material_storage.cpp 70 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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 "texture_storage.h"
  35. using namespace RendererRD;
  36. ///////////////////////////////////////////////////////////////////////////
  37. // UBI helper functions
  38. _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
  39. switch (type) {
  40. case ShaderLanguage::TYPE_BOOL: {
  41. uint32_t *gui = (uint32_t *)data;
  42. if (p_array_size > 0) {
  43. const PackedInt32Array &ba = value;
  44. int s = ba.size();
  45. const int *r = ba.ptr();
  46. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  47. if (i < s) {
  48. gui[j] = (r[i] != 0) ? 1 : 0;
  49. } else {
  50. gui[j] = 0;
  51. }
  52. gui[j + 1] = 0; // ignored
  53. gui[j + 2] = 0; // ignored
  54. gui[j + 3] = 0; // ignored
  55. }
  56. } else {
  57. bool v = value;
  58. gui[0] = v ? 1 : 0;
  59. }
  60. } break;
  61. case ShaderLanguage::TYPE_BVEC2: {
  62. uint32_t *gui = (uint32_t *)data;
  63. if (p_array_size > 0) {
  64. const PackedInt32Array &ba = value;
  65. int s = ba.size();
  66. const int *r = ba.ptr();
  67. int count = 2 * p_array_size;
  68. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  69. if (i < s) {
  70. gui[j] = r[i] ? 1 : 0;
  71. gui[j + 1] = r[i + 1] ? 1 : 0;
  72. } else {
  73. gui[j] = 0;
  74. gui[j + 1] = 0;
  75. }
  76. gui[j + 2] = 0; // ignored
  77. gui[j + 3] = 0; // ignored
  78. }
  79. } else {
  80. int v = value;
  81. gui[0] = v & 1 ? 1 : 0;
  82. gui[1] = v & 2 ? 1 : 0;
  83. }
  84. } break;
  85. case ShaderLanguage::TYPE_BVEC3: {
  86. uint32_t *gui = (uint32_t *)data;
  87. if (p_array_size > 0) {
  88. const PackedInt32Array &ba = value;
  89. int s = ba.size();
  90. const int *r = ba.ptr();
  91. int count = 3 * p_array_size;
  92. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  93. if (i < s) {
  94. gui[j] = r[i] ? 1 : 0;
  95. gui[j + 1] = r[i + 1] ? 1 : 0;
  96. gui[j + 2] = r[i + 2] ? 1 : 0;
  97. } else {
  98. gui[j] = 0;
  99. gui[j + 1] = 0;
  100. gui[j + 2] = 0;
  101. }
  102. gui[j + 3] = 0; // ignored
  103. }
  104. } else {
  105. int v = value;
  106. gui[0] = (v & 1) ? 1 : 0;
  107. gui[1] = (v & 2) ? 1 : 0;
  108. gui[2] = (v & 4) ? 1 : 0;
  109. }
  110. } break;
  111. case ShaderLanguage::TYPE_BVEC4: {
  112. uint32_t *gui = (uint32_t *)data;
  113. if (p_array_size > 0) {
  114. const PackedInt32Array &ba = value;
  115. int s = ba.size();
  116. const int *r = ba.ptr();
  117. int count = 4 * p_array_size;
  118. for (int i = 0; i < count; i += 4) {
  119. if (i < s) {
  120. gui[i] = r[i] ? 1 : 0;
  121. gui[i + 1] = r[i + 1] ? 1 : 0;
  122. gui[i + 2] = r[i + 2] ? 1 : 0;
  123. gui[i + 3] = r[i + 3] ? 1 : 0;
  124. } else {
  125. gui[i] = 0;
  126. gui[i + 1] = 0;
  127. gui[i + 2] = 0;
  128. gui[i + 3] = 0;
  129. }
  130. }
  131. } else {
  132. int v = value;
  133. gui[0] = (v & 1) ? 1 : 0;
  134. gui[1] = (v & 2) ? 1 : 0;
  135. gui[2] = (v & 4) ? 1 : 0;
  136. gui[3] = (v & 8) ? 1 : 0;
  137. }
  138. } break;
  139. case ShaderLanguage::TYPE_INT: {
  140. int32_t *gui = (int32_t *)data;
  141. if (p_array_size > 0) {
  142. Vector<int> iv = value;
  143. int s = iv.size();
  144. const int *r = iv.ptr();
  145. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  146. if (i < s) {
  147. gui[j] = r[i];
  148. } else {
  149. gui[j] = 0;
  150. }
  151. gui[j + 1] = 0; // ignored
  152. gui[j + 2] = 0; // ignored
  153. gui[j + 3] = 0; // ignored
  154. }
  155. } else {
  156. int v = value;
  157. gui[0] = v;
  158. }
  159. } break;
  160. case ShaderLanguage::TYPE_IVEC2: {
  161. Vector<int> iv = value;
  162. int s = iv.size();
  163. int32_t *gui = (int32_t *)data;
  164. if (p_array_size <= 0) {
  165. p_array_size = 1;
  166. }
  167. int count = 2 * p_array_size;
  168. const int *r = iv.ptr();
  169. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  170. if (i < s) {
  171. gui[j] = r[i];
  172. gui[j + 1] = r[i + 1];
  173. } else {
  174. gui[j] = 0;
  175. gui[j + 1] = 0;
  176. }
  177. gui[j + 2] = 0; // ignored
  178. gui[j + 3] = 0; // ignored
  179. }
  180. } break;
  181. case ShaderLanguage::TYPE_IVEC3: {
  182. Vector<int> iv = value;
  183. int s = iv.size();
  184. int32_t *gui = (int32_t *)data;
  185. if (p_array_size <= 0) {
  186. p_array_size = 1;
  187. }
  188. int count = 3 * p_array_size;
  189. const int *r = iv.ptr();
  190. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  191. if (i < s) {
  192. gui[j] = r[i];
  193. gui[j + 1] = r[i + 1];
  194. gui[j + 2] = r[i + 2];
  195. } else {
  196. gui[j] = 0;
  197. gui[j + 1] = 0;
  198. gui[j + 2] = 0;
  199. }
  200. gui[j + 3] = 0; // ignored
  201. }
  202. } break;
  203. case ShaderLanguage::TYPE_IVEC4: {
  204. Vector<int> iv = value;
  205. int s = iv.size();
  206. int32_t *gui = (int32_t *)data;
  207. if (p_array_size <= 0) {
  208. p_array_size = 1;
  209. }
  210. int count = 4 * p_array_size;
  211. const int *r = iv.ptr();
  212. for (int i = 0; i < count; i += 4) {
  213. if (i < s) {
  214. gui[i] = r[i];
  215. gui[i + 1] = r[i + 1];
  216. gui[i + 2] = r[i + 2];
  217. gui[i + 3] = r[i + 3];
  218. } else {
  219. gui[i] = 0;
  220. gui[i + 1] = 0;
  221. gui[i + 2] = 0;
  222. gui[i + 3] = 0;
  223. }
  224. }
  225. } break;
  226. case ShaderLanguage::TYPE_UINT: {
  227. uint32_t *gui = (uint32_t *)data;
  228. if (p_array_size > 0) {
  229. Vector<int> iv = value;
  230. int s = iv.size();
  231. const int *r = iv.ptr();
  232. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  233. if (i < s) {
  234. gui[j] = r[i];
  235. } else {
  236. gui[j] = 0;
  237. }
  238. gui[j + 1] = 0; // ignored
  239. gui[j + 2] = 0; // ignored
  240. gui[j + 3] = 0; // ignored
  241. }
  242. } else {
  243. int v = value;
  244. gui[0] = v;
  245. }
  246. } break;
  247. case ShaderLanguage::TYPE_UVEC2: {
  248. Vector<int> iv = value;
  249. int s = iv.size();
  250. uint32_t *gui = (uint32_t *)data;
  251. if (p_array_size <= 0) {
  252. p_array_size = 1;
  253. }
  254. int count = 2 * p_array_size;
  255. const int *r = iv.ptr();
  256. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  257. if (i < s) {
  258. gui[j] = r[i];
  259. gui[j + 1] = r[i + 1];
  260. } else {
  261. gui[j] = 0;
  262. gui[j + 1] = 0;
  263. }
  264. gui[j + 2] = 0; // ignored
  265. gui[j + 3] = 0; // ignored
  266. }
  267. } break;
  268. case ShaderLanguage::TYPE_UVEC3: {
  269. Vector<int> iv = value;
  270. int s = iv.size();
  271. uint32_t *gui = (uint32_t *)data;
  272. if (p_array_size <= 0) {
  273. p_array_size = 1;
  274. }
  275. int count = 3 * p_array_size;
  276. const int *r = iv.ptr();
  277. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  278. if (i < s) {
  279. gui[j] = r[i];
  280. gui[j + 1] = r[i + 1];
  281. gui[j + 2] = r[i + 2];
  282. } else {
  283. gui[j] = 0;
  284. gui[j + 1] = 0;
  285. gui[j + 2] = 0;
  286. }
  287. gui[j + 3] = 0; // ignored
  288. }
  289. } break;
  290. case ShaderLanguage::TYPE_UVEC4: {
  291. Vector<int> iv = value;
  292. int s = iv.size();
  293. uint32_t *gui = (uint32_t *)data;
  294. if (p_array_size <= 0) {
  295. p_array_size = 1;
  296. }
  297. int count = 4 * p_array_size;
  298. const int *r = iv.ptr();
  299. for (int i = 0; i < count; i++) {
  300. if (i < s) {
  301. gui[i] = r[i];
  302. gui[i + 1] = r[i + 1];
  303. gui[i + 2] = r[i + 2];
  304. gui[i + 3] = r[i + 3];
  305. } else {
  306. gui[i] = 0;
  307. gui[i + 1] = 0;
  308. gui[i + 2] = 0;
  309. gui[i + 3] = 0;
  310. }
  311. }
  312. } break;
  313. case ShaderLanguage::TYPE_FLOAT: {
  314. float *gui = (float *)data;
  315. if (p_array_size > 0) {
  316. const PackedFloat32Array &a = value;
  317. int s = a.size();
  318. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  319. if (i < s) {
  320. gui[j] = a[i];
  321. } else {
  322. gui[j] = 0;
  323. }
  324. gui[j + 1] = 0; // ignored
  325. gui[j + 2] = 0; // ignored
  326. gui[j + 3] = 0; // ignored
  327. }
  328. } else {
  329. float v = value;
  330. gui[0] = v;
  331. }
  332. } break;
  333. case ShaderLanguage::TYPE_VEC2: {
  334. float *gui = (float *)data;
  335. if (p_array_size > 0) {
  336. const PackedVector2Array &a = value;
  337. int s = a.size();
  338. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  339. if (i < s) {
  340. gui[j] = a[i].x;
  341. gui[j + 1] = a[i].y;
  342. } else {
  343. gui[j] = 0;
  344. gui[j + 1] = 0;
  345. }
  346. gui[j + 2] = 0; // ignored
  347. gui[j + 3] = 0; // ignored
  348. }
  349. } else {
  350. Vector2 v = value;
  351. gui[0] = v.x;
  352. gui[1] = v.y;
  353. }
  354. } break;
  355. case ShaderLanguage::TYPE_VEC3: {
  356. float *gui = (float *)data;
  357. if (p_array_size > 0) {
  358. const PackedVector3Array &a = value;
  359. int s = a.size();
  360. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  361. if (i < s) {
  362. gui[j] = a[i].x;
  363. gui[j + 1] = a[i].y;
  364. gui[j + 2] = a[i].z;
  365. } else {
  366. gui[j] = 0;
  367. gui[j + 1] = 0;
  368. gui[j + 2] = 0;
  369. }
  370. gui[j + 3] = 0; // ignored
  371. }
  372. } else {
  373. Vector3 v = value;
  374. gui[0] = v.x;
  375. gui[1] = v.y;
  376. gui[2] = v.z;
  377. }
  378. } break;
  379. case ShaderLanguage::TYPE_VEC4: {
  380. float *gui = (float *)data;
  381. if (p_array_size > 0) {
  382. if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
  383. const PackedColorArray &a = value;
  384. int s = a.size();
  385. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  386. if (i < s) {
  387. Color color = a[i];
  388. if (p_linear_color) {
  389. color = color.srgb_to_linear();
  390. }
  391. gui[j] = color.r;
  392. gui[j + 1] = color.g;
  393. gui[j + 2] = color.b;
  394. gui[j + 3] = color.a;
  395. } else {
  396. gui[j] = 0;
  397. gui[j + 1] = 0;
  398. gui[j + 2] = 0;
  399. gui[j + 3] = 0;
  400. }
  401. }
  402. } else {
  403. const PackedFloat32Array &a = value;
  404. int s = a.size();
  405. int count = 4 * p_array_size;
  406. for (int i = 0; i < count; i += 4) {
  407. if (i + 3 < s) {
  408. gui[i] = a[i];
  409. gui[i + 1] = a[i + 1];
  410. gui[i + 2] = a[i + 2];
  411. gui[i + 3] = a[i + 3];
  412. } else {
  413. gui[i] = 0;
  414. gui[i + 1] = 0;
  415. gui[i + 2] = 0;
  416. gui[i + 3] = 0;
  417. }
  418. }
  419. }
  420. } else {
  421. if (value.get_type() == Variant::COLOR) {
  422. Color v = value;
  423. if (p_linear_color) {
  424. v = v.srgb_to_linear();
  425. }
  426. gui[0] = v.r;
  427. gui[1] = v.g;
  428. gui[2] = v.b;
  429. gui[3] = v.a;
  430. } else if (value.get_type() == Variant::RECT2) {
  431. Rect2 v = value;
  432. gui[0] = v.position.x;
  433. gui[1] = v.position.y;
  434. gui[2] = v.size.x;
  435. gui[3] = v.size.y;
  436. } else if (value.get_type() == Variant::QUATERNION) {
  437. Quaternion v = value;
  438. gui[0] = v.x;
  439. gui[1] = v.y;
  440. gui[2] = v.z;
  441. gui[3] = v.w;
  442. } else {
  443. Plane v = value;
  444. gui[0] = v.normal.x;
  445. gui[1] = v.normal.y;
  446. gui[2] = v.normal.z;
  447. gui[3] = v.d;
  448. }
  449. }
  450. } break;
  451. case ShaderLanguage::TYPE_MAT2: {
  452. float *gui = (float *)data;
  453. if (p_array_size > 0) {
  454. const PackedFloat32Array &a = value;
  455. int s = a.size();
  456. for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
  457. if (i + 3 < s) {
  458. gui[j] = a[i];
  459. gui[j + 1] = a[i + 1];
  460. gui[j + 4] = a[i + 2];
  461. gui[j + 5] = a[i + 3];
  462. } else {
  463. gui[j] = 1;
  464. gui[j + 1] = 0;
  465. gui[j + 4] = 0;
  466. gui[j + 5] = 1;
  467. }
  468. gui[j + 2] = 0; // ignored
  469. gui[j + 3] = 0; // ignored
  470. gui[j + 6] = 0; // ignored
  471. gui[j + 7] = 0; // ignored
  472. }
  473. } else {
  474. Transform2D v = value;
  475. //in std140 members of mat2 are treated as vec4s
  476. gui[0] = v.elements[0][0];
  477. gui[1] = v.elements[0][1];
  478. gui[2] = 0; // ignored
  479. gui[3] = 0; // ignored
  480. gui[4] = v.elements[1][0];
  481. gui[5] = v.elements[1][1];
  482. gui[6] = 0; // ignored
  483. gui[7] = 0; // ignored
  484. }
  485. } break;
  486. case ShaderLanguage::TYPE_MAT3: {
  487. float *gui = (float *)data;
  488. if (p_array_size > 0) {
  489. const PackedFloat32Array &a = value;
  490. int s = a.size();
  491. for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
  492. if (i + 8 < s) {
  493. gui[j] = a[i];
  494. gui[j + 1] = a[i + 1];
  495. gui[j + 2] = a[i + 2];
  496. gui[j + 4] = a[i + 3];
  497. gui[j + 5] = a[i + 4];
  498. gui[j + 6] = a[i + 5];
  499. gui[j + 8] = a[i + 6];
  500. gui[j + 9] = a[i + 7];
  501. gui[j + 10] = a[i + 8];
  502. } else {
  503. gui[j] = 1;
  504. gui[j + 1] = 0;
  505. gui[j + 2] = 0;
  506. gui[j + 4] = 0;
  507. gui[j + 5] = 1;
  508. gui[j + 6] = 0;
  509. gui[j + 8] = 0;
  510. gui[j + 9] = 0;
  511. gui[j + 10] = 1;
  512. }
  513. gui[j + 3] = 0; // ignored
  514. gui[j + 7] = 0; // ignored
  515. gui[j + 11] = 0; // ignored
  516. }
  517. } else {
  518. Basis v = value;
  519. gui[0] = v.elements[0][0];
  520. gui[1] = v.elements[1][0];
  521. gui[2] = v.elements[2][0];
  522. gui[3] = 0; // ignored
  523. gui[4] = v.elements[0][1];
  524. gui[5] = v.elements[1][1];
  525. gui[6] = v.elements[2][1];
  526. gui[7] = 0; // ignored
  527. gui[8] = v.elements[0][2];
  528. gui[9] = v.elements[1][2];
  529. gui[10] = v.elements[2][2];
  530. gui[11] = 0; // ignored
  531. }
  532. } break;
  533. case ShaderLanguage::TYPE_MAT4: {
  534. float *gui = (float *)data;
  535. if (p_array_size > 0) {
  536. const PackedFloat32Array &a = value;
  537. int s = a.size();
  538. for (int i = 0; i < p_array_size * 16; i += 16) {
  539. if (i + 15 < s) {
  540. gui[i] = a[i];
  541. gui[i + 1] = a[i + 1];
  542. gui[i + 2] = a[i + 2];
  543. gui[i + 3] = a[i + 3];
  544. gui[i + 4] = a[i + 4];
  545. gui[i + 5] = a[i + 5];
  546. gui[i + 6] = a[i + 6];
  547. gui[i + 7] = a[i + 7];
  548. gui[i + 8] = a[i + 8];
  549. gui[i + 9] = a[i + 9];
  550. gui[i + 10] = a[i + 10];
  551. gui[i + 11] = a[i + 11];
  552. gui[i + 12] = a[i + 12];
  553. gui[i + 13] = a[i + 13];
  554. gui[i + 14] = a[i + 14];
  555. gui[i + 15] = a[i + 15];
  556. } else {
  557. gui[i] = 1;
  558. gui[i + 1] = 0;
  559. gui[i + 2] = 0;
  560. gui[i + 3] = 0;
  561. gui[i + 4] = 0;
  562. gui[i + 5] = 1;
  563. gui[i + 6] = 0;
  564. gui[i + 7] = 0;
  565. gui[i + 8] = 0;
  566. gui[i + 9] = 0;
  567. gui[i + 10] = 1;
  568. gui[i + 11] = 0;
  569. gui[i + 12] = 0;
  570. gui[i + 13] = 0;
  571. gui[i + 14] = 0;
  572. gui[i + 15] = 1;
  573. }
  574. }
  575. } else {
  576. Transform3D v = value;
  577. gui[0] = v.basis.elements[0][0];
  578. gui[1] = v.basis.elements[1][0];
  579. gui[2] = v.basis.elements[2][0];
  580. gui[3] = 0;
  581. gui[4] = v.basis.elements[0][1];
  582. gui[5] = v.basis.elements[1][1];
  583. gui[6] = v.basis.elements[2][1];
  584. gui[7] = 0;
  585. gui[8] = v.basis.elements[0][2];
  586. gui[9] = v.basis.elements[1][2];
  587. gui[10] = v.basis.elements[2][2];
  588. gui[11] = 0;
  589. gui[12] = v.origin.x;
  590. gui[13] = v.origin.y;
  591. gui[14] = v.origin.z;
  592. gui[15] = 1;
  593. }
  594. } break;
  595. default: {
  596. }
  597. }
  598. }
  599. _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
  600. switch (type) {
  601. case ShaderLanguage::TYPE_BOOL: {
  602. uint32_t *gui = (uint32_t *)data;
  603. *gui = value[0].boolean ? 1 : 0;
  604. } break;
  605. case ShaderLanguage::TYPE_BVEC2: {
  606. uint32_t *gui = (uint32_t *)data;
  607. gui[0] = value[0].boolean ? 1 : 0;
  608. gui[1] = value[1].boolean ? 1 : 0;
  609. } break;
  610. case ShaderLanguage::TYPE_BVEC3: {
  611. uint32_t *gui = (uint32_t *)data;
  612. gui[0] = value[0].boolean ? 1 : 0;
  613. gui[1] = value[1].boolean ? 1 : 0;
  614. gui[2] = value[2].boolean ? 1 : 0;
  615. } break;
  616. case ShaderLanguage::TYPE_BVEC4: {
  617. uint32_t *gui = (uint32_t *)data;
  618. gui[0] = value[0].boolean ? 1 : 0;
  619. gui[1] = value[1].boolean ? 1 : 0;
  620. gui[2] = value[2].boolean ? 1 : 0;
  621. gui[3] = value[3].boolean ? 1 : 0;
  622. } break;
  623. case ShaderLanguage::TYPE_INT: {
  624. int32_t *gui = (int32_t *)data;
  625. gui[0] = value[0].sint;
  626. } break;
  627. case ShaderLanguage::TYPE_IVEC2: {
  628. int32_t *gui = (int32_t *)data;
  629. for (int i = 0; i < 2; i++) {
  630. gui[i] = value[i].sint;
  631. }
  632. } break;
  633. case ShaderLanguage::TYPE_IVEC3: {
  634. int32_t *gui = (int32_t *)data;
  635. for (int i = 0; i < 3; i++) {
  636. gui[i] = value[i].sint;
  637. }
  638. } break;
  639. case ShaderLanguage::TYPE_IVEC4: {
  640. int32_t *gui = (int32_t *)data;
  641. for (int i = 0; i < 4; i++) {
  642. gui[i] = value[i].sint;
  643. }
  644. } break;
  645. case ShaderLanguage::TYPE_UINT: {
  646. uint32_t *gui = (uint32_t *)data;
  647. gui[0] = value[0].uint;
  648. } break;
  649. case ShaderLanguage::TYPE_UVEC2: {
  650. int32_t *gui = (int32_t *)data;
  651. for (int i = 0; i < 2; i++) {
  652. gui[i] = value[i].uint;
  653. }
  654. } break;
  655. case ShaderLanguage::TYPE_UVEC3: {
  656. int32_t *gui = (int32_t *)data;
  657. for (int i = 0; i < 3; i++) {
  658. gui[i] = value[i].uint;
  659. }
  660. } break;
  661. case ShaderLanguage::TYPE_UVEC4: {
  662. int32_t *gui = (int32_t *)data;
  663. for (int i = 0; i < 4; i++) {
  664. gui[i] = value[i].uint;
  665. }
  666. } break;
  667. case ShaderLanguage::TYPE_FLOAT: {
  668. float *gui = (float *)data;
  669. gui[0] = value[0].real;
  670. } break;
  671. case ShaderLanguage::TYPE_VEC2: {
  672. float *gui = (float *)data;
  673. for (int i = 0; i < 2; i++) {
  674. gui[i] = value[i].real;
  675. }
  676. } break;
  677. case ShaderLanguage::TYPE_VEC3: {
  678. float *gui = (float *)data;
  679. for (int i = 0; i < 3; i++) {
  680. gui[i] = value[i].real;
  681. }
  682. } break;
  683. case ShaderLanguage::TYPE_VEC4: {
  684. float *gui = (float *)data;
  685. for (int i = 0; i < 4; i++) {
  686. gui[i] = value[i].real;
  687. }
  688. } break;
  689. case ShaderLanguage::TYPE_MAT2: {
  690. float *gui = (float *)data;
  691. //in std140 members of mat2 are treated as vec4s
  692. gui[0] = value[0].real;
  693. gui[1] = value[1].real;
  694. gui[2] = 0;
  695. gui[3] = 0;
  696. gui[4] = value[2].real;
  697. gui[5] = value[3].real;
  698. gui[6] = 0;
  699. gui[7] = 0;
  700. } break;
  701. case ShaderLanguage::TYPE_MAT3: {
  702. float *gui = (float *)data;
  703. gui[0] = value[0].real;
  704. gui[1] = value[1].real;
  705. gui[2] = value[2].real;
  706. gui[3] = 0;
  707. gui[4] = value[3].real;
  708. gui[5] = value[4].real;
  709. gui[6] = value[5].real;
  710. gui[7] = 0;
  711. gui[8] = value[6].real;
  712. gui[9] = value[7].real;
  713. gui[10] = value[8].real;
  714. gui[11] = 0;
  715. } break;
  716. case ShaderLanguage::TYPE_MAT4: {
  717. float *gui = (float *)data;
  718. for (int i = 0; i < 16; i++) {
  719. gui[i] = value[i].real;
  720. }
  721. } break;
  722. default: {
  723. }
  724. }
  725. }
  726. _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
  727. if (p_array_size <= 0) {
  728. p_array_size = 1;
  729. }
  730. switch (type) {
  731. case ShaderLanguage::TYPE_BOOL:
  732. case ShaderLanguage::TYPE_INT:
  733. case ShaderLanguage::TYPE_UINT:
  734. case ShaderLanguage::TYPE_FLOAT: {
  735. memset(data, 0, 4 * p_array_size);
  736. } break;
  737. case ShaderLanguage::TYPE_BVEC2:
  738. case ShaderLanguage::TYPE_IVEC2:
  739. case ShaderLanguage::TYPE_UVEC2:
  740. case ShaderLanguage::TYPE_VEC2: {
  741. memset(data, 0, 8 * p_array_size);
  742. } break;
  743. case ShaderLanguage::TYPE_BVEC3:
  744. case ShaderLanguage::TYPE_IVEC3:
  745. case ShaderLanguage::TYPE_UVEC3:
  746. case ShaderLanguage::TYPE_VEC3:
  747. case ShaderLanguage::TYPE_BVEC4:
  748. case ShaderLanguage::TYPE_IVEC4:
  749. case ShaderLanguage::TYPE_UVEC4:
  750. case ShaderLanguage::TYPE_VEC4: {
  751. memset(data, 0, 16 * p_array_size);
  752. } break;
  753. case ShaderLanguage::TYPE_MAT2: {
  754. memset(data, 0, 32 * p_array_size);
  755. } break;
  756. case ShaderLanguage::TYPE_MAT3: {
  757. memset(data, 0, 48 * p_array_size);
  758. } break;
  759. case ShaderLanguage::TYPE_MAT4: {
  760. memset(data, 0, 64 * p_array_size);
  761. } break;
  762. default: {
  763. }
  764. }
  765. }
  766. ///////////////////////////////////////////////////////////////////////////
  767. // MaterialData
  768. void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
  769. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  770. bool uses_global_buffer = false;
  771. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
  772. if (E.value.order < 0) {
  773. continue; // texture, does not go here
  774. }
  775. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  776. continue; //instance uniforms don't appear in the buffer
  777. }
  778. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
  779. //this is a global variable, get the index to it
  780. GlobalVariables::Variable *gv = material_storage->global_variables.variables.getptr(E.key);
  781. uint32_t index = 0;
  782. if (gv) {
  783. index = gv->buffer_index;
  784. } else {
  785. WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly.");
  786. }
  787. uint32_t offset = p_uniform_offsets[E.value.order];
  788. uint32_t *intptr = (uint32_t *)&p_buffer[offset];
  789. *intptr = index;
  790. uses_global_buffer = true;
  791. continue;
  792. }
  793. //regular uniform
  794. uint32_t offset = p_uniform_offsets[E.value.order];
  795. #ifdef DEBUG_ENABLED
  796. uint32_t size = 0U;
  797. // The following code enforces a 16-byte alignment of uniform arrays.
  798. if (E.value.array_size > 0) {
  799. size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
  800. int m = (16 * E.value.array_size);
  801. if ((size % m) != 0U) {
  802. size += m - (size % m);
  803. }
  804. } else {
  805. size = ShaderLanguage::get_datatype_size(E.value.type);
  806. }
  807. ERR_CONTINUE(offset + size > p_buffer_size);
  808. #endif
  809. uint8_t *data = &p_buffer[offset];
  810. const Map<StringName, Variant>::Element *V = p_parameters.find(E.key);
  811. if (V) {
  812. //user provided
  813. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), data, p_use_linear_color);
  814. } else if (E.value.default_value.size()) {
  815. //default value
  816. _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
  817. //value=E.value.default_value;
  818. } else {
  819. //zero because it was not provided
  820. if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
  821. //colors must be set as black, with alpha as 1.0
  822. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
  823. } else {
  824. //else just zero it out
  825. _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
  826. }
  827. }
  828. }
  829. if (uses_global_buffer != (global_buffer_E != nullptr)) {
  830. if (uses_global_buffer) {
  831. global_buffer_E = material_storage->global_variables.materials_using_buffer.push_back(self);
  832. } else {
  833. material_storage->global_variables.materials_using_buffer.erase(global_buffer_E);
  834. global_buffer_E = nullptr;
  835. }
  836. }
  837. }
  838. MaterialData::~MaterialData() {
  839. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  840. if (global_buffer_E) {
  841. //unregister global buffers
  842. material_storage->global_variables.materials_using_buffer.erase(global_buffer_E);
  843. }
  844. if (global_texture_E) {
  845. //unregister global textures
  846. for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
  847. GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E.key);
  848. if (v) {
  849. v->texture_materials.erase(self);
  850. }
  851. }
  852. //unregister material from those using global textures
  853. material_storage->global_variables.materials_using_texture.erase(global_texture_E);
  854. }
  855. if (uniform_buffer.is_valid()) {
  856. RD::get_singleton()->free(uniform_buffer);
  857. }
  858. }
  859. void MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
  860. TextureStorage *texture_storage = TextureStorage::get_singleton();
  861. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  862. #ifdef TOOLS_ENABLED
  863. Texture *roughness_detect_texture = nullptr;
  864. RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
  865. Texture *normal_detect_texture = nullptr;
  866. #endif
  867. bool uses_global_textures = false;
  868. global_textures_pass++;
  869. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  870. const StringName &uniform_name = p_texture_uniforms[i].name;
  871. int uniform_array_size = p_texture_uniforms[i].array_size;
  872. Vector<RID> textures;
  873. if (p_texture_uniforms[i].global) {
  874. uses_global_textures = true;
  875. GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(uniform_name);
  876. if (v) {
  877. if (v->buffer_index >= 0) {
  878. WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
  879. } else {
  880. Map<StringName, uint64_t>::Element *E = used_global_textures.find(uniform_name);
  881. if (!E) {
  882. E = used_global_textures.insert(uniform_name, global_textures_pass);
  883. v->texture_materials.insert(self);
  884. } else {
  885. E->get() = global_textures_pass;
  886. }
  887. textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
  888. }
  889. } else {
  890. WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
  891. }
  892. } else {
  893. const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name);
  894. if (V) {
  895. if (V->get().is_array()) {
  896. Array array = (Array)V->get();
  897. if (uniform_array_size > 0) {
  898. for (int j = 0; j < array.size(); j++) {
  899. textures.push_back(array[j]);
  900. }
  901. } else {
  902. if (array.size() > 0) {
  903. textures.push_back(array[0]);
  904. }
  905. }
  906. } else {
  907. textures.push_back(V->get());
  908. }
  909. }
  910. if (uniform_array_size > 0) {
  911. if (textures.size() < uniform_array_size) {
  912. const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
  913. for (int j = textures.size(); j < uniform_array_size; j++) {
  914. if (W && W->get().has(j)) {
  915. textures.push_back(W->get()[j]);
  916. } else {
  917. textures.push_back(RID());
  918. }
  919. }
  920. }
  921. } else if (textures.is_empty()) {
  922. const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
  923. if (W && W->get().has(0)) {
  924. textures.push_back(W->get()[0]);
  925. }
  926. }
  927. }
  928. RID rd_texture;
  929. if (textures.is_empty()) {
  930. //check default usage
  931. switch (p_texture_uniforms[i].type) {
  932. case ShaderLanguage::TYPE_ISAMPLER2D:
  933. case ShaderLanguage::TYPE_USAMPLER2D:
  934. case ShaderLanguage::TYPE_SAMPLER2D: {
  935. switch (p_texture_uniforms[i].hint) {
  936. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
  937. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
  938. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
  939. } break;
  940. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
  941. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
  942. } break;
  943. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  944. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
  945. } break;
  946. case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
  947. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
  948. } break;
  949. default: {
  950. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
  951. } break;
  952. }
  953. } break;
  954. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  955. switch (p_texture_uniforms[i].hint) {
  956. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
  957. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
  958. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  959. } break;
  960. default: {
  961. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
  962. } break;
  963. }
  964. } break;
  965. case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
  966. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
  967. } break;
  968. case ShaderLanguage::TYPE_ISAMPLER3D:
  969. case ShaderLanguage::TYPE_USAMPLER3D:
  970. case ShaderLanguage::TYPE_SAMPLER3D: {
  971. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE);
  972. } break;
  973. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  974. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  975. case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
  976. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  977. } break;
  978. default: {
  979. }
  980. }
  981. #ifdef TOOLS_ENABLED
  982. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  983. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  984. }
  985. #endif
  986. if (uniform_array_size > 0) {
  987. for (int j = 0; j < uniform_array_size; j++) {
  988. p_textures[k++] = rd_texture;
  989. }
  990. } else {
  991. p_textures[k++] = rd_texture;
  992. }
  993. } else {
  994. bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
  995. for (int j = 0; j < textures.size(); j++) {
  996. Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
  997. if (tex) {
  998. rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
  999. #ifdef TOOLS_ENABLED
  1000. if (tex->detect_3d_callback && p_use_linear_color) {
  1001. tex->detect_3d_callback(tex->detect_3d_callback_ud);
  1002. }
  1003. 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)) {
  1004. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
  1005. normal_detect_texture = tex;
  1006. }
  1007. tex->detect_normal_callback(tex->detect_normal_callback_ud);
  1008. }
  1009. 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)) {
  1010. //find the normal texture
  1011. roughness_detect_texture = tex;
  1012. roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
  1013. }
  1014. #endif
  1015. }
  1016. if (rd_texture.is_null()) {
  1017. rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
  1018. }
  1019. #ifdef TOOLS_ENABLED
  1020. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  1021. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  1022. }
  1023. #endif
  1024. p_textures[k++] = rd_texture;
  1025. }
  1026. }
  1027. }
  1028. {
  1029. //for textures no longer used, unregister them
  1030. List<Map<StringName, uint64_t>::Element *> to_delete;
  1031. for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
  1032. if (E->get() != global_textures_pass) {
  1033. to_delete.push_back(E);
  1034. GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E->key());
  1035. if (v) {
  1036. v->texture_materials.erase(self);
  1037. }
  1038. }
  1039. }
  1040. while (to_delete.front()) {
  1041. used_global_textures.erase(to_delete.front()->get());
  1042. to_delete.pop_front();
  1043. }
  1044. //handle registering/unregistering global textures
  1045. if (uses_global_textures != (global_texture_E != nullptr)) {
  1046. if (uses_global_textures) {
  1047. global_texture_E = material_storage->global_variables.materials_using_texture.push_back(self);
  1048. } else {
  1049. material_storage->global_variables.materials_using_texture.erase(global_texture_E);
  1050. global_texture_E = nullptr;
  1051. }
  1052. }
  1053. }
  1054. }
  1055. void MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
  1056. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
  1057. RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
  1058. RD::get_singleton()->free(p_uniform_set);
  1059. }
  1060. }
  1061. bool MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
  1062. if ((uint32_t)ubo_data.size() != p_ubo_size) {
  1063. p_uniform_dirty = true;
  1064. if (uniform_buffer.is_valid()) {
  1065. RD::get_singleton()->free(uniform_buffer);
  1066. uniform_buffer = RID();
  1067. }
  1068. ubo_data.resize(p_ubo_size);
  1069. if (ubo_data.size()) {
  1070. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1071. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1072. }
  1073. //clear previous uniform set
  1074. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1075. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  1076. RD::get_singleton()->free(uniform_set);
  1077. uniform_set = RID();
  1078. }
  1079. }
  1080. //check whether buffer changed
  1081. if (p_uniform_dirty && ubo_data.size()) {
  1082. update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
  1083. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
  1084. }
  1085. uint32_t tex_uniform_count = 0U;
  1086. for (int i = 0; i < p_texture_uniforms.size(); i++) {
  1087. tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
  1088. }
  1089. if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
  1090. texture_cache.resize(tex_uniform_count);
  1091. p_textures_dirty = true;
  1092. //clear previous uniform set
  1093. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1094. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  1095. RD::get_singleton()->free(uniform_set);
  1096. uniform_set = RID();
  1097. }
  1098. }
  1099. if (p_textures_dirty && tex_uniform_count) {
  1100. update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
  1101. }
  1102. if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
  1103. // This material does not require an uniform set, so don't create it.
  1104. return false;
  1105. }
  1106. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1107. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1108. return false;
  1109. }
  1110. Vector<RD::Uniform> uniforms;
  1111. {
  1112. if (p_ubo_size) {
  1113. RD::Uniform u;
  1114. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1115. u.binding = 0;
  1116. u.append_id(uniform_buffer);
  1117. uniforms.push_back(u);
  1118. }
  1119. const RID *textures = texture_cache.ptrw();
  1120. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  1121. const int array_size = p_texture_uniforms[i].array_size;
  1122. RD::Uniform u;
  1123. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1124. u.binding = 1 + k;
  1125. if (array_size > 0) {
  1126. for (int j = 0; j < array_size; j++) {
  1127. u.append_id(textures[k++]);
  1128. }
  1129. } else {
  1130. u.append_id(textures[k++]);
  1131. }
  1132. uniforms.push_back(u);
  1133. }
  1134. }
  1135. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
  1136. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
  1137. return true;
  1138. }
  1139. ///////////////////////////////////////////////////////////////////////////
  1140. // MaterialStorage
  1141. MaterialStorage *MaterialStorage::singleton = nullptr;
  1142. MaterialStorage *MaterialStorage::get_singleton() {
  1143. return singleton;
  1144. }
  1145. MaterialStorage::MaterialStorage() {
  1146. singleton = this;
  1147. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  1148. shader_data_request_func[i] = nullptr;
  1149. }
  1150. static_assert(sizeof(GlobalVariables::Value) == 16);
  1151. global_variables.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
  1152. global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size);
  1153. memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size);
  1154. global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size);
  1155. global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
  1156. memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
  1157. global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
  1158. }
  1159. MaterialStorage::~MaterialStorage() {
  1160. memdelete_arr(global_variables.buffer_values);
  1161. memdelete_arr(global_variables.buffer_usage);
  1162. memdelete_arr(global_variables.buffer_dirty_regions);
  1163. RD::get_singleton()->free(global_variables.buffer);
  1164. singleton = nullptr;
  1165. }
  1166. /* GLOBAL VARIABLE API */
  1167. int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) {
  1168. int32_t idx = 0;
  1169. while (idx + p_elements <= global_variables.buffer_size) {
  1170. if (global_variables.buffer_usage[idx].elements == 0) {
  1171. bool valid = true;
  1172. for (uint32_t i = 1; i < p_elements; i++) {
  1173. if (global_variables.buffer_usage[idx + i].elements > 0) {
  1174. valid = false;
  1175. idx += i + global_variables.buffer_usage[idx + i].elements;
  1176. break;
  1177. }
  1178. }
  1179. if (!valid) {
  1180. continue; //if not valid, idx is in new position
  1181. }
  1182. return idx;
  1183. } else {
  1184. idx += global_variables.buffer_usage[idx].elements;
  1185. }
  1186. }
  1187. return -1;
  1188. }
  1189. void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) {
  1190. switch (p_type) {
  1191. case RS::GLOBAL_VAR_TYPE_BOOL: {
  1192. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1193. bool b = p_value;
  1194. bv.x = b ? 1.0 : 0.0;
  1195. bv.y = 0.0;
  1196. bv.z = 0.0;
  1197. bv.w = 0.0;
  1198. } break;
  1199. case RS::GLOBAL_VAR_TYPE_BVEC2: {
  1200. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1201. uint32_t bvec = p_value;
  1202. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1203. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1204. bv.z = 0.0;
  1205. bv.w = 0.0;
  1206. } break;
  1207. case RS::GLOBAL_VAR_TYPE_BVEC3: {
  1208. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1209. uint32_t bvec = p_value;
  1210. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1211. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1212. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1213. bv.w = 0.0;
  1214. } break;
  1215. case RS::GLOBAL_VAR_TYPE_BVEC4: {
  1216. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1217. uint32_t bvec = p_value;
  1218. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1219. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1220. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1221. bv.w = (bvec & 8) ? 1.0 : 0.0;
  1222. } break;
  1223. case RS::GLOBAL_VAR_TYPE_INT: {
  1224. GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
  1225. int32_t v = p_value;
  1226. bv.x = v;
  1227. bv.y = 0;
  1228. bv.z = 0;
  1229. bv.w = 0;
  1230. } break;
  1231. case RS::GLOBAL_VAR_TYPE_IVEC2: {
  1232. GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
  1233. Vector2i v = p_value;
  1234. bv.x = v.x;
  1235. bv.y = v.y;
  1236. bv.z = 0;
  1237. bv.w = 0;
  1238. } break;
  1239. case RS::GLOBAL_VAR_TYPE_IVEC3: {
  1240. GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
  1241. Vector3i v = p_value;
  1242. bv.x = v.x;
  1243. bv.y = v.y;
  1244. bv.z = v.z;
  1245. bv.w = 0;
  1246. } break;
  1247. case RS::GLOBAL_VAR_TYPE_IVEC4: {
  1248. GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
  1249. Vector<int32_t> v = p_value;
  1250. bv.x = v.size() >= 1 ? v[0] : 0;
  1251. bv.y = v.size() >= 2 ? v[1] : 0;
  1252. bv.z = v.size() >= 3 ? v[2] : 0;
  1253. bv.w = v.size() >= 4 ? v[3] : 0;
  1254. } break;
  1255. case RS::GLOBAL_VAR_TYPE_RECT2I: {
  1256. GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index];
  1257. Rect2i v = p_value;
  1258. bv.x = v.position.x;
  1259. bv.y = v.position.y;
  1260. bv.z = v.size.x;
  1261. bv.w = v.size.y;
  1262. } break;
  1263. case RS::GLOBAL_VAR_TYPE_UINT: {
  1264. GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
  1265. uint32_t v = p_value;
  1266. bv.x = v;
  1267. bv.y = 0;
  1268. bv.z = 0;
  1269. bv.w = 0;
  1270. } break;
  1271. case RS::GLOBAL_VAR_TYPE_UVEC2: {
  1272. GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
  1273. Vector2i v = p_value;
  1274. bv.x = v.x;
  1275. bv.y = v.y;
  1276. bv.z = 0;
  1277. bv.w = 0;
  1278. } break;
  1279. case RS::GLOBAL_VAR_TYPE_UVEC3: {
  1280. GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
  1281. Vector3i v = p_value;
  1282. bv.x = v.x;
  1283. bv.y = v.y;
  1284. bv.z = v.z;
  1285. bv.w = 0;
  1286. } break;
  1287. case RS::GLOBAL_VAR_TYPE_UVEC4: {
  1288. GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index];
  1289. Vector<int32_t> v = p_value;
  1290. bv.x = v.size() >= 1 ? v[0] : 0;
  1291. bv.y = v.size() >= 2 ? v[1] : 0;
  1292. bv.z = v.size() >= 3 ? v[2] : 0;
  1293. bv.w = v.size() >= 4 ? v[3] : 0;
  1294. } break;
  1295. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  1296. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1297. float v = p_value;
  1298. bv.x = v;
  1299. bv.y = 0;
  1300. bv.z = 0;
  1301. bv.w = 0;
  1302. } break;
  1303. case RS::GLOBAL_VAR_TYPE_VEC2: {
  1304. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1305. Vector2 v = p_value;
  1306. bv.x = v.x;
  1307. bv.y = v.y;
  1308. bv.z = 0;
  1309. bv.w = 0;
  1310. } break;
  1311. case RS::GLOBAL_VAR_TYPE_VEC3: {
  1312. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1313. Vector3 v = p_value;
  1314. bv.x = v.x;
  1315. bv.y = v.y;
  1316. bv.z = v.z;
  1317. bv.w = 0;
  1318. } break;
  1319. case RS::GLOBAL_VAR_TYPE_VEC4: {
  1320. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1321. Plane v = p_value;
  1322. bv.x = v.normal.x;
  1323. bv.y = v.normal.y;
  1324. bv.z = v.normal.z;
  1325. bv.w = v.d;
  1326. } break;
  1327. case RS::GLOBAL_VAR_TYPE_COLOR: {
  1328. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1329. Color v = p_value;
  1330. bv.x = v.r;
  1331. bv.y = v.g;
  1332. bv.z = v.b;
  1333. bv.w = v.a;
  1334. GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1];
  1335. v = v.srgb_to_linear();
  1336. bv_linear.x = v.r;
  1337. bv_linear.y = v.g;
  1338. bv_linear.z = v.b;
  1339. bv_linear.w = v.a;
  1340. } break;
  1341. case RS::GLOBAL_VAR_TYPE_RECT2: {
  1342. GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
  1343. Rect2 v = p_value;
  1344. bv.x = v.position.x;
  1345. bv.y = v.position.y;
  1346. bv.z = v.size.x;
  1347. bv.w = v.size.y;
  1348. } break;
  1349. case RS::GLOBAL_VAR_TYPE_MAT2: {
  1350. GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
  1351. Vector<float> m2 = p_value;
  1352. if (m2.size() < 4) {
  1353. m2.resize(4);
  1354. }
  1355. bv[0].x = m2[0];
  1356. bv[0].y = m2[1];
  1357. bv[0].z = 0;
  1358. bv[0].w = 0;
  1359. bv[1].x = m2[2];
  1360. bv[1].y = m2[3];
  1361. bv[1].z = 0;
  1362. bv[1].w = 0;
  1363. } break;
  1364. case RS::GLOBAL_VAR_TYPE_MAT3: {
  1365. GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
  1366. Basis v = p_value;
  1367. bv[0].x = v.elements[0][0];
  1368. bv[0].y = v.elements[1][0];
  1369. bv[0].z = v.elements[2][0];
  1370. bv[0].w = 0;
  1371. bv[1].x = v.elements[0][1];
  1372. bv[1].y = v.elements[1][1];
  1373. bv[1].z = v.elements[2][1];
  1374. bv[1].w = 0;
  1375. bv[2].x = v.elements[0][2];
  1376. bv[2].y = v.elements[1][2];
  1377. bv[2].z = v.elements[2][2];
  1378. bv[2].w = 0;
  1379. } break;
  1380. case RS::GLOBAL_VAR_TYPE_MAT4: {
  1381. GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
  1382. Vector<float> m2 = p_value;
  1383. if (m2.size() < 16) {
  1384. m2.resize(16);
  1385. }
  1386. bv[0].x = m2[0];
  1387. bv[0].y = m2[1];
  1388. bv[0].z = m2[2];
  1389. bv[0].w = m2[3];
  1390. bv[1].x = m2[4];
  1391. bv[1].y = m2[5];
  1392. bv[1].z = m2[6];
  1393. bv[1].w = m2[7];
  1394. bv[2].x = m2[8];
  1395. bv[2].y = m2[9];
  1396. bv[2].z = m2[10];
  1397. bv[2].w = m2[11];
  1398. bv[3].x = m2[12];
  1399. bv[3].y = m2[13];
  1400. bv[3].z = m2[14];
  1401. bv[3].w = m2[15];
  1402. } break;
  1403. case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
  1404. GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
  1405. Transform2D v = p_value;
  1406. bv[0].x = v.elements[0][0];
  1407. bv[0].y = v.elements[0][1];
  1408. bv[0].z = 0;
  1409. bv[0].w = 0;
  1410. bv[1].x = v.elements[1][0];
  1411. bv[1].y = v.elements[1][1];
  1412. bv[1].z = 0;
  1413. bv[1].w = 0;
  1414. bv[2].x = v.elements[2][0];
  1415. bv[2].y = v.elements[2][1];
  1416. bv[2].z = 1;
  1417. bv[2].w = 0;
  1418. } break;
  1419. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  1420. GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
  1421. Transform3D v = p_value;
  1422. bv[0].x = v.basis.elements[0][0];
  1423. bv[0].y = v.basis.elements[1][0];
  1424. bv[0].z = v.basis.elements[2][0];
  1425. bv[0].w = 0;
  1426. bv[1].x = v.basis.elements[0][1];
  1427. bv[1].y = v.basis.elements[1][1];
  1428. bv[1].z = v.basis.elements[2][1];
  1429. bv[1].w = 0;
  1430. bv[2].x = v.basis.elements[0][2];
  1431. bv[2].y = v.basis.elements[1][2];
  1432. bv[2].z = v.basis.elements[2][2];
  1433. bv[2].w = 0;
  1434. bv[3].x = v.origin.x;
  1435. bv[3].y = v.origin.y;
  1436. bv[3].z = v.origin.z;
  1437. bv[3].w = 1;
  1438. } break;
  1439. default: {
  1440. ERR_FAIL();
  1441. }
  1442. }
  1443. }
  1444. void MaterialStorage::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
  1445. int32_t prev_chunk = -1;
  1446. for (int32_t i = 0; i < p_elements; i++) {
  1447. int32_t chunk = (p_index + i) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
  1448. if (chunk != prev_chunk) {
  1449. if (!global_variables.buffer_dirty_regions[chunk]) {
  1450. global_variables.buffer_dirty_regions[chunk] = true;
  1451. global_variables.buffer_dirty_region_count++;
  1452. }
  1453. }
  1454. prev_chunk = chunk;
  1455. }
  1456. }
  1457. void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
  1458. ERR_FAIL_COND(global_variables.variables.has(p_name));
  1459. GlobalVariables::Variable gv;
  1460. gv.type = p_type;
  1461. gv.value = p_value;
  1462. gv.buffer_index = -1;
  1463. if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1464. //is texture
  1465. global_variables.must_update_texture_materials = true; //normally there are none
  1466. } else {
  1467. gv.buffer_elements = 1;
  1468. if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
  1469. //color needs to elements to store srgb and linear
  1470. gv.buffer_elements = 2;
  1471. }
  1472. if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
  1473. //color needs to elements to store srgb and linear
  1474. gv.buffer_elements = 3;
  1475. }
  1476. if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
  1477. //color needs to elements to store srgb and linear
  1478. gv.buffer_elements = 4;
  1479. }
  1480. //is vector, allocate in buffer and update index
  1481. gv.buffer_index = _global_variable_allocate(gv.buffer_elements);
  1482. 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)));
  1483. global_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
  1484. _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1485. _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1486. global_variables.must_update_buffer_materials = true; //normally there are none
  1487. }
  1488. global_variables.variables[p_name] = gv;
  1489. }
  1490. void MaterialStorage::global_variable_remove(const StringName &p_name) {
  1491. if (!global_variables.variables.has(p_name)) {
  1492. return;
  1493. }
  1494. GlobalVariables::Variable &gv = global_variables.variables[p_name];
  1495. if (gv.buffer_index >= 0) {
  1496. global_variables.buffer_usage[gv.buffer_index].elements = 0;
  1497. global_variables.must_update_buffer_materials = true;
  1498. } else {
  1499. global_variables.must_update_texture_materials = true;
  1500. }
  1501. global_variables.variables.erase(p_name);
  1502. }
  1503. Vector<StringName> MaterialStorage::global_variable_get_list() const {
  1504. if (!Engine::get_singleton()->is_editor_hint()) {
  1505. ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
  1506. }
  1507. const StringName *K = nullptr;
  1508. Vector<StringName> names;
  1509. while ((K = global_variables.variables.next(K))) {
  1510. names.push_back(*K);
  1511. }
  1512. names.sort_custom<StringName::AlphCompare>();
  1513. return names;
  1514. }
  1515. void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) {
  1516. ERR_FAIL_COND(!global_variables.variables.has(p_name));
  1517. GlobalVariables::Variable &gv = global_variables.variables[p_name];
  1518. gv.value = p_value;
  1519. if (gv.override.get_type() == Variant::NIL) {
  1520. if (gv.buffer_index >= 0) {
  1521. //buffer
  1522. _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1523. _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1524. } else {
  1525. //texture
  1526. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1527. for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
  1528. Material *material = material_storage->get_material(E->get());
  1529. ERR_CONTINUE(!material);
  1530. material_storage->_material_queue_update(material, false, true);
  1531. }
  1532. }
  1533. }
  1534. }
  1535. void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
  1536. if (!global_variables.variables.has(p_name)) {
  1537. return; //variable may not exist
  1538. }
  1539. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1540. GlobalVariables::Variable &gv = global_variables.variables[p_name];
  1541. gv.override = p_value;
  1542. if (gv.buffer_index >= 0) {
  1543. //buffer
  1544. if (gv.override.get_type() == Variant::NIL) {
  1545. _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1546. } else {
  1547. _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override);
  1548. }
  1549. _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1550. } else {
  1551. //texture
  1552. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1553. for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
  1554. Material *material = material_storage->get_material(E->get());
  1555. ERR_CONTINUE(!material);
  1556. material_storage->_material_queue_update(material, false, true);
  1557. }
  1558. }
  1559. }
  1560. Variant MaterialStorage::global_variable_get(const StringName &p_name) const {
  1561. if (!Engine::get_singleton()->is_editor_hint()) {
  1562. ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
  1563. }
  1564. if (!global_variables.variables.has(p_name)) {
  1565. return Variant();
  1566. }
  1567. return global_variables.variables[p_name].value;
  1568. }
  1569. RS::GlobalVariableType MaterialStorage::global_variable_get_type_internal(const StringName &p_name) const {
  1570. if (!global_variables.variables.has(p_name)) {
  1571. return RS::GLOBAL_VAR_TYPE_MAX;
  1572. }
  1573. return global_variables.variables[p_name].type;
  1574. }
  1575. RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const {
  1576. if (!Engine::get_singleton()->is_editor_hint()) {
  1577. ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
  1578. }
  1579. return global_variable_get_type_internal(p_name);
  1580. }
  1581. void MaterialStorage::global_variables_load_settings(bool p_load_textures) {
  1582. List<PropertyInfo> settings;
  1583. ProjectSettings::get_singleton()->get_property_list(&settings);
  1584. for (const PropertyInfo &E : settings) {
  1585. if (E.name.begins_with("shader_globals/")) {
  1586. StringName name = E.name.get_slice("/", 1);
  1587. Dictionary d = ProjectSettings::get_singleton()->get(E.name);
  1588. ERR_CONTINUE(!d.has("type"));
  1589. ERR_CONTINUE(!d.has("value"));
  1590. String type = d["type"];
  1591. static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
  1592. "bool",
  1593. "bvec2",
  1594. "bvec3",
  1595. "bvec4",
  1596. "int",
  1597. "ivec2",
  1598. "ivec3",
  1599. "ivec4",
  1600. "rect2i",
  1601. "uint",
  1602. "uvec2",
  1603. "uvec3",
  1604. "uvec4",
  1605. "float",
  1606. "vec2",
  1607. "vec3",
  1608. "vec4",
  1609. "color",
  1610. "rect2",
  1611. "mat2",
  1612. "mat3",
  1613. "mat4",
  1614. "transform_2d",
  1615. "transform",
  1616. "sampler2D",
  1617. "sampler2DArray",
  1618. "sampler3D",
  1619. "samplerCube",
  1620. };
  1621. RS::GlobalVariableType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
  1622. for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
  1623. if (global_var_type_names[i] == type) {
  1624. gvtype = RS::GlobalVariableType(i);
  1625. break;
  1626. }
  1627. }
  1628. ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
  1629. Variant value = d["value"];
  1630. if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1631. //textire
  1632. if (!p_load_textures) {
  1633. value = RID();
  1634. continue;
  1635. }
  1636. String path = value;
  1637. RES resource = ResourceLoader::load(path);
  1638. ERR_CONTINUE(resource.is_null());
  1639. value = resource;
  1640. }
  1641. if (global_variables.variables.has(name)) {
  1642. //has it, update it
  1643. global_variable_set(name, value);
  1644. } else {
  1645. global_variable_add(name, gvtype, value);
  1646. }
  1647. }
  1648. }
  1649. }
  1650. void MaterialStorage::global_variables_clear() {
  1651. global_variables.variables.clear(); //not right but for now enough
  1652. }
  1653. RID MaterialStorage::global_variables_get_storage_buffer() const {
  1654. return global_variables.buffer;
  1655. }
  1656. int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) {
  1657. ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1);
  1658. int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1659. global_variables.instance_buffer_pos[p_instance] = pos; //save anyway
  1660. ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
  1661. global_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
  1662. return pos;
  1663. }
  1664. void MaterialStorage::global_variables_instance_free(RID p_instance) {
  1665. ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance));
  1666. int32_t pos = global_variables.instance_buffer_pos[p_instance];
  1667. if (pos >= 0) {
  1668. global_variables.buffer_usage[pos].elements = 0;
  1669. }
  1670. global_variables.instance_buffer_pos.erase(p_instance);
  1671. }
  1672. void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
  1673. if (!global_variables.instance_buffer_pos.has(p_instance)) {
  1674. return; //just not allocated, ignore
  1675. }
  1676. int32_t pos = global_variables.instance_buffer_pos[p_instance];
  1677. if (pos < 0) {
  1678. return; //again, not allocated, ignore
  1679. }
  1680. ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1681. ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
  1682. ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
  1683. ShaderLanguage::TYPE_MAX, //nil
  1684. ShaderLanguage::TYPE_BOOL, //bool
  1685. ShaderLanguage::TYPE_INT, //int
  1686. ShaderLanguage::TYPE_FLOAT, //float
  1687. ShaderLanguage::TYPE_MAX, //string
  1688. ShaderLanguage::TYPE_VEC2, //vec2
  1689. ShaderLanguage::TYPE_IVEC2, //vec2i
  1690. ShaderLanguage::TYPE_VEC4, //rect2
  1691. ShaderLanguage::TYPE_IVEC4, //rect2i
  1692. ShaderLanguage::TYPE_VEC3, // vec3
  1693. ShaderLanguage::TYPE_IVEC3, //vec3i
  1694. ShaderLanguage::TYPE_MAX, //xform2d not supported here
  1695. ShaderLanguage::TYPE_VEC4, //plane
  1696. ShaderLanguage::TYPE_VEC4, //quat
  1697. ShaderLanguage::TYPE_MAX, //aabb not supported here
  1698. ShaderLanguage::TYPE_MAX, //basis not supported here
  1699. ShaderLanguage::TYPE_MAX, //xform not supported here
  1700. ShaderLanguage::TYPE_VEC4 //color
  1701. };
  1702. ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
  1703. ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported
  1704. pos += p_index;
  1705. _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer
  1706. _global_variable_mark_buffer_dirty(pos, 1);
  1707. }
  1708. void MaterialStorage::_update_global_variables() {
  1709. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1710. if (global_variables.buffer_dirty_region_count > 0) {
  1711. uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
  1712. if (total_regions / global_variables.buffer_dirty_region_count <= 4) {
  1713. // 25% of regions dirty, just update all buffer
  1714. RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values);
  1715. memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
  1716. } else {
  1717. uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
  1718. for (uint32_t i = 0; i < total_regions; i++) {
  1719. if (global_variables.buffer_dirty_regions[i]) {
  1720. RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]);
  1721. global_variables.buffer_dirty_regions[i] = false;
  1722. }
  1723. }
  1724. }
  1725. global_variables.buffer_dirty_region_count = 0;
  1726. }
  1727. if (global_variables.must_update_buffer_materials) {
  1728. // only happens in the case of a buffer variable added or removed,
  1729. // so not often.
  1730. for (const RID &E : global_variables.materials_using_buffer) {
  1731. Material *material = material_storage->get_material(E);
  1732. ERR_CONTINUE(!material); //wtf
  1733. material_storage->_material_queue_update(material, true, false);
  1734. }
  1735. global_variables.must_update_buffer_materials = false;
  1736. }
  1737. if (global_variables.must_update_texture_materials) {
  1738. // only happens in the case of a buffer variable added or removed,
  1739. // so not often.
  1740. for (const RID &E : global_variables.materials_using_texture) {
  1741. Material *material = material_storage->get_material(E);
  1742. ERR_CONTINUE(!material); //wtf
  1743. material_storage->_material_queue_update(material, false, true);
  1744. }
  1745. global_variables.must_update_texture_materials = false;
  1746. }
  1747. }
  1748. /* SHADER API */
  1749. RID MaterialStorage::shader_allocate() {
  1750. return shader_owner.allocate_rid();
  1751. }
  1752. void MaterialStorage::shader_initialize(RID p_rid) {
  1753. Shader shader;
  1754. shader.data = nullptr;
  1755. shader.type = SHADER_TYPE_MAX;
  1756. shader_owner.initialize_rid(p_rid, shader);
  1757. }
  1758. void MaterialStorage::shader_free(RID p_rid) {
  1759. Shader *shader = shader_owner.get_or_null(p_rid);
  1760. ERR_FAIL_COND(!shader);
  1761. //make material unreference this
  1762. while (shader->owners.size()) {
  1763. material_set_shader(shader->owners.front()->get()->self, RID());
  1764. }
  1765. //clear data if exists
  1766. if (shader->data) {
  1767. memdelete(shader->data);
  1768. }
  1769. shader_owner.free(p_rid);
  1770. }
  1771. void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
  1772. Shader *shader = shader_owner.get_or_null(p_shader);
  1773. ERR_FAIL_COND(!shader);
  1774. shader->code = p_code;
  1775. String mode_string = ShaderLanguage::get_shader_type(p_code);
  1776. ShaderType new_type;
  1777. if (mode_string == "canvas_item") {
  1778. new_type = SHADER_TYPE_2D;
  1779. } else if (mode_string == "particles") {
  1780. new_type = SHADER_TYPE_PARTICLES;
  1781. } else if (mode_string == "spatial") {
  1782. new_type = SHADER_TYPE_3D;
  1783. } else if (mode_string == "sky") {
  1784. new_type = SHADER_TYPE_SKY;
  1785. } else if (mode_string == "fog") {
  1786. new_type = SHADER_TYPE_FOG;
  1787. } else {
  1788. new_type = SHADER_TYPE_MAX;
  1789. }
  1790. if (new_type != shader->type) {
  1791. if (shader->data) {
  1792. memdelete(shader->data);
  1793. shader->data = nullptr;
  1794. }
  1795. for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
  1796. Material *material = E->get();
  1797. material->shader_type = new_type;
  1798. if (material->data) {
  1799. memdelete(material->data);
  1800. material->data = nullptr;
  1801. }
  1802. }
  1803. shader->type = new_type;
  1804. if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
  1805. shader->data = shader_data_request_func[new_type]();
  1806. } else {
  1807. shader->type = SHADER_TYPE_MAX; //invalid
  1808. }
  1809. for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
  1810. Material *material = E->get();
  1811. if (shader->data) {
  1812. material->data = material_get_data_request_function(new_type)(shader->data);
  1813. material->data->self = material->self;
  1814. material->data->set_next_pass(material->next_pass);
  1815. material->data->set_render_priority(material->priority);
  1816. }
  1817. material->shader_type = new_type;
  1818. }
  1819. if (shader->data) {
  1820. for (const KeyValue<StringName, Map<int, RID>> &E : shader->default_texture_parameter) {
  1821. for (const KeyValue<int, RID> &E2 : E.value) {
  1822. shader->data->set_default_texture_param(E.key, E2.value, E2.key);
  1823. }
  1824. }
  1825. }
  1826. }
  1827. if (shader->data) {
  1828. shader->data->set_code(p_code);
  1829. }
  1830. for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
  1831. Material *material = E->get();
  1832. material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
  1833. _material_queue_update(material, true, true);
  1834. }
  1835. }
  1836. String MaterialStorage::shader_get_code(RID p_shader) const {
  1837. Shader *shader = shader_owner.get_or_null(p_shader);
  1838. ERR_FAIL_COND_V(!shader, String());
  1839. return shader->code;
  1840. }
  1841. void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  1842. Shader *shader = shader_owner.get_or_null(p_shader);
  1843. ERR_FAIL_COND(!shader);
  1844. if (shader->data) {
  1845. return shader->data->get_param_list(p_param_list);
  1846. }
  1847. }
  1848. void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
  1849. Shader *shader = shader_owner.get_or_null(p_shader);
  1850. ERR_FAIL_COND(!shader);
  1851. if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
  1852. if (!shader->default_texture_parameter.has(p_name)) {
  1853. shader->default_texture_parameter[p_name] = Map<int, RID>();
  1854. }
  1855. shader->default_texture_parameter[p_name][p_index] = p_texture;
  1856. } else {
  1857. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  1858. shader->default_texture_parameter[p_name].erase(p_index);
  1859. if (shader->default_texture_parameter[p_name].is_empty()) {
  1860. shader->default_texture_parameter.erase(p_name);
  1861. }
  1862. }
  1863. }
  1864. if (shader->data) {
  1865. shader->data->set_default_texture_param(p_name, p_texture, p_index);
  1866. }
  1867. for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
  1868. Material *material = E->get();
  1869. _material_queue_update(material, false, true);
  1870. }
  1871. }
  1872. RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
  1873. Shader *shader = shader_owner.get_or_null(p_shader);
  1874. ERR_FAIL_COND_V(!shader, RID());
  1875. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  1876. return shader->default_texture_parameter[p_name][p_index];
  1877. }
  1878. return RID();
  1879. }
  1880. Variant MaterialStorage::shader_get_param_default(RID p_shader, const StringName &p_param) const {
  1881. Shader *shader = shader_owner.get_or_null(p_shader);
  1882. ERR_FAIL_COND_V(!shader, Variant());
  1883. if (shader->data) {
  1884. return shader->data->get_default_parameter(p_param);
  1885. }
  1886. return Variant();
  1887. }
  1888. void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
  1889. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  1890. shader_data_request_func[p_shader_type] = p_function;
  1891. }
  1892. RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
  1893. Shader *shader = shader_owner.get_or_null(p_shader);
  1894. ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
  1895. if (shader->data) {
  1896. return shader->data->get_native_source_code();
  1897. }
  1898. return RS::ShaderNativeSourceCode();
  1899. }
  1900. /* MATERIAL API */
  1901. void MaterialStorage::_material_uniform_set_erased(void *p_material) {
  1902. RID rid = *(RID *)p_material;
  1903. Material *material = MaterialStorage::get_singleton()->get_material(rid);
  1904. if (material) {
  1905. if (material->data) {
  1906. // Uniform set may be gone because a dependency was erased. This happens
  1907. // if a texture is deleted, so re-create it.
  1908. MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
  1909. }
  1910. material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
  1911. }
  1912. }
  1913. void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
  1914. material->uniform_dirty = material->uniform_dirty || p_uniform;
  1915. material->texture_dirty = material->texture_dirty || p_texture;
  1916. if (material->update_element.in_list()) {
  1917. return;
  1918. }
  1919. material_update_list.add(&material->update_element);
  1920. }
  1921. void MaterialStorage::_update_queued_materials() {
  1922. while (material_update_list.first()) {
  1923. Material *material = material_update_list.first()->self();
  1924. bool uniforms_changed = false;
  1925. if (material->data) {
  1926. uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
  1927. }
  1928. material->texture_dirty = false;
  1929. material->uniform_dirty = false;
  1930. material_update_list.remove(&material->update_element);
  1931. if (uniforms_changed) {
  1932. //some implementations such as 3D renderer cache the matreial uniform set, so update is required
  1933. material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
  1934. }
  1935. }
  1936. }
  1937. RID MaterialStorage::material_allocate() {
  1938. return material_owner.allocate_rid();
  1939. }
  1940. void MaterialStorage::material_initialize(RID p_rid) {
  1941. material_owner.initialize_rid(p_rid);
  1942. Material *material = material_owner.get_or_null(p_rid);
  1943. material->self = p_rid;
  1944. }
  1945. void MaterialStorage::material_free(RID p_rid) {
  1946. Material *material = material_owner.get_or_null(p_rid);
  1947. ERR_FAIL_COND(!material);
  1948. material_set_shader(p_rid, RID()); //clean up shader
  1949. material->dependency.deleted_notify(p_rid);
  1950. material_owner.free(p_rid);
  1951. }
  1952. void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
  1953. Material *material = material_owner.get_or_null(p_material);
  1954. ERR_FAIL_COND(!material);
  1955. if (material->data) {
  1956. memdelete(material->data);
  1957. material->data = nullptr;
  1958. }
  1959. if (material->shader) {
  1960. material->shader->owners.erase(material);
  1961. material->shader = nullptr;
  1962. material->shader_type = SHADER_TYPE_MAX;
  1963. }
  1964. if (p_shader.is_null()) {
  1965. material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
  1966. material->shader_id = 0;
  1967. return;
  1968. }
  1969. Shader *shader = get_shader(p_shader);
  1970. ERR_FAIL_COND(!shader);
  1971. material->shader = shader;
  1972. material->shader_type = shader->type;
  1973. material->shader_id = p_shader.get_local_index();
  1974. shader->owners.insert(material);
  1975. if (shader->type == SHADER_TYPE_MAX) {
  1976. return;
  1977. }
  1978. ERR_FAIL_COND(shader->data == nullptr);
  1979. material->data = material_data_request_func[shader->type](shader->data);
  1980. material->data->self = p_material;
  1981. material->data->set_next_pass(material->next_pass);
  1982. material->data->set_render_priority(material->priority);
  1983. //updating happens later
  1984. material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
  1985. _material_queue_update(material, true, true);
  1986. }
  1987. void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  1988. Material *material = material_owner.get_or_null(p_material);
  1989. ERR_FAIL_COND(!material);
  1990. if (p_value.get_type() == Variant::NIL) {
  1991. material->params.erase(p_param);
  1992. } else {
  1993. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
  1994. material->params[p_param] = p_value;
  1995. }
  1996. if (material->shader && material->shader->data) { //shader is valid
  1997. bool is_texture = material->shader->data->is_param_texture(p_param);
  1998. _material_queue_update(material, !is_texture, is_texture);
  1999. } else {
  2000. _material_queue_update(material, true, true);
  2001. }
  2002. }
  2003. Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
  2004. Material *material = material_owner.get_or_null(p_material);
  2005. ERR_FAIL_COND_V(!material, Variant());
  2006. if (material->params.has(p_param)) {
  2007. return material->params[p_param];
  2008. } else {
  2009. return Variant();
  2010. }
  2011. }
  2012. void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
  2013. Material *material = material_owner.get_or_null(p_material);
  2014. ERR_FAIL_COND(!material);
  2015. if (material->next_pass == p_next_material) {
  2016. return;
  2017. }
  2018. material->next_pass = p_next_material;
  2019. if (material->data) {
  2020. material->data->set_next_pass(p_next_material);
  2021. }
  2022. material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
  2023. }
  2024. void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
  2025. Material *material = material_owner.get_or_null(p_material);
  2026. ERR_FAIL_COND(!material);
  2027. material->priority = priority;
  2028. if (material->data) {
  2029. material->data->set_render_priority(priority);
  2030. }
  2031. }
  2032. bool MaterialStorage::material_is_animated(RID p_material) {
  2033. Material *material = material_owner.get_or_null(p_material);
  2034. ERR_FAIL_COND_V(!material, false);
  2035. if (material->shader && material->shader->data) {
  2036. if (material->shader->data->is_animated()) {
  2037. return true;
  2038. } else if (material->next_pass.is_valid()) {
  2039. return material_is_animated(material->next_pass);
  2040. }
  2041. }
  2042. return false; //by default nothing is animated
  2043. }
  2044. bool MaterialStorage::material_casts_shadows(RID p_material) {
  2045. Material *material = material_owner.get_or_null(p_material);
  2046. ERR_FAIL_COND_V(!material, true);
  2047. if (material->shader && material->shader->data) {
  2048. if (material->shader->data->casts_shadows()) {
  2049. return true;
  2050. } else if (material->next_pass.is_valid()) {
  2051. return material_casts_shadows(material->next_pass);
  2052. }
  2053. }
  2054. return true; //by default everything casts shadows
  2055. }
  2056. void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
  2057. Material *material = material_owner.get_or_null(p_material);
  2058. ERR_FAIL_COND(!material);
  2059. if (material->shader && material->shader->data) {
  2060. material->shader->data->get_instance_param_list(r_parameters);
  2061. if (material->next_pass.is_valid()) {
  2062. material_get_instance_shader_parameters(material->next_pass, r_parameters);
  2063. }
  2064. }
  2065. }
  2066. void MaterialStorage::material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) {
  2067. Material *material = material_owner.get_or_null(p_material);
  2068. ERR_FAIL_COND(!material);
  2069. p_instance->update_dependency(&material->dependency);
  2070. if (material->next_pass.is_valid()) {
  2071. material_update_dependency(material->next_pass, p_instance);
  2072. }
  2073. }
  2074. void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) {
  2075. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  2076. material_data_request_func[p_shader_type] = p_function;
  2077. }
  2078. MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
  2079. ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
  2080. return material_data_request_func[p_shader_type];
  2081. }