front()) {
  854. used_global_textures.erase(to_delete.front()->get());
  855. to_delete.pop_front();
  856. }
  857. //handle registering/unregistering global textures
  858. if (uses_global_textures != (global_texture_E != nullptr)) {
  859. if (uses_global_textures) {
  860. global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
  861. } else {
  862. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  863. global_texture_E = nullptr;
  864. }
  865. }
  866. }
  867. }
  868. void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
  869. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
  870. RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
  871. RD::get_singleton()->free(p_uniform_set);
  872. }
  873. }
  874. bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, bool p_3d_material) {
  875. if ((uint32_t)ubo_data.size() != p_ubo_size) {
  876. p_uniform_dirty = true;
  877. if (uniform_buffer.is_valid()) {
  878. RD::get_singleton()->free(uniform_buffer);
  879. uniform_buffer = RID();
  880. }
  881. ubo_data.resize(p_ubo_size);
  882. if (ubo_data.size()) {
  883. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  884. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  885. }
  886. //clear previous uniform set
  887. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  888. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  889. RD::get_singleton()->free(uniform_set);
  890. uniform_set = RID();
  891. }
  892. }
  893. //check whether buffer changed
  894. if (p_uniform_dirty && ubo_data.size()) {
  895. update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), p_use_linear_color);
  896. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  897. }
  898. uint32_t tex_uniform_count = 0U;
  899. for (int i = 0; i < p_texture_uniforms.size(); i++) {
  900. tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
  901. }
  902. if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
  903. texture_cache.resize(tex_uniform_count);
  904. render_target_cache.clear();
  905. p_textures_dirty = true;
  906. //clear previous uniform set
  907. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  908. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  909. RD::get_singleton()->free(uniform_set);
  910. uniform_set = RID();
  911. }
  912. }
  913. if (p_textures_dirty && tex_uniform_count) {
  914. update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_use_linear_color, p_3d_material);
  915. }
  916. if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
  917. // This material does not require an uniform set, so don't create it.
  918. return false;
  919. }
  920. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  921. //no reason to update uniform set, only UBO (or nothing) was needed to update
  922. return false;
  923. }
  924. Vector<RD::Uniform> uniforms;
  925. {
  926. if (p_ubo_size) {
  927. RD::Uniform u;
  928. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  929. u.binding = 0;
  930. u.append_id(uniform_buffer);
  931. uniforms.push_back(u);
  932. }
  933. const RID *textures = texture_cache.ptrw();
  934. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  935. const int array_size = p_texture_uniforms[i].array_size;
  936. RD::Uniform u;
  937. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  938. u.binding = 1 + k;
  939. if (array_size > 0) {
  940. for (int j = 0; j < array_size; j++) {
  941. u.append_id(textures[k++]);
  942. }
  943. } else {
  944. u.append_id(textures[k++]);
  945. }
  946. uniforms.push_back(u);
  947. }
  948. }
  949. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
  950. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
  951. return true;
  952. }
  953. void MaterialStorage::MaterialData::set_as_used() {
  954. for (int i = 0; i < render_target_cache.size(); i++) {
  955. render_target_cache[i]->was_used = true;
  956. }
  957. }
  958. ///////////////////////////////////////////////////////////////////////////
  959. // MaterialStorage::Samplers
  960. Vector<RD::Uniform> MaterialStorage::Samplers::get_uniforms(int p_first_index) const {
  961. Vector<RD::Uniform> uniforms;
  962. // Binding ids are aligned with samplers_inc.glsl.
  963. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 0, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  964. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 1, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  965. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 2, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  966. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 3, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  967. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 4, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  968. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 5, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
  969. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 6, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  970. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 7, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  971. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 8, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  972. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 9, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  973. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 10, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  974. uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 11, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
  975. return uniforms;
  976. }
  977. bool MaterialStorage::Samplers::is_valid() const {
  978. return rids[1][1].is_valid();
  979. }
  980. bool MaterialStorage::Samplers::is_null() const {
  981. return rids[1][1].is_null();
  982. }
  983. ///////////////////////////////////////////////////////////////////////////
  984. // MaterialStorage
  985. MaterialStorage *MaterialStorage::singleton = nullptr;
  986. MaterialStorage *MaterialStorage::get_singleton() {
  987. return singleton;
  988. }
  989. MaterialStorage::MaterialStorage() {
  990. singleton = this;
  991. //default samplers
  992. default_samplers = samplers_rd_allocate();
  993. // buffers
  994. { //create index array for copy shaders
  995. Vector<uint8_t> pv;
  996. pv.resize(6 * 2);
  997. {
  998. uint8_t *w = pv.ptrw();
  999. uint16_t *p16 = (uint16_t *)w;
  1000. p16[0] = 0;
  1001. p16[1] = 1;
  1002. p16[2] = 2;
  1003. p16[3] = 0;
  1004. p16[4] = 2;
  1005. p16[5] = 3;
  1006. }
  1007. quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  1008. quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
  1009. }
  1010. // Shaders
  1011. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  1012. shader_data_request_func[i] = nullptr;
  1013. }
  1014. static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
  1015. global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
  1016. global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
  1017. memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1018. global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
  1019. global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1020. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1021. global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1022. }
  1023. MaterialStorage::~MaterialStorage() {
  1024. memdelete_arr(global_shader_uniforms.buffer_values);
  1025. memdelete_arr(global_shader_uniforms.buffer_usage);
  1026. memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
  1027. RD::get_singleton()->free(global_shader_uniforms.buffer);
  1028. // buffers
  1029. RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
  1030. //def samplers
  1031. samplers_rd_free(default_samplers);
  1032. singleton = nullptr;
  1033. }
  1034. bool MaterialStorage::free(RID p_rid) {
  1035. if (owns_shader(p_rid)) {
  1036. shader_free(p_rid);
  1037. return true;
  1038. } else if (owns_material(p_rid)) {
  1039. material_free(p_rid);
  1040. return true;
  1041. }
  1042. return false;
  1043. }
  1044. /* GLOBAL SHADER UNIFORM API */
  1045. int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
  1046. int32_t idx = 0;
  1047. while (idx + p_elements <= global_shader_uniforms.buffer_size) {
  1048. if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
  1049. bool valid = true;
  1050. for (uint32_t i = 1; i < p_elements; i++) {
  1051. if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
  1052. valid = false;
  1053. idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
  1054. break;
  1055. }
  1056. }
  1057. if (!valid) {
  1058. continue; //if not valid, idx is in new position
  1059. }
  1060. return idx;
  1061. } else {
  1062. idx += global_shader_uniforms.buffer_usage[idx].elements;
  1063. }
  1064. }
  1065. return -1;
  1066. }
  1067. void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1068. switch (p_type) {
  1069. case RS::GLOBAL_VAR_TYPE_BOOL: {
  1070. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1071. bool b = p_value;
  1072. bv.x = b ? 1.0 : 0.0;
  1073. bv.y = 0.0;
  1074. bv.z = 0.0;
  1075. bv.w = 0.0;
  1076. } break;
  1077. case RS::GLOBAL_VAR_TYPE_BVEC2: {
  1078. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1079. uint32_t bvec = p_value;
  1080. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1081. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1082. bv.z = 0.0;
  1083. bv.w = 0.0;
  1084. } break;
  1085. case RS::GLOBAL_VAR_TYPE_BVEC3: {
  1086. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1087. uint32_t bvec = p_value;
  1088. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1089. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1090. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1091. bv.w = 0.0;
  1092. } break;
  1093. case RS::GLOBAL_VAR_TYPE_BVEC4: {
  1094. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1095. uint32_t bvec = p_value;
  1096. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1097. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1098. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1099. bv.w = (bvec & 8) ? 1.0 : 0.0;
  1100. } break;
  1101. case RS::GLOBAL_VAR_TYPE_INT: {
  1102. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1103. int32_t v = p_value;
  1104. bv.x = v;
  1105. bv.y = 0;
  1106. bv.z = 0;
  1107. bv.w = 0;
  1108. } break;
  1109. case RS::GLOBAL_VAR_TYPE_IVEC2: {
  1110. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1111. Vector2i v = convert_to_vector<Vector2i>(p_value);
  1112. bv.x = v.x;
  1113. bv.y = v.y;
  1114. bv.z = 0;
  1115. bv.w = 0;
  1116. } break;
  1117. case RS::GLOBAL_VAR_TYPE_IVEC3: {
  1118. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1119. Vector3i v = convert_to_vector<Vector3i>(p_value);
  1120. bv.x = v.x;
  1121. bv.y = v.y;
  1122. bv.z = v.z;
  1123. bv.w = 0;
  1124. } break;
  1125. case RS::GLOBAL_VAR_TYPE_IVEC4: {
  1126. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1127. Vector4i v = convert_to_vector<Vector4i>(p_value);
  1128. bv.x = v.x;
  1129. bv.y = v.y;
  1130. bv.z = v.z;
  1131. bv.w = v.w;
  1132. } break;
  1133. case RS::GLOBAL_VAR_TYPE_RECT2I: {
  1134. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1135. Rect2i v = p_value;
  1136. bv.x = v.position.x;
  1137. bv.y = v.position.y;
  1138. bv.z = v.size.x;
  1139. bv.w = v.size.y;
  1140. } break;
  1141. case RS::GLOBAL_VAR_TYPE_UINT: {
  1142. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1143. uint32_t v = p_value;
  1144. bv.x = v;
  1145. bv.y = 0;
  1146. bv.z = 0;
  1147. bv.w = 0;
  1148. } break;
  1149. case RS::GLOBAL_VAR_TYPE_UVEC2: {
  1150. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1151. Vector2i v = convert_to_vector<Vector2i>(p_value);
  1152. bv.x = v.x;
  1153. bv.y = v.y;
  1154. bv.z = 0;
  1155. bv.w = 0;
  1156. } break;
  1157. case RS::GLOBAL_VAR_TYPE_UVEC3: {
  1158. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1159. Vector3i v = convert_to_vector<Vector3i>(p_value);
  1160. bv.x = v.x;
  1161. bv.y = v.y;
  1162. bv.z = v.z;
  1163. bv.w = 0;
  1164. } break;
  1165. case RS::GLOBAL_VAR_TYPE_UVEC4: {
  1166. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1167. Vector4i v = convert_to_vector<Vector4i>(p_value);
  1168. bv.x = v.x;
  1169. bv.y = v.y;
  1170. bv.z = v.z;
  1171. bv.w = v.w;
  1172. } break;
  1173. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  1174. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1175. float v = p_value;
  1176. bv.x = v;
  1177. bv.y = 0;
  1178. bv.z = 0;
  1179. bv.w = 0;
  1180. } break;
  1181. case RS::GLOBAL_VAR_TYPE_VEC2: {
  1182. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1183. Vector2 v = convert_to_vector<Vector2>(p_value);
  1184. bv.x = v.x;
  1185. bv.y = v.y;
  1186. bv.z = 0;
  1187. bv.w = 0;
  1188. } break;
  1189. case RS::GLOBAL_VAR_TYPE_VEC3: {
  1190. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1191. Vector3 v = convert_to_vector<Vector3>(p_value);
  1192. bv.x = v.x;
  1193. bv.y = v.y;
  1194. bv.z = v.z;
  1195. bv.w = 0;
  1196. } break;
  1197. case RS::GLOBAL_VAR_TYPE_VEC4: {
  1198. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1199. Vector4 v = convert_to_vector<Vector4>(p_value);
  1200. bv.x = v.x;
  1201. bv.y = v.y;
  1202. bv.z = v.z;
  1203. bv.w = v.w;
  1204. } break;
  1205. case RS::GLOBAL_VAR_TYPE_COLOR: {
  1206. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1207. Color v = p_value;
  1208. bv.x = v.r;
  1209. bv.y = v.g;
  1210. bv.z = v.b;
  1211. bv.w = v.a;
  1212. GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
  1213. v = v.srgb_to_linear();
  1214. bv_linear.x = v.r;
  1215. bv_linear.y = v.g;
  1216. bv_linear.z = v.b;
  1217. bv_linear.w = v.a;
  1218. } break;
  1219. case RS::GLOBAL_VAR_TYPE_RECT2: {
  1220. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1221. Rect2 v = p_value;
  1222. bv.x = v.position.x;
  1223. bv.y = v.position.y;
  1224. bv.z = v.size.x;
  1225. bv.w = v.size.y;
  1226. } break;
  1227. case RS::GLOBAL_VAR_TYPE_MAT2: {
  1228. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1229. Vector<float> m2 = p_value;
  1230. if (m2.size() < 4) {
  1231. m2.resize(4);
  1232. }
  1233. bv[0].x = m2[0];
  1234. bv[0].y = m2[1];
  1235. bv[0].z = 0;
  1236. bv[0].w = 0;
  1237. bv[1].x = m2[2];
  1238. bv[1].y = m2[3];
  1239. bv[1].z = 0;
  1240. bv[1].w = 0;
  1241. } break;
  1242. case RS::GLOBAL_VAR_TYPE_MAT3: {
  1243. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1244. Basis v = p_value;
  1245. convert_item_std140<Basis>(v, &bv->x);
  1246. } break;
  1247. case RS::GLOBAL_VAR_TYPE_MAT4: {
  1248. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1249. Projection m = p_value;
  1250. convert_item_std140<Projection>(m, &bv->x);
  1251. } break;
  1252. case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
  1253. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1254. Transform2D v = p_value;
  1255. convert_item_std140<Transform2D>(v, &bv->x);
  1256. } break;
  1257. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  1258. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1259. Transform3D v = p_value;
  1260. convert_item_std140<Transform3D>(v, &bv->x);
  1261. } break;
  1262. default: {
  1263. ERR_FAIL();
  1264. }
  1265. }
  1266. }
  1267. void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
  1268. int32_t prev_chunk = -1;
  1269. for (int32_t i = 0; i < p_elements; i++) {
  1270. int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1271. if (chunk != prev_chunk) {
  1272. if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
  1273. global_shader_uniforms.buffer_dirty_regions[chunk] = true;
  1274. global_shader_uniforms.buffer_dirty_region_count++;
  1275. }
  1276. }
  1277. prev_chunk = chunk;
  1278. }
  1279. }
  1280. void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1281. ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
  1282. GlobalShaderUniforms::Variable gv;
  1283. gv.type = p_type;
  1284. gv.value = p_value;
  1285. gv.buffer_index = -1;
  1286. if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1287. //is texture
  1288. global_shader_uniforms.must_update_texture_materials = true; //normally there are none
  1289. } else {
  1290. gv.buffer_elements = 1;
  1291. if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
  1292. //color needs to elements to store srgb and linear
  1293. gv.buffer_elements = 2;
  1294. }
  1295. if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
  1296. //color needs to elements to store srgb and linear
  1297. gv.buffer_elements = 3;
  1298. }
  1299. if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
  1300. //color needs to elements to store srgb and linear
  1301. gv.buffer_elements = 4;
  1302. }
  1303. //is vector, allocate in buffer and update index
  1304. gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
  1305. ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
  1306. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
  1307. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1308. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1309. global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
  1310. }
  1311. global_shader_uniforms.variables[p_name] = gv;
  1312. }
  1313. void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
  1314. if (!global_shader_uniforms.variables.has(p_name)) {
  1315. return;
  1316. }
  1317. const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1318. if (gv.buffer_index >= 0) {
  1319. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
  1320. global_shader_uniforms.must_update_buffer_materials = true;
  1321. } else {
  1322. global_shader_uniforms.must_update_texture_materials = true;
  1323. }
  1324. global_shader_uniforms.variables.erase(p_name);
  1325. }
  1326. Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
  1327. if (!Engine::get_singleton()->is_editor_hint()) {
  1328. ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
  1329. }
  1330. Vector<StringName> names;
  1331. for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
  1332. names.push_back(E.key);
  1333. }
  1334. names.sort_custom<StringName::AlphCompare>();
  1335. return names;
  1336. }
  1337. void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {
  1338. ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
  1339. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1340. gv.value = p_value;
  1341. if (gv.override.get_type() == Variant::NIL) {
  1342. if (gv.buffer_index >= 0) {
  1343. //buffer
  1344. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1345. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1346. } else {
  1347. //texture
  1348. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1349. for (const RID &E : gv.texture_materials) {
  1350. Material *material = material_storage->get_material(E);
  1351. ERR_CONTINUE(!material);
  1352. material_storage->_material_queue_update(material, false, true);
  1353. }
  1354. }
  1355. }
  1356. }
  1357. void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {
  1358. if (!global_shader_uniforms.variables.has(p_name)) {
  1359. return; //variable may not exist
  1360. }
  1361. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1362. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1363. gv.override = p_value;
  1364. if (gv.buffer_index >= 0) {
  1365. //buffer
  1366. if (gv.override.get_type() == Variant::NIL) {
  1367. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1368. } else {
  1369. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
  1370. }
  1371. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1372. } else {
  1373. //texture
  1374. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1375. for (const RID &E : gv.texture_materials) {
  1376. Material *material = material_storage->get_material(E);
  1377. ERR_CONTINUE(!material);
  1378. material_storage->_material_queue_update(material, false, true);
  1379. }
  1380. }
  1381. }
  1382. Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {
  1383. if (!Engine::get_singleton()->is_editor_hint()) {
  1384. ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
  1385. }
  1386. if (!global_shader_uniforms.variables.has(p_name)) {
  1387. return Variant();
  1388. }
  1389. return global_shader_uniforms.variables[p_name].value;
  1390. }
  1391. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {
  1392. if (!global_shader_uniforms.variables.has(p_name)) {
  1393. return RS::GLOBAL_VAR_TYPE_MAX;
  1394. }
  1395. return global_shader_uniforms.variables[p_name].type;
  1396. }
  1397. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {
  1398. if (!Engine::get_singleton()->is_editor_hint()) {
  1399. ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
  1400. }
  1401. return global_shader_parameter_get_type_internal(p_name);
  1402. }
  1403. void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {
  1404. List<PropertyInfo> settings;
  1405. ProjectSettings::get_singleton()->get_property_list(&settings);
  1406. for (const PropertyInfo &E : settings) {
  1407. if (E.name.begins_with("shader_globals/")) {
  1408. StringName name = E.name.get_slice("/", 1);
  1409. Dictionary d = GLOBAL_GET(E.name);
  1410. ERR_CONTINUE(!d.has("type"));
  1411. ERR_CONTINUE(!d.has("value"));
  1412. String type = d["type"];
  1413. static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
  1414. "bool",
  1415. "bvec2",
  1416. "bvec3",
  1417. "bvec4",
  1418. "int",
  1419. "ivec2",
  1420. "ivec3",
  1421. "ivec4",
  1422. "rect2i",
  1423. "uint",
  1424. "uvec2",
  1425. "uvec3",
  1426. "uvec4",
  1427. "float",
  1428. "vec2",
  1429. "vec3",
  1430. "vec4",
  1431. "color",
  1432. "rect2",
  1433. "mat2",
  1434. "mat3",
  1435. "mat4",
  1436. "transform_2d",
  1437. "transform",
  1438. "sampler2D",
  1439. "sampler2DArray",
  1440. "sampler3D",
  1441. "samplerCube",
  1442. };
  1443. RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
  1444. for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
  1445. if (global_var_type_names[i] == type) {
  1446. gvtype = RS::GlobalShaderParameterType(i);
  1447. break;
  1448. }
  1449. }
  1450. ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
  1451. Variant value = d["value"];
  1452. if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1453. //textire
  1454. if (!p_load_textures) {
  1455. continue;
  1456. }
  1457. String path = value;
  1458. if (path.is_empty()) {
  1459. value = RID();
  1460. } else {
  1461. Ref<Resource> resource = ResourceLoader::load(path);
  1462. value = resource;
  1463. }
  1464. }
  1465. if (global_shader_uniforms.variables.has(name)) {
  1466. //has it, update it
  1467. global_shader_parameter_set(name, value);
  1468. } else {
  1469. global_shader_parameter_add(name, gvtype, value);
  1470. }
  1471. }
  1472. }
  1473. }
  1474. void MaterialStorage::global_shader_parameters_clear() {
  1475. global_shader_uniforms.variables.clear(); //not right but for now enough
  1476. }
  1477. RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const {
  1478. return global_shader_uniforms.buffer;
  1479. }
  1480. int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {
  1481. ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
  1482. int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1483. global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
  1484. ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
  1485. global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
  1486. return pos;
  1487. }
  1488. void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
  1489. ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
  1490. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  1491. if (pos >= 0) {
  1492. global_shader_uniforms.buffer_usage[pos].elements = 0;
  1493. }
  1494. global_shader_uniforms.instance_buffer_pos.erase(p_instance);
  1495. }
  1496. void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {
  1497. if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
  1498. return; //just not allocated, ignore
  1499. }
  1500. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  1501. if (pos < 0) {
  1502. return; //again, not allocated, ignore
  1503. }
  1504. ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1505. Variant::Type value_type = p_value.get_type();
  1506. ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
  1507. const ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
  1508. ShaderLanguage::TYPE_MAX, //nil
  1509. ShaderLanguage::TYPE_BOOL, //bool
  1510. ShaderLanguage::TYPE_INT, //int
  1511. ShaderLanguage::TYPE_FLOAT, //float
  1512. ShaderLanguage::TYPE_MAX, //string
  1513. ShaderLanguage::TYPE_VEC2, //vec2
  1514. ShaderLanguage::TYPE_IVEC2, //vec2i
  1515. ShaderLanguage::TYPE_VEC4, //rect2
  1516. ShaderLanguage::TYPE_IVEC4, //rect2i
  1517. ShaderLanguage::TYPE_VEC3, // vec3
  1518. ShaderLanguage::TYPE_IVEC3, //vec3i
  1519. ShaderLanguage::TYPE_MAX, //xform2d not supported here
  1520. ShaderLanguage::TYPE_VEC4, //vec4
  1521. ShaderLanguage::TYPE_IVEC4, //vec4i
  1522. ShaderLanguage::TYPE_VEC4, //plane
  1523. ShaderLanguage::TYPE_VEC4, //quat
  1524. ShaderLanguage::TYPE_MAX, //aabb not supported here
  1525. ShaderLanguage::TYPE_MAX, //basis not supported here
  1526. ShaderLanguage::TYPE_MAX, //xform not supported here
  1527. ShaderLanguage::TYPE_MAX, //projection not supported here
  1528. ShaderLanguage::TYPE_VEC4 //color
  1529. };
  1530. ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
  1531. if (value_type == Variant::INT && p_flags_count > 0) {
  1532. switch (p_flags_count) {
  1533. case 1:
  1534. datatype = ShaderLanguage::TYPE_BVEC2;
  1535. break;
  1536. case 2:
  1537. datatype = ShaderLanguage::TYPE_BVEC3;
  1538. break;
  1539. case 3:
  1540. datatype = ShaderLanguage::TYPE_BVEC4;
  1541. break;
  1542. }
  1543. } else {
  1544. datatype = datatype_from_value[value_type];
  1545. }
  1546. ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
  1547. pos += p_index;
  1548. _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos], true); //instances always use linear color in this renderer
  1549. _global_shader_uniform_mark_buffer_dirty(pos, 1);
  1550. }
  1551. void MaterialStorage::_update_global_shader_uniforms() {
  1552. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1553. if (global_shader_uniforms.buffer_dirty_region_count > 0) {
  1554. uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1555. if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
  1556. // 25% of regions dirty, just update all buffer
  1557. RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values);
  1558. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
  1559. } else {
  1560. uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1561. for (uint32_t i = 0; i < total_regions; i++) {
  1562. if (global_shader_uniforms.buffer_dirty_regions[i]) {
  1563. RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);
  1564. global_shader_uniforms.buffer_dirty_regions[i] = false;
  1565. }
  1566. }
  1567. }
  1568. global_shader_uniforms.buffer_dirty_region_count = 0;
  1569. }
  1570. if (global_shader_uniforms.must_update_buffer_materials) {
  1571. // only happens in the case of a buffer variable added or removed,
  1572. // so not often.
  1573. for (const RID &E : global_shader_uniforms.materials_using_buffer) {
  1574. Material *material = material_storage->get_material(E);
  1575. ERR_CONTINUE(!material); //wtf
  1576. material_storage->_material_queue_update(material, true, false);
  1577. }
  1578. global_shader_uniforms.must_update_buffer_materials = false;
  1579. }
  1580. if (global_shader_uniforms.must_update_texture_materials) {
  1581. // only happens in the case of a buffer variable added or removed,
  1582. // so not often.
  1583. for (const RID &E : global_shader_uniforms.materials_using_texture) {
  1584. Material *material = material_storage->get_material(E);
  1585. ERR_CONTINUE(!material); //wtf
  1586. material_storage->_material_queue_update(material, false, true);
  1587. }
  1588. global_shader_uniforms.must_update_texture_materials = false;
  1589. }
  1590. }
  1591. /* SHADER API */
  1592. RID MaterialStorage::shader_allocate() {
  1593. return shader_owner.allocate_rid();
  1594. }
  1595. void MaterialStorage::shader_initialize(RID p_rid) {
  1596. Shader shader;
  1597. shader.data = nullptr;
  1598. shader.type = SHADER_TYPE_MAX;
  1599. shader_owner.initialize_rid(p_rid, shader);
  1600. }
  1601. void MaterialStorage::shader_free(RID p_rid) {
  1602. Shader *shader = shader_owner.get_or_null(p_rid);
  1603. ERR_FAIL_NULL(shader);
  1604. //make material unreference this
  1605. while (shader->owners.size()) {
  1606. material_set_shader((*shader->owners.begin())->self, RID());
  1607. }
  1608. //clear data if exists
  1609. if (shader->data) {
  1610. memdelete(shader->data);
  1611. }
  1612. shader_owner.free(p_rid);
  1613. }
  1614. void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
  1615. Shader *shader = shader_owner.get_or_null(p_shader);
  1616. ERR_FAIL_NULL(shader);
  1617. shader->code = p_code;
  1618. String mode_string = ShaderLanguage::get_shader_type(p_code);
  1619. ShaderType new_type;
  1620. if (mode_string == "canvas_item") {
  1621. new_type = SHADER_TYPE_2D;
  1622. } else if (mode_string == "particles") {
  1623. new_type = SHADER_TYPE_PARTICLES;
  1624. } else if (mode_string == "spatial") {
  1625. new_type = SHADER_TYPE_3D;
  1626. } else if (mode_string == "sky") {
  1627. new_type = SHADER_TYPE_SKY;
  1628. } else if (mode_string == "fog") {
  1629. new_type = SHADER_TYPE_FOG;
  1630. } else {
  1631. new_type = SHADER_TYPE_MAX;
  1632. }
  1633. if (new_type != shader->type) {
  1634. if (shader->data) {
  1635. memdelete(shader->data);
  1636. shader->data = nullptr;
  1637. }
  1638. for (Material *E : shader->owners) {
  1639. Material *material = E;
  1640. material->shader_type = new_type;
  1641. if (material->data) {
  1642. memdelete(material->data);
  1643. material->data = nullptr;
  1644. }
  1645. }
  1646. shader->type = new_type;
  1647. if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
  1648. shader->data = shader_data_request_func[new_type]();
  1649. } else {
  1650. shader->type = SHADER_TYPE_MAX; //invalid
  1651. }
  1652. for (Material *E : shader->owners) {
  1653. Material *material = E;
  1654. if (shader->data) {
  1655. material->data = material_get_data_request_function(new_type)(shader->data);
  1656. material->data->self = material->self;
  1657. material->data->set_next_pass(material->next_pass);
  1658. material->data->set_render_priority(material->priority);
  1659. }
  1660. material->shader_type = new_type;
  1661. }
  1662. if (shader->data) {
  1663. for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
  1664. for (const KeyValue<int, RID> &E2 : E.value) {
  1665. shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
  1666. }
  1667. }
  1668. }
  1669. }
  1670. if (shader->data) {
  1671. shader->data->set_path_hint(shader->path_hint);
  1672. shader->data->set_code(p_code);
  1673. }
  1674. for (Material *E : shader->owners) {
  1675. Material *material = E;
  1676. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1677. _material_queue_update(material, true, true);
  1678. }
  1679. }
  1680. void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
  1681. Shader *shader = shader_owner.get_or_null(p_shader);
  1682. ERR_FAIL_NULL(shader);
  1683. shader->path_hint = p_path;
  1684. if (shader->data) {
  1685. shader->data->set_path_hint(p_path);
  1686. }
  1687. }
  1688. String MaterialStorage::shader_get_code(RID p_shader) const {
  1689. Shader *shader = shader_owner.get_or_null(p_shader);
  1690. ERR_FAIL_NULL_V(shader, String());
  1691. return shader->code;
  1692. }
  1693. void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  1694. Shader *shader = shader_owner.get_or_null(p_shader);
  1695. ERR_FAIL_NULL(shader);
  1696. if (shader->data) {
  1697. return shader->data->get_shader_uniform_list(p_param_list);
  1698. }
  1699. }
  1700. void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
  1701. Shader *shader = shader_owner.get_or_null(p_shader);
  1702. ERR_FAIL_NULL(shader);
  1703. if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
  1704. if (!shader->default_texture_parameter.has(p_name)) {
  1705. shader->default_texture_parameter[p_name] = HashMap<int, RID>();
  1706. }
  1707. shader->default_texture_parameter[p_name][p_index] = p_texture;
  1708. } else {
  1709. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  1710. shader->default_texture_parameter[p_name].erase(p_index);
  1711. if (shader->default_texture_parameter[p_name].is_empty()) {
  1712. shader->default_texture_parameter.erase(p_name);
  1713. }
  1714. }
  1715. }
  1716. if (shader->data) {
  1717. shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
  1718. }
  1719. for (Material *E : shader->owners) {
  1720. Material *material = E;
  1721. _material_queue_update(material, false, true);
  1722. }
  1723. }
  1724. RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {
  1725. Shader *shader = shader_owner.get_or_null(p_shader);
  1726. ERR_FAIL_NULL_V(shader, RID());
  1727. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  1728. return shader->default_texture_parameter[p_name][p_index];
  1729. }
  1730. return RID();
  1731. }
  1732. Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {
  1733. Shader *shader = shader_owner.get_or_null(p_shader);
  1734. ERR_FAIL_NULL_V(shader, Variant());
  1735. if (shader->data) {
  1736. return shader->data->get_default_parameter(p_param);
  1737. }
  1738. return Variant();
  1739. }
  1740. void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
  1741. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  1742. shader_data_request_func[p_shader_type] = p_function;
  1743. }
  1744. RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
  1745. Shader *shader = shader_owner.get_or_null(p_shader);
  1746. ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode());
  1747. if (shader->data) {
  1748. return shader->data->get_native_source_code();
  1749. }
  1750. return RS::ShaderNativeSourceCode();
  1751. }
  1752. /* MATERIAL API */
  1753. void MaterialStorage::_material_uniform_set_erased(void *p_material) {
  1754. RID rid = *(RID *)p_material;
  1755. Material *material = MaterialStorage::get_singleton()->get_material(rid);
  1756. if (material) {
  1757. if (material->data) {
  1758. // Uniform set may be gone because a dependency was erased. This happens
  1759. // if a texture is deleted, so re-create it.
  1760. MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
  1761. }
  1762. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1763. }
  1764. }
  1765. void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
  1766. material->uniform_dirty = material->uniform_dirty || p_uniform;
  1767. material->texture_dirty = material->texture_dirty || p_texture;
  1768. if (material->update_element.in_list()) {
  1769. return;
  1770. }
  1771. material_update_list.add(&material->update_element);
  1772. }
  1773. void MaterialStorage::_update_queued_materials() {
  1774. while (material_update_list.first()) {
  1775. Material *material = material_update_list.first()->self();
  1776. bool uniforms_changed = false;
  1777. if (material->data) {
  1778. uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
  1779. }
  1780. material->texture_dirty = false;
  1781. material->uniform_dirty = false;
  1782. material_update_list.remove(&material->update_element);
  1783. if (uniforms_changed) {
  1784. //some implementations such as 3D renderer cache the material uniform set, so update is required
  1785. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1786. }
  1787. }
  1788. }
  1789. RID MaterialStorage::material_allocate() {
  1790. return material_owner.allocate_rid();
  1791. }
  1792. void MaterialStorage::material_initialize(RID p_rid) {
  1793. material_owner.initialize_rid(p_rid);
  1794. Material *material = material_owner.get_or_null(p_rid);
  1795. material->self = p_rid;
  1796. }
  1797. void MaterialStorage::material_free(RID p_rid) {
  1798. Material *material = material_owner.get_or_null(p_rid);
  1799. ERR_FAIL_NULL(material);
  1800. // Need to clear texture arrays to prevent spin locking of their RID's.
  1801. // This happens when the app is being closed.
  1802. for (KeyValue<StringName, Variant> &E : material->params) {
  1803. if (E.value.get_type() == Variant::ARRAY) {
  1804. Array(E.value).clear();
  1805. }
  1806. }
  1807. material_set_shader(p_rid, RID()); //clean up shader
  1808. material->dependency.deleted_notify(p_rid);
  1809. material_owner.free(p_rid);
  1810. }
  1811. void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
  1812. Material *material = material_owner.get_or_null(p_material);
  1813. ERR_FAIL_NULL(material);
  1814. if (material->data) {
  1815. memdelete(material->data);
  1816. material->data = nullptr;
  1817. }
  1818. if (material->shader) {
  1819. material->shader->owners.erase(material);
  1820. material->shader = nullptr;
  1821. material->shader_type = SHADER_TYPE_MAX;
  1822. }
  1823. if (p_shader.is_null()) {
  1824. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1825. material->shader_id = 0;
  1826. return;
  1827. }
  1828. Shader *shader = get_shader(p_shader);
  1829. ERR_FAIL_NULL(shader);
  1830. material->shader = shader;
  1831. material->shader_type = shader->type;
  1832. material->shader_id = p_shader.get_local_index();
  1833. shader->owners.insert(material);
  1834. if (shader->type == SHADER_TYPE_MAX) {
  1835. return;
  1836. }
  1837. ERR_FAIL_NULL(shader->data);
  1838. material->data = material_data_request_func[shader->type](shader->data);
  1839. material->data->self = p_material;
  1840. material->data->set_next_pass(material->next_pass);
  1841. material->data->set_render_priority(material->priority);
  1842. //updating happens later
  1843. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1844. _material_queue_update(material, true, true);
  1845. }
  1846. MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
  1847. const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
  1848. if (material && material->shader && material->shader->data) {
  1849. return material->shader->data;
  1850. }
  1851. return nullptr;
  1852. }
  1853. void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  1854. Material *material = material_owner.get_or_null(p_material);
  1855. ERR_FAIL_NULL(material);
  1856. if (p_value.get_type() == Variant::NIL) {
  1857. material->params.erase(p_param);
  1858. } else {
  1859. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
  1860. material->params[p_param] = p_value;
  1861. }
  1862. if (material->shader && material->shader->data) { //shader is valid
  1863. bool is_texture = material->shader->data->is_parameter_texture(p_param);
  1864. _material_queue_update(material, !is_texture, is_texture);
  1865. } else {
  1866. _material_queue_update(material, true, true);
  1867. }
  1868. }
  1869. Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
  1870. Material *material = material_owner.get_or_null(p_material);
  1871. ERR_FAIL_NULL_V(material, Variant());
  1872. if (material->params.has(p_param)) {
  1873. return material->params[p_param];
  1874. } else {
  1875. return Variant();
  1876. }
  1877. }
  1878. void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
  1879. Material *material = material_owner.get_or_null(p_material);
  1880. ERR_FAIL_NULL(material);
  1881. if (material->next_pass == p_next_material) {
  1882. return;
  1883. }
  1884. material->next_pass = p_next_material;
  1885. if (material->data) {
  1886. material->data->set_next_pass(p_next_material);
  1887. }
  1888. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1889. }
  1890. void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
  1891. Material *material = material_owner.get_or_null(p_material);
  1892. ERR_FAIL_NULL(material);
  1893. material->priority = priority;
  1894. if (material->data) {
  1895. material->data->set_render_priority(priority);
  1896. }
  1897. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  1898. }
  1899. bool MaterialStorage::material_is_animated(RID p_material) {
  1900. Material *material = material_owner.get_or_null(p_material);
  1901. ERR_FAIL_NULL_V(material, false);
  1902. if (material->shader && material->shader->data) {
  1903. if (material->shader->data->is_animated()) {
  1904. return true;
  1905. } else if (material->next_pass.is_valid()) {
  1906. return material_is_animated(material->next_pass);
  1907. }
  1908. }
  1909. return false; //by default nothing is animated
  1910. }
  1911. bool MaterialStorage::material_casts_shadows(RID p_material) {
  1912. Material *material = material_owner.get_or_null(p_material);
  1913. ERR_FAIL_NULL_V(material, true);
  1914. if (material->shader && material->shader->data) {
  1915. if (material->shader->data->casts_shadows()) {
  1916. return true;
  1917. } else if (material->next_pass.is_valid()) {
  1918. return material_casts_shadows(material->next_pass);
  1919. }
  1920. }
  1921. return true; //by default everything casts shadows
  1922. }
  1923. void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
  1924. Material *material = material_owner.get_or_null(p_material);
  1925. ERR_FAIL_NULL(material);
  1926. if (material->shader && material->shader->data) {
  1927. material->shader->data->get_instance_param_list(r_parameters);
  1928. if (material->next_pass.is_valid()) {
  1929. material_get_instance_shader_parameters(material->next_pass, r_parameters);
  1930. }
  1931. }
  1932. }
  1933. void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
  1934. Material *material = material_owner.get_or_null(p_material);
  1935. ERR_FAIL_NULL(material);
  1936. p_instance->update_dependency(&material->dependency);
  1937. if (material->next_pass.is_valid()) {
  1938. material_update_dependency(material->next_pass, p_instance);
  1939. }
  1940. }
  1941. MaterialStorage::Samplers MaterialStorage::samplers_rd_allocate(float p_mipmap_bias) const {
  1942. Samplers samplers;
  1943. samplers.mipmap_bias = p_mipmap_bias;
  1944. samplers.use_nearest_mipmap_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
  1945. samplers.anisotropic_filtering_level = int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
  1946. RD::SamplerFilter mip_filter = samplers.use_nearest_mipmap_filter ? RD::SAMPLER_FILTER_NEAREST : RD::SAMPLER_FILTER_LINEAR;
  1947. float anisotropy_max = float(1 << samplers.anisotropic_filtering_level);
  1948. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1949. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1950. RD::SamplerState sampler_state;
  1951. switch (i) {
  1952. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
  1953. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1954. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1955. sampler_state.max_lod = 0;
  1956. } break;
  1957. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
  1958. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1959. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1960. sampler_state.max_lod = 0;
  1961. } break;
  1962. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
  1963. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1964. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1965. sampler_state.mip_filter = mip_filter;
  1966. sampler_state.lod_bias = samplers.mipmap_bias;
  1967. } break;
  1968. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
  1969. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1970. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1971. sampler_state.mip_filter = mip_filter;
  1972. sampler_state.lod_bias = samplers.mipmap_bias;
  1973. } break;
  1974. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
  1975. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1976. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1977. sampler_state.mip_filter = mip_filter;
  1978. sampler_state.lod_bias = samplers.mipmap_bias;
  1979. sampler_state.use_anisotropy = true;
  1980. sampler_state.anisotropy_max = anisotropy_max;
  1981. } break;
  1982. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
  1983. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1984. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1985. sampler_state.mip_filter = mip_filter;
  1986. sampler_state.lod_bias = samplers.mipmap_bias;
  1987. sampler_state.use_anisotropy = true;
  1988. sampler_state.anisotropy_max = anisotropy_max;
  1989. } break;
  1990. default: {
  1991. }
  1992. }
  1993. switch (j) {
  1994. case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
  1995. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1996. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1997. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1998. } break;
  1999. case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
  2000. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
  2001. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
  2002. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
  2003. } break;
  2004. case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
  2005. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  2006. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  2007. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  2008. } break;
  2009. default: {
  2010. }
  2011. }
  2012. samplers.rids[i][j] = RD::get_singleton()->sampler_create(sampler_state);
  2013. }
  2014. }
  2015. return samplers;
  2016. }
  2017. void MaterialStorage::samplers_rd_free(Samplers &p_samplers) const {
  2018. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  2019. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  2020. if (p_samplers.rids[i][j].is_valid()) {
  2021. RD::get_singleton()->free(p_samplers.rids[i][j]);
  2022. p_samplers.rids[i][j] = RID();
  2023. }
  2024. }
  2025. }
  2026. }
  2027. void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
  2028. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  2029. material_data_request_func[p_shader_type] = p_function;
  2030. }
  2031. MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
  2032. ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
  2033. return material_data_request_func[p_shader_type];
  2034. }