material_storage.cpp 83 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. int32_t *gui = (int32_t *)data;
  162. if (p_array_size > 0) {
  163. Vector<int> iv = value;
  164. int s = iv.size();
  165. int count = 2 * p_array_size;
  166. const int *r = iv.ptr();
  167. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  168. if (i < s) {
  169. gui[j] = r[i];
  170. gui[j + 1] = r[i + 1];
  171. } else {
  172. gui[j] = 0;
  173. gui[j + 1] = 0;
  174. }
  175. gui[j + 2] = 0; // ignored
  176. gui[j + 3] = 0; // ignored
  177. }
  178. } else {
  179. Vector2i v = value;
  180. gui[0] = v.x;
  181. gui[1] = v.y;
  182. }
  183. } break;
  184. case ShaderLanguage::TYPE_IVEC3: {
  185. int32_t *gui = (int32_t *)data;
  186. if (p_array_size > 0) {
  187. Vector<int> iv = value;
  188. int s = iv.size();
  189. int count = 3 * p_array_size;
  190. const int *r = iv.ptr();
  191. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  192. if (i < s) {
  193. gui[j] = r[i];
  194. gui[j + 1] = r[i + 1];
  195. gui[j + 2] = r[i + 2];
  196. } else {
  197. gui[j] = 0;
  198. gui[j + 1] = 0;
  199. gui[j + 2] = 0;
  200. }
  201. gui[j + 3] = 0; // ignored
  202. }
  203. } else {
  204. Vector3i v = value;
  205. gui[0] = v.x;
  206. gui[1] = v.y;
  207. gui[2] = v.z;
  208. }
  209. } break;
  210. case ShaderLanguage::TYPE_IVEC4: {
  211. int32_t *gui = (int32_t *)data;
  212. if (p_array_size > 0) {
  213. Vector<int> iv = value;
  214. int s = iv.size();
  215. int count = 4 * p_array_size;
  216. const int *r = iv.ptr();
  217. for (int i = 0; i < count; i += 4) {
  218. if (i < s) {
  219. gui[i] = r[i];
  220. gui[i + 1] = r[i + 1];
  221. gui[i + 2] = r[i + 2];
  222. gui[i + 3] = r[i + 3];
  223. } else {
  224. gui[i] = 0;
  225. gui[i + 1] = 0;
  226. gui[i + 2] = 0;
  227. gui[i + 3] = 0;
  228. }
  229. }
  230. } else {
  231. Vector4i v = value;
  232. gui[0] = v.x;
  233. gui[1] = v.y;
  234. gui[2] = v.z;
  235. gui[3] = v.w;
  236. }
  237. } break;
  238. case ShaderLanguage::TYPE_UINT: {
  239. uint32_t *gui = (uint32_t *)data;
  240. if (p_array_size > 0) {
  241. Vector<int> iv = value;
  242. int s = iv.size();
  243. const int *r = iv.ptr();
  244. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  245. if (i < s) {
  246. gui[j] = r[i];
  247. } else {
  248. gui[j] = 0;
  249. }
  250. gui[j + 1] = 0; // ignored
  251. gui[j + 2] = 0; // ignored
  252. gui[j + 3] = 0; // ignored
  253. }
  254. } else {
  255. int v = value;
  256. gui[0] = v;
  257. }
  258. } break;
  259. case ShaderLanguage::TYPE_UVEC2: {
  260. uint32_t *gui = (uint32_t *)data;
  261. if (p_array_size > 0) {
  262. Vector<int> iv = value;
  263. int s = iv.size();
  264. int count = 2 * p_array_size;
  265. const int *r = iv.ptr();
  266. for (int i = 0, j = 0; i < count; i += 2, j += 4) {
  267. if (i < s) {
  268. gui[j] = r[i];
  269. gui[j + 1] = r[i + 1];
  270. } else {
  271. gui[j] = 0;
  272. gui[j + 1] = 0;
  273. }
  274. gui[j + 2] = 0; // ignored
  275. gui[j + 3] = 0; // ignored
  276. }
  277. } else {
  278. Vector2i v = value;
  279. gui[0] = v.x;
  280. gui[1] = v.y;
  281. }
  282. } break;
  283. case ShaderLanguage::TYPE_UVEC3: {
  284. uint32_t *gui = (uint32_t *)data;
  285. if (p_array_size > 0) {
  286. Vector<int> iv = value;
  287. int s = iv.size();
  288. int count = 3 * p_array_size;
  289. const int *r = iv.ptr();
  290. for (int i = 0, j = 0; i < count; i += 3, j += 4) {
  291. if (i < s) {
  292. gui[j] = r[i];
  293. gui[j + 1] = r[i + 1];
  294. gui[j + 2] = r[i + 2];
  295. } else {
  296. gui[j] = 0;
  297. gui[j + 1] = 0;
  298. gui[j + 2] = 0;
  299. }
  300. gui[j + 3] = 0; // ignored
  301. }
  302. } else {
  303. Vector3i v = value;
  304. gui[0] = v.x;
  305. gui[1] = v.y;
  306. gui[2] = v.z;
  307. }
  308. } break;
  309. case ShaderLanguage::TYPE_UVEC4: {
  310. uint32_t *gui = (uint32_t *)data;
  311. if (p_array_size > 0) {
  312. Vector<int> iv = value;
  313. int s = iv.size();
  314. int count = 4 * p_array_size;
  315. const int *r = iv.ptr();
  316. for (int i = 0; i < count; i++) {
  317. if (i < s) {
  318. gui[i] = r[i];
  319. gui[i + 1] = r[i + 1];
  320. gui[i + 2] = r[i + 2];
  321. gui[i + 3] = r[i + 3];
  322. } else {
  323. gui[i] = 0;
  324. gui[i + 1] = 0;
  325. gui[i + 2] = 0;
  326. gui[i + 3] = 0;
  327. }
  328. }
  329. } else {
  330. Vector4i v = value;
  331. gui[0] = v.x;
  332. gui[1] = v.y;
  333. gui[2] = v.z;
  334. gui[3] = v.w;
  335. }
  336. } break;
  337. case ShaderLanguage::TYPE_FLOAT: {
  338. float *gui = reinterpret_cast<float *>(data);
  339. if (p_array_size > 0) {
  340. const PackedFloat32Array &a = value;
  341. int s = a.size();
  342. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  343. if (i < s) {
  344. gui[j] = a[i];
  345. } else {
  346. gui[j] = 0;
  347. }
  348. gui[j + 1] = 0; // ignored
  349. gui[j + 2] = 0; // ignored
  350. gui[j + 3] = 0; // ignored
  351. }
  352. } else {
  353. float v = value;
  354. gui[0] = v;
  355. }
  356. } break;
  357. case ShaderLanguage::TYPE_VEC2: {
  358. float *gui = reinterpret_cast<float *>(data);
  359. if (p_array_size > 0) {
  360. const PackedVector2Array &a = value;
  361. int s = a.size();
  362. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  363. if (i < s) {
  364. gui[j] = a[i].x;
  365. gui[j + 1] = a[i].y;
  366. } else {
  367. gui[j] = 0;
  368. gui[j + 1] = 0;
  369. }
  370. gui[j + 2] = 0; // ignored
  371. gui[j + 3] = 0; // ignored
  372. }
  373. } else {
  374. Vector2 v = value;
  375. gui[0] = v.x;
  376. gui[1] = v.y;
  377. }
  378. } break;
  379. case ShaderLanguage::TYPE_VEC3: {
  380. float *gui = reinterpret_cast<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. } else {
  395. gui[j] = 0;
  396. gui[j + 1] = 0;
  397. gui[j + 2] = 0;
  398. }
  399. gui[j + 3] = 0; // ignored
  400. }
  401. } else {
  402. const PackedVector3Array &a = value;
  403. int s = a.size();
  404. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  405. if (i < s) {
  406. gui[j] = a[i].x;
  407. gui[j + 1] = a[i].y;
  408. gui[j + 2] = a[i].z;
  409. } else {
  410. gui[j] = 0;
  411. gui[j + 1] = 0;
  412. gui[j + 2] = 0;
  413. }
  414. gui[j + 3] = 0; // ignored
  415. }
  416. }
  417. } else {
  418. if (value.get_type() == Variant::COLOR) {
  419. Color v = value;
  420. if (p_linear_color) {
  421. v = v.srgb_to_linear();
  422. }
  423. gui[0] = v.r;
  424. gui[1] = v.g;
  425. gui[2] = v.b;
  426. } else {
  427. Vector3 v = value;
  428. gui[0] = v.x;
  429. gui[1] = v.y;
  430. gui[2] = v.z;
  431. }
  432. }
  433. } break;
  434. case ShaderLanguage::TYPE_VEC4: {
  435. float *gui = reinterpret_cast<float *>(data);
  436. if (p_array_size > 0) {
  437. if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
  438. const PackedColorArray &a = value;
  439. int s = a.size();
  440. for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
  441. if (i < s) {
  442. Color color = a[i];
  443. if (p_linear_color) {
  444. color = color.srgb_to_linear();
  445. }
  446. gui[j] = color.r;
  447. gui[j + 1] = color.g;
  448. gui[j + 2] = color.b;
  449. gui[j + 3] = color.a;
  450. } else {
  451. gui[j] = 0;
  452. gui[j + 1] = 0;
  453. gui[j + 2] = 0;
  454. gui[j + 3] = 0;
  455. }
  456. }
  457. } else {
  458. const PackedFloat32Array &a = value;
  459. int s = a.size();
  460. int count = 4 * p_array_size;
  461. for (int i = 0; i < count; i += 4) {
  462. if (i + 3 < s) {
  463. gui[i] = a[i];
  464. gui[i + 1] = a[i + 1];
  465. gui[i + 2] = a[i + 2];
  466. gui[i + 3] = a[i + 3];
  467. } else {
  468. gui[i] = 0;
  469. gui[i + 1] = 0;
  470. gui[i + 2] = 0;
  471. gui[i + 3] = 0;
  472. }
  473. }
  474. }
  475. } else {
  476. if (value.get_type() == Variant::COLOR) {
  477. Color v = value;
  478. if (p_linear_color) {
  479. v = v.srgb_to_linear();
  480. }
  481. gui[0] = v.r;
  482. gui[1] = v.g;
  483. gui[2] = v.b;
  484. gui[3] = v.a;
  485. } else if (value.get_type() == Variant::RECT2) {
  486. Rect2 v = value;
  487. gui[0] = v.position.x;
  488. gui[1] = v.position.y;
  489. gui[2] = v.size.x;
  490. gui[3] = v.size.y;
  491. } else if (value.get_type() == Variant::QUATERNION) {
  492. Quaternion v = value;
  493. gui[0] = v.x;
  494. gui[1] = v.y;
  495. gui[2] = v.z;
  496. gui[3] = v.w;
  497. } else if (value.get_type() == Variant::PLANE) {
  498. Plane v = value;
  499. gui[0] = v.normal.x;
  500. gui[1] = v.normal.y;
  501. gui[2] = v.normal.z;
  502. gui[3] = v.d;
  503. } else {
  504. Vector4 v = value;
  505. gui[0] = v.x;
  506. gui[1] = v.y;
  507. gui[2] = v.z;
  508. gui[3] = v.w;
  509. }
  510. }
  511. } break;
  512. case ShaderLanguage::TYPE_MAT2: {
  513. float *gui = reinterpret_cast<float *>(data);
  514. if (p_array_size > 0) {
  515. const PackedFloat32Array &a = value;
  516. int s = a.size();
  517. for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
  518. if (i + 3 < s) {
  519. gui[j] = a[i];
  520. gui[j + 1] = a[i + 1];
  521. gui[j + 4] = a[i + 2];
  522. gui[j + 5] = a[i + 3];
  523. } else {
  524. gui[j] = 1;
  525. gui[j + 1] = 0;
  526. gui[j + 4] = 0;
  527. gui[j + 5] = 1;
  528. }
  529. gui[j + 2] = 0; // ignored
  530. gui[j + 3] = 0; // ignored
  531. gui[j + 6] = 0; // ignored
  532. gui[j + 7] = 0; // ignored
  533. }
  534. } else {
  535. Transform2D v = value;
  536. //in std140 members of mat2 are treated as vec4s
  537. gui[0] = v.columns[0][0];
  538. gui[1] = v.columns[0][1];
  539. gui[2] = 0; // ignored
  540. gui[3] = 0; // ignored
  541. gui[4] = v.columns[1][0];
  542. gui[5] = v.columns[1][1];
  543. gui[6] = 0; // ignored
  544. gui[7] = 0; // ignored
  545. }
  546. } break;
  547. case ShaderLanguage::TYPE_MAT3: {
  548. float *gui = reinterpret_cast<float *>(data);
  549. if (p_array_size > 0) {
  550. const PackedFloat32Array &a = value;
  551. int s = a.size();
  552. for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
  553. if (i + 8 < s) {
  554. gui[j] = a[i];
  555. gui[j + 1] = a[i + 1];
  556. gui[j + 2] = a[i + 2];
  557. gui[j + 4] = a[i + 3];
  558. gui[j + 5] = a[i + 4];
  559. gui[j + 6] = a[i + 5];
  560. gui[j + 8] = a[i + 6];
  561. gui[j + 9] = a[i + 7];
  562. gui[j + 10] = a[i + 8];
  563. } else {
  564. gui[j] = 1;
  565. gui[j + 1] = 0;
  566. gui[j + 2] = 0;
  567. gui[j + 4] = 0;
  568. gui[j + 5] = 1;
  569. gui[j + 6] = 0;
  570. gui[j + 8] = 0;
  571. gui[j + 9] = 0;
  572. gui[j + 10] = 1;
  573. }
  574. gui[j + 3] = 0; // ignored
  575. gui[j + 7] = 0; // ignored
  576. gui[j + 11] = 0; // ignored
  577. }
  578. } else {
  579. Basis v = value;
  580. gui[0] = v.rows[0][0];
  581. gui[1] = v.rows[1][0];
  582. gui[2] = v.rows[2][0];
  583. gui[3] = 0; // ignored
  584. gui[4] = v.rows[0][1];
  585. gui[5] = v.rows[1][1];
  586. gui[6] = v.rows[2][1];
  587. gui[7] = 0; // ignored
  588. gui[8] = v.rows[0][2];
  589. gui[9] = v.rows[1][2];
  590. gui[10] = v.rows[2][2];
  591. gui[11] = 0; // ignored
  592. }
  593. } break;
  594. case ShaderLanguage::TYPE_MAT4: {
  595. float *gui = reinterpret_cast<float *>(data);
  596. if (p_array_size > 0) {
  597. const PackedFloat32Array &a = value;
  598. int s = a.size();
  599. for (int i = 0; i < p_array_size * 16; i += 16) {
  600. if (i + 15 < s) {
  601. gui[i] = a[i];
  602. gui[i + 1] = a[i + 1];
  603. gui[i + 2] = a[i + 2];
  604. gui[i + 3] = a[i + 3];
  605. gui[i + 4] = a[i + 4];
  606. gui[i + 5] = a[i + 5];
  607. gui[i + 6] = a[i + 6];
  608. gui[i + 7] = a[i + 7];
  609. gui[i + 8] = a[i + 8];
  610. gui[i + 9] = a[i + 9];
  611. gui[i + 10] = a[i + 10];
  612. gui[i + 11] = a[i + 11];
  613. gui[i + 12] = a[i + 12];
  614. gui[i + 13] = a[i + 13];
  615. gui[i + 14] = a[i + 14];
  616. gui[i + 15] = a[i + 15];
  617. } else {
  618. gui[i] = 1;
  619. gui[i + 1] = 0;
  620. gui[i + 2] = 0;
  621. gui[i + 3] = 0;
  622. gui[i + 4] = 0;
  623. gui[i + 5] = 1;
  624. gui[i + 6] = 0;
  625. gui[i + 7] = 0;
  626. gui[i + 8] = 0;
  627. gui[i + 9] = 0;
  628. gui[i + 10] = 1;
  629. gui[i + 11] = 0;
  630. gui[i + 12] = 0;
  631. gui[i + 13] = 0;
  632. gui[i + 14] = 0;
  633. gui[i + 15] = 1;
  634. }
  635. }
  636. } else if (value.get_type() == Variant::TRANSFORM3D) {
  637. Transform3D v = value;
  638. gui[0] = v.basis.rows[0][0];
  639. gui[1] = v.basis.rows[1][0];
  640. gui[2] = v.basis.rows[2][0];
  641. gui[3] = 0;
  642. gui[4] = v.basis.rows[0][1];
  643. gui[5] = v.basis.rows[1][1];
  644. gui[6] = v.basis.rows[2][1];
  645. gui[7] = 0;
  646. gui[8] = v.basis.rows[0][2];
  647. gui[9] = v.basis.rows[1][2];
  648. gui[10] = v.basis.rows[2][2];
  649. gui[11] = 0;
  650. gui[12] = v.origin.x;
  651. gui[13] = v.origin.y;
  652. gui[14] = v.origin.z;
  653. gui[15] = 1;
  654. } else {
  655. Projection v = value;
  656. for (int i = 0; i < 4; i++) {
  657. for (int j = 0; j < 4; j++) {
  658. gui[i * 4 + j] = v.matrix[i][j];
  659. }
  660. }
  661. }
  662. } break;
  663. default: {
  664. }
  665. }
  666. }
  667. _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) {
  668. switch (type) {
  669. case ShaderLanguage::TYPE_BOOL: {
  670. uint32_t *gui = (uint32_t *)data;
  671. *gui = value[0].boolean ? 1 : 0;
  672. } break;
  673. case ShaderLanguage::TYPE_BVEC2: {
  674. uint32_t *gui = (uint32_t *)data;
  675. gui[0] = value[0].boolean ? 1 : 0;
  676. gui[1] = value[1].boolean ? 1 : 0;
  677. } break;
  678. case ShaderLanguage::TYPE_BVEC3: {
  679. uint32_t *gui = (uint32_t *)data;
  680. gui[0] = value[0].boolean ? 1 : 0;
  681. gui[1] = value[1].boolean ? 1 : 0;
  682. gui[2] = value[2].boolean ? 1 : 0;
  683. } break;
  684. case ShaderLanguage::TYPE_BVEC4: {
  685. uint32_t *gui = (uint32_t *)data;
  686. gui[0] = value[0].boolean ? 1 : 0;
  687. gui[1] = value[1].boolean ? 1 : 0;
  688. gui[2] = value[2].boolean ? 1 : 0;
  689. gui[3] = value[3].boolean ? 1 : 0;
  690. } break;
  691. case ShaderLanguage::TYPE_INT: {
  692. int32_t *gui = (int32_t *)data;
  693. gui[0] = value[0].sint;
  694. } break;
  695. case ShaderLanguage::TYPE_IVEC2: {
  696. int32_t *gui = (int32_t *)data;
  697. for (int i = 0; i < 2; i++) {
  698. gui[i] = value[i].sint;
  699. }
  700. } break;
  701. case ShaderLanguage::TYPE_IVEC3: {
  702. int32_t *gui = (int32_t *)data;
  703. for (int i = 0; i < 3; i++) {
  704. gui[i] = value[i].sint;
  705. }
  706. } break;
  707. case ShaderLanguage::TYPE_IVEC4: {
  708. int32_t *gui = (int32_t *)data;
  709. for (int i = 0; i < 4; i++) {
  710. gui[i] = value[i].sint;
  711. }
  712. } break;
  713. case ShaderLanguage::TYPE_UINT: {
  714. uint32_t *gui = (uint32_t *)data;
  715. gui[0] = value[0].uint;
  716. } break;
  717. case ShaderLanguage::TYPE_UVEC2: {
  718. int32_t *gui = (int32_t *)data;
  719. for (int i = 0; i < 2; i++) {
  720. gui[i] = value[i].uint;
  721. }
  722. } break;
  723. case ShaderLanguage::TYPE_UVEC3: {
  724. int32_t *gui = (int32_t *)data;
  725. for (int i = 0; i < 3; i++) {
  726. gui[i] = value[i].uint;
  727. }
  728. } break;
  729. case ShaderLanguage::TYPE_UVEC4: {
  730. int32_t *gui = (int32_t *)data;
  731. for (int i = 0; i < 4; i++) {
  732. gui[i] = value[i].uint;
  733. }
  734. } break;
  735. case ShaderLanguage::TYPE_FLOAT: {
  736. float *gui = reinterpret_cast<float *>(data);
  737. gui[0] = value[0].real;
  738. } break;
  739. case ShaderLanguage::TYPE_VEC2: {
  740. float *gui = reinterpret_cast<float *>(data);
  741. for (int i = 0; i < 2; i++) {
  742. gui[i] = value[i].real;
  743. }
  744. } break;
  745. case ShaderLanguage::TYPE_VEC3: {
  746. float *gui = reinterpret_cast<float *>(data);
  747. for (int i = 0; i < 3; i++) {
  748. gui[i] = value[i].real;
  749. }
  750. } break;
  751. case ShaderLanguage::TYPE_VEC4: {
  752. float *gui = reinterpret_cast<float *>(data);
  753. for (int i = 0; i < 4; i++) {
  754. gui[i] = value[i].real;
  755. }
  756. } break;
  757. case ShaderLanguage::TYPE_MAT2: {
  758. float *gui = reinterpret_cast<float *>(data);
  759. //in std140 members of mat2 are treated as vec4s
  760. gui[0] = value[0].real;
  761. gui[1] = value[1].real;
  762. gui[2] = 0;
  763. gui[3] = 0;
  764. gui[4] = value[2].real;
  765. gui[5] = value[3].real;
  766. gui[6] = 0;
  767. gui[7] = 0;
  768. } break;
  769. case ShaderLanguage::TYPE_MAT3: {
  770. float *gui = reinterpret_cast<float *>(data);
  771. gui[0] = value[0].real;
  772. gui[1] = value[1].real;
  773. gui[2] = value[2].real;
  774. gui[3] = 0;
  775. gui[4] = value[3].real;
  776. gui[5] = value[4].real;
  777. gui[6] = value[5].real;
  778. gui[7] = 0;
  779. gui[8] = value[6].real;
  780. gui[9] = value[7].real;
  781. gui[10] = value[8].real;
  782. gui[11] = 0;
  783. } break;
  784. case ShaderLanguage::TYPE_MAT4: {
  785. float *gui = reinterpret_cast<float *>(data);
  786. for (int i = 0; i < 16; i++) {
  787. gui[i] = value[i].real;
  788. }
  789. } break;
  790. default: {
  791. }
  792. }
  793. }
  794. _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
  795. if (p_array_size <= 0) {
  796. p_array_size = 1;
  797. }
  798. switch (type) {
  799. case ShaderLanguage::TYPE_BOOL:
  800. case ShaderLanguage::TYPE_INT:
  801. case ShaderLanguage::TYPE_UINT:
  802. case ShaderLanguage::TYPE_FLOAT: {
  803. memset(data, 0, 4 * p_array_size);
  804. } break;
  805. case ShaderLanguage::TYPE_BVEC2:
  806. case ShaderLanguage::TYPE_IVEC2:
  807. case ShaderLanguage::TYPE_UVEC2:
  808. case ShaderLanguage::TYPE_VEC2: {
  809. memset(data, 0, 8 * p_array_size);
  810. } break;
  811. case ShaderLanguage::TYPE_BVEC3:
  812. case ShaderLanguage::TYPE_IVEC3:
  813. case ShaderLanguage::TYPE_UVEC3:
  814. case ShaderLanguage::TYPE_VEC3:
  815. case ShaderLanguage::TYPE_BVEC4:
  816. case ShaderLanguage::TYPE_IVEC4:
  817. case ShaderLanguage::TYPE_UVEC4:
  818. case ShaderLanguage::TYPE_VEC4: {
  819. memset(data, 0, 16 * p_array_size);
  820. } break;
  821. case ShaderLanguage::TYPE_MAT2: {
  822. memset(data, 0, 32 * p_array_size);
  823. } break;
  824. case ShaderLanguage::TYPE_MAT3: {
  825. memset(data, 0, 48 * p_array_size);
  826. } break;
  827. case ShaderLanguage::TYPE_MAT4: {
  828. memset(data, 0, 64 * p_array_size);
  829. } break;
  830. default: {
  831. }
  832. }
  833. }
  834. ///////////////////////////////////////////////////////////////////////////
  835. // MaterialStorage::MaterialData
  836. 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) {
  837. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  838. bool uses_global_buffer = false;
  839. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
  840. if (E.value.order < 0) {
  841. continue; // texture, does not go here
  842. }
  843. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  844. continue; //instance uniforms don't appear in the buffer
  845. }
  846. if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  847. E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  848. E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  849. continue;
  850. }
  851. if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
  852. //this is a global variable, get the index to it
  853. GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
  854. uint32_t index = 0;
  855. if (gv) {
  856. index = gv->buffer_index;
  857. } else {
  858. WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
  859. }
  860. uint32_t offset = p_uniform_offsets[E.value.order];
  861. uint32_t *intptr = (uint32_t *)&p_buffer[offset];
  862. *intptr = index;
  863. uses_global_buffer = true;
  864. continue;
  865. }
  866. //regular uniform
  867. uint32_t offset = p_uniform_offsets[E.value.order];
  868. #ifdef DEBUG_ENABLED
  869. uint32_t size = 0U;
  870. // The following code enforces a 16-byte alignment of uniform arrays.
  871. if (E.value.array_size > 0) {
  872. size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
  873. int m = (16 * E.value.array_size);
  874. if ((size % m) != 0U) {
  875. size += m - (size % m);
  876. }
  877. } else {
  878. size = ShaderLanguage::get_datatype_size(E.value.type);
  879. }
  880. ERR_CONTINUE(offset + size > p_buffer_size);
  881. #endif
  882. uint8_t *data = &p_buffer[offset];
  883. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
  884. if (V) {
  885. //user provided
  886. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color);
  887. } else if (E.value.default_value.size()) {
  888. //default value
  889. _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
  890. //value=E.value.default_value;
  891. } else {
  892. //zero because it was not provided
  893. if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
  894. //colors must be set as black, with alpha as 1.0
  895. _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
  896. } else {
  897. //else just zero it out
  898. _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
  899. }
  900. }
  901. }
  902. if (uses_global_buffer != (global_buffer_E != nullptr)) {
  903. if (uses_global_buffer) {
  904. global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
  905. } else {
  906. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  907. global_buffer_E = nullptr;
  908. }
  909. }
  910. }
  911. MaterialStorage::MaterialData::~MaterialData() {
  912. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  913. if (global_buffer_E) {
  914. //unregister global buffers
  915. material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
  916. }
  917. if (global_texture_E) {
  918. //unregister global textures
  919. for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
  920. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  921. if (v) {
  922. v->texture_materials.erase(self);
  923. }
  924. }
  925. //unregister material from those using global textures
  926. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  927. }
  928. if (uniform_buffer.is_valid()) {
  929. RD::get_singleton()->free(uniform_buffer);
  930. }
  931. }
  932. 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) {
  933. TextureStorage *texture_storage = TextureStorage::get_singleton();
  934. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  935. #ifdef TOOLS_ENABLED
  936. TextureStorage::Texture *roughness_detect_texture = nullptr;
  937. RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
  938. TextureStorage::Texture *normal_detect_texture = nullptr;
  939. #endif
  940. bool uses_global_textures = false;
  941. global_textures_pass++;
  942. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  943. const StringName &uniform_name = p_texture_uniforms[i].name;
  944. int uniform_array_size = p_texture_uniforms[i].array_size;
  945. Vector<RID> textures;
  946. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
  947. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
  948. p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
  949. continue;
  950. }
  951. if (p_texture_uniforms[i].global) {
  952. uses_global_textures = true;
  953. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
  954. if (v) {
  955. if (v->buffer_index >= 0) {
  956. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
  957. } else {
  958. HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
  959. if (!E) {
  960. E = used_global_textures.insert(uniform_name, global_textures_pass);
  961. v->texture_materials.insert(self);
  962. } else {
  963. E->value = global_textures_pass;
  964. }
  965. textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
  966. }
  967. } else {
  968. WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
  969. }
  970. } else {
  971. HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
  972. if (V) {
  973. if (V->value.is_array()) {
  974. Array array = (Array)V->value;
  975. if (uniform_array_size > 0) {
  976. for (int j = 0; j < array.size(); j++) {
  977. textures.push_back(array[j]);
  978. }
  979. } else {
  980. if (array.size() > 0) {
  981. textures.push_back(array[0]);
  982. }
  983. }
  984. } else {
  985. textures.push_back(V->value);
  986. }
  987. }
  988. if (uniform_array_size > 0) {
  989. if (textures.size() < uniform_array_size) {
  990. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  991. for (int j = textures.size(); j < uniform_array_size; j++) {
  992. if (W && W->value.has(j)) {
  993. textures.push_back(W->value[j]);
  994. } else {
  995. textures.push_back(RID());
  996. }
  997. }
  998. }
  999. } else if (textures.is_empty()) {
  1000. HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
  1001. if (W && W->value.has(0)) {
  1002. textures.push_back(W->value[0]);
  1003. }
  1004. }
  1005. }
  1006. RID rd_texture;
  1007. if (textures.is_empty()) {
  1008. //check default usage
  1009. switch (p_texture_uniforms[i].type) {
  1010. case ShaderLanguage::TYPE_ISAMPLER2D:
  1011. case ShaderLanguage::TYPE_USAMPLER2D:
  1012. case ShaderLanguage::TYPE_SAMPLER2D: {
  1013. switch (p_texture_uniforms[i].hint) {
  1014. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  1015. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
  1016. } break;
  1017. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
  1018. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT);
  1019. } break;
  1020. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
  1021. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
  1022. } break;
  1023. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1024. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
  1025. } break;
  1026. case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
  1027. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
  1028. } break;
  1029. default: {
  1030. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1031. } break;
  1032. }
  1033. } break;
  1034. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  1035. switch (p_texture_uniforms[i].hint) {
  1036. case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
  1037. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
  1038. } break;
  1039. default: {
  1040. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
  1041. } break;
  1042. }
  1043. } break;
  1044. case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
  1045. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
  1046. } break;
  1047. case ShaderLanguage::TYPE_ISAMPLER3D:
  1048. case ShaderLanguage::TYPE_USAMPLER3D:
  1049. case ShaderLanguage::TYPE_SAMPLER3D: {
  1050. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
  1051. } break;
  1052. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  1053. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  1054. case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
  1055. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
  1056. } break;
  1057. default: {
  1058. }
  1059. }
  1060. #ifdef TOOLS_ENABLED
  1061. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  1062. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  1063. }
  1064. #endif
  1065. if (uniform_array_size > 0) {
  1066. for (int j = 0; j < uniform_array_size; j++) {
  1067. p_textures[k++] = rd_texture;
  1068. }
  1069. } else {
  1070. p_textures[k++] = rd_texture;
  1071. }
  1072. } else {
  1073. bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
  1074. for (int j = 0; j < textures.size(); j++) {
  1075. TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
  1076. if (tex) {
  1077. rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
  1078. #ifdef TOOLS_ENABLED
  1079. if (tex->detect_3d_callback && p_use_linear_color) {
  1080. tex->detect_3d_callback(tex->detect_3d_callback_ud);
  1081. }
  1082. 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)) {
  1083. if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
  1084. normal_detect_texture = tex;
  1085. }
  1086. tex->detect_normal_callback(tex->detect_normal_callback_ud);
  1087. }
  1088. 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)) {
  1089. //find the normal texture
  1090. roughness_detect_texture = tex;
  1091. roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
  1092. }
  1093. #endif
  1094. }
  1095. if (rd_texture.is_null()) {
  1096. rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  1097. }
  1098. #ifdef TOOLS_ENABLED
  1099. if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
  1100. roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
  1101. }
  1102. #endif
  1103. p_textures[k++] = rd_texture;
  1104. }
  1105. }
  1106. }
  1107. {
  1108. //for textures no longer used, unregister them
  1109. List<StringName> to_delete;
  1110. for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
  1111. if (E.value != global_textures_pass) {
  1112. to_delete.push_back(E.key);
  1113. GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
  1114. if (v) {
  1115. v->texture_materials.erase(self);
  1116. }
  1117. }
  1118. }
  1119. while (to_delete.front()) {
  1120. used_global_textures.erase(to_delete.front()->get());
  1121. to_delete.pop_front();
  1122. }
  1123. //handle registering/unregistering global textures
  1124. if (uses_global_textures != (global_texture_E != nullptr)) {
  1125. if (uses_global_textures) {
  1126. global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
  1127. } else {
  1128. material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
  1129. global_texture_E = nullptr;
  1130. }
  1131. }
  1132. }
  1133. }
  1134. void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
  1135. if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
  1136. RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
  1137. RD::get_singleton()->free(p_uniform_set);
  1138. }
  1139. }
  1140. 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, uint32_t p_barrier) {
  1141. if ((uint32_t)ubo_data.size() != p_ubo_size) {
  1142. p_uniform_dirty = true;
  1143. if (uniform_buffer.is_valid()) {
  1144. RD::get_singleton()->free(uniform_buffer);
  1145. uniform_buffer = RID();
  1146. }
  1147. ubo_data.resize(p_ubo_size);
  1148. if (ubo_data.size()) {
  1149. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1150. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1151. }
  1152. //clear previous uniform set
  1153. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1154. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  1155. RD::get_singleton()->free(uniform_set);
  1156. uniform_set = RID();
  1157. }
  1158. }
  1159. //check whether buffer changed
  1160. if (p_uniform_dirty && ubo_data.size()) {
  1161. update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true);
  1162. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
  1163. }
  1164. uint32_t tex_uniform_count = 0U;
  1165. for (int i = 0; i < p_texture_uniforms.size(); i++) {
  1166. tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
  1167. }
  1168. if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
  1169. texture_cache.resize(tex_uniform_count);
  1170. p_textures_dirty = true;
  1171. //clear previous uniform set
  1172. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1173. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
  1174. RD::get_singleton()->free(uniform_set);
  1175. uniform_set = RID();
  1176. }
  1177. }
  1178. if (p_textures_dirty && tex_uniform_count) {
  1179. update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
  1180. }
  1181. if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
  1182. // This material does not require an uniform set, so don't create it.
  1183. return false;
  1184. }
  1185. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1186. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1187. return false;
  1188. }
  1189. Vector<RD::Uniform> uniforms;
  1190. {
  1191. if (p_ubo_size) {
  1192. RD::Uniform u;
  1193. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1194. u.binding = 0;
  1195. u.append_id(uniform_buffer);
  1196. uniforms.push_back(u);
  1197. }
  1198. const RID *textures = texture_cache.ptrw();
  1199. for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
  1200. const int array_size = p_texture_uniforms[i].array_size;
  1201. RD::Uniform u;
  1202. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1203. u.binding = 1 + k;
  1204. if (array_size > 0) {
  1205. for (int j = 0; j < array_size; j++) {
  1206. u.append_id(textures[k++]);
  1207. }
  1208. } else {
  1209. u.append_id(textures[k++]);
  1210. }
  1211. uniforms.push_back(u);
  1212. }
  1213. }
  1214. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
  1215. RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
  1216. return true;
  1217. }
  1218. ///////////////////////////////////////////////////////////////////////////
  1219. // MaterialStorage
  1220. MaterialStorage *MaterialStorage::singleton = nullptr;
  1221. MaterialStorage *MaterialStorage::get_singleton() {
  1222. return singleton;
  1223. }
  1224. MaterialStorage::MaterialStorage() {
  1225. singleton = this;
  1226. //default samplers
  1227. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1228. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1229. RD::SamplerState sampler_state;
  1230. switch (i) {
  1231. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
  1232. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1233. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1234. sampler_state.max_lod = 0;
  1235. } break;
  1236. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
  1237. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1238. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1239. sampler_state.max_lod = 0;
  1240. } break;
  1241. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
  1242. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1243. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1244. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1245. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1246. } else {
  1247. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1248. }
  1249. } break;
  1250. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
  1251. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1252. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1253. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1254. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1255. } else {
  1256. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1257. }
  1258. } break;
  1259. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
  1260. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1261. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1262. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1263. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1264. } else {
  1265. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1266. }
  1267. sampler_state.use_anisotropy = true;
  1268. sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
  1269. } break;
  1270. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
  1271. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1272. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1273. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1274. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1275. } else {
  1276. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1277. }
  1278. sampler_state.use_anisotropy = true;
  1279. sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
  1280. } break;
  1281. default: {
  1282. }
  1283. }
  1284. switch (j) {
  1285. case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
  1286. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1287. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1288. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1289. } break;
  1290. case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
  1291. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1292. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1293. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1294. } break;
  1295. case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
  1296. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1297. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1298. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1299. } break;
  1300. default: {
  1301. }
  1302. }
  1303. default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
  1304. }
  1305. }
  1306. //custom sampler
  1307. sampler_rd_configure_custom(0.0f);
  1308. // buffers
  1309. { //create index array for copy shaders
  1310. Vector<uint8_t> pv;
  1311. pv.resize(6 * 4);
  1312. {
  1313. uint8_t *w = pv.ptrw();
  1314. int *p32 = (int *)w;
  1315. p32[0] = 0;
  1316. p32[1] = 1;
  1317. p32[2] = 2;
  1318. p32[3] = 0;
  1319. p32[4] = 2;
  1320. p32[5] = 3;
  1321. }
  1322. quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  1323. quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
  1324. }
  1325. // Shaders
  1326. for (int i = 0; i < SHADER_TYPE_MAX; i++) {
  1327. shader_data_request_func[i] = nullptr;
  1328. }
  1329. static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
  1330. global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
  1331. global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
  1332. memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1333. global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
  1334. global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1335. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
  1336. global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
  1337. }
  1338. MaterialStorage::~MaterialStorage() {
  1339. memdelete_arr(global_shader_uniforms.buffer_values);
  1340. memdelete_arr(global_shader_uniforms.buffer_usage);
  1341. memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
  1342. RD::get_singleton()->free(global_shader_uniforms.buffer);
  1343. // buffers
  1344. RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
  1345. //def samplers
  1346. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1347. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1348. RD::get_singleton()->free(default_rd_samplers[i][j]);
  1349. }
  1350. }
  1351. //custom samplers
  1352. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1353. for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1354. if (custom_rd_samplers[i][j].is_valid()) {
  1355. RD::get_singleton()->free(custom_rd_samplers[i][j]);
  1356. }
  1357. }
  1358. }
  1359. singleton = nullptr;
  1360. }
  1361. bool MaterialStorage::free(RID p_rid) {
  1362. if (owns_shader(p_rid)) {
  1363. shader_free(p_rid);
  1364. return true;
  1365. } else if (owns_material(p_rid)) {
  1366. material_free(p_rid);
  1367. return true;
  1368. }
  1369. return false;
  1370. }
  1371. /* Samplers */
  1372. void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) {
  1373. for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1374. for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1375. RD::SamplerState sampler_state;
  1376. switch (i) {
  1377. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
  1378. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1379. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1380. sampler_state.max_lod = 0;
  1381. } break;
  1382. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
  1383. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1384. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1385. sampler_state.max_lod = 0;
  1386. } break;
  1387. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
  1388. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1389. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1390. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1391. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1392. } else {
  1393. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1394. }
  1395. sampler_state.lod_bias = p_mipmap_bias;
  1396. } break;
  1397. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
  1398. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1399. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1400. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1401. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1402. } else {
  1403. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1404. }
  1405. sampler_state.lod_bias = p_mipmap_bias;
  1406. } break;
  1407. case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
  1408. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1409. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1410. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1411. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1412. } else {
  1413. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1414. }
  1415. sampler_state.lod_bias = p_mipmap_bias;
  1416. sampler_state.use_anisotropy = true;
  1417. sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
  1418. } break;
  1419. case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
  1420. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1421. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1422. if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
  1423. sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
  1424. } else {
  1425. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1426. }
  1427. sampler_state.lod_bias = p_mipmap_bias;
  1428. sampler_state.use_anisotropy = true;
  1429. sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
  1430. } break;
  1431. default: {
  1432. }
  1433. }
  1434. switch (j) {
  1435. case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
  1436. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1437. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1438. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1439. } break;
  1440. case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
  1441. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1442. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1443. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1444. } break;
  1445. case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
  1446. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1447. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1448. sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1449. } break;
  1450. default: {
  1451. }
  1452. }
  1453. if (custom_rd_samplers[i][j].is_valid()) {
  1454. RD::get_singleton()->free(custom_rd_samplers[i][j]);
  1455. }
  1456. custom_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
  1457. }
  1458. }
  1459. }
  1460. /* GLOBAL SHADER UNIFORM API */
  1461. int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
  1462. int32_t idx = 0;
  1463. while (idx + p_elements <= global_shader_uniforms.buffer_size) {
  1464. if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
  1465. bool valid = true;
  1466. for (uint32_t i = 1; i < p_elements; i++) {
  1467. if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
  1468. valid = false;
  1469. idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
  1470. break;
  1471. }
  1472. }
  1473. if (!valid) {
  1474. continue; //if not valid, idx is in new position
  1475. }
  1476. return idx;
  1477. } else {
  1478. idx += global_shader_uniforms.buffer_usage[idx].elements;
  1479. }
  1480. }
  1481. return -1;
  1482. }
  1483. void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1484. switch (p_type) {
  1485. case RS::GLOBAL_VAR_TYPE_BOOL: {
  1486. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1487. bool b = p_value;
  1488. bv.x = b ? 1.0 : 0.0;
  1489. bv.y = 0.0;
  1490. bv.z = 0.0;
  1491. bv.w = 0.0;
  1492. } break;
  1493. case RS::GLOBAL_VAR_TYPE_BVEC2: {
  1494. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1495. uint32_t bvec = p_value;
  1496. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1497. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1498. bv.z = 0.0;
  1499. bv.w = 0.0;
  1500. } break;
  1501. case RS::GLOBAL_VAR_TYPE_BVEC3: {
  1502. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1503. uint32_t bvec = p_value;
  1504. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1505. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1506. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1507. bv.w = 0.0;
  1508. } break;
  1509. case RS::GLOBAL_VAR_TYPE_BVEC4: {
  1510. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1511. uint32_t bvec = p_value;
  1512. bv.x = (bvec & 1) ? 1.0 : 0.0;
  1513. bv.y = (bvec & 2) ? 1.0 : 0.0;
  1514. bv.z = (bvec & 4) ? 1.0 : 0.0;
  1515. bv.w = (bvec & 8) ? 1.0 : 0.0;
  1516. } break;
  1517. case RS::GLOBAL_VAR_TYPE_INT: {
  1518. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1519. int32_t v = p_value;
  1520. bv.x = v;
  1521. bv.y = 0;
  1522. bv.z = 0;
  1523. bv.w = 0;
  1524. } break;
  1525. case RS::GLOBAL_VAR_TYPE_IVEC2: {
  1526. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1527. Vector2i v = p_value;
  1528. bv.x = v.x;
  1529. bv.y = v.y;
  1530. bv.z = 0;
  1531. bv.w = 0;
  1532. } break;
  1533. case RS::GLOBAL_VAR_TYPE_IVEC3: {
  1534. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1535. Vector3i v = p_value;
  1536. bv.x = v.x;
  1537. bv.y = v.y;
  1538. bv.z = v.z;
  1539. bv.w = 0;
  1540. } break;
  1541. case RS::GLOBAL_VAR_TYPE_IVEC4: {
  1542. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1543. Vector<int32_t> v = p_value;
  1544. bv.x = v.size() >= 1 ? v[0] : 0;
  1545. bv.y = v.size() >= 2 ? v[1] : 0;
  1546. bv.z = v.size() >= 3 ? v[2] : 0;
  1547. bv.w = v.size() >= 4 ? v[3] : 0;
  1548. } break;
  1549. case RS::GLOBAL_VAR_TYPE_RECT2I: {
  1550. GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
  1551. Rect2i v = p_value;
  1552. bv.x = v.position.x;
  1553. bv.y = v.position.y;
  1554. bv.z = v.size.x;
  1555. bv.w = v.size.y;
  1556. } break;
  1557. case RS::GLOBAL_VAR_TYPE_UINT: {
  1558. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1559. uint32_t v = p_value;
  1560. bv.x = v;
  1561. bv.y = 0;
  1562. bv.z = 0;
  1563. bv.w = 0;
  1564. } break;
  1565. case RS::GLOBAL_VAR_TYPE_UVEC2: {
  1566. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1567. Vector2i v = p_value;
  1568. bv.x = v.x;
  1569. bv.y = v.y;
  1570. bv.z = 0;
  1571. bv.w = 0;
  1572. } break;
  1573. case RS::GLOBAL_VAR_TYPE_UVEC3: {
  1574. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1575. Vector3i v = p_value;
  1576. bv.x = v.x;
  1577. bv.y = v.y;
  1578. bv.z = v.z;
  1579. bv.w = 0;
  1580. } break;
  1581. case RS::GLOBAL_VAR_TYPE_UVEC4: {
  1582. GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
  1583. Vector<int32_t> v = p_value;
  1584. bv.x = v.size() >= 1 ? v[0] : 0;
  1585. bv.y = v.size() >= 2 ? v[1] : 0;
  1586. bv.z = v.size() >= 3 ? v[2] : 0;
  1587. bv.w = v.size() >= 4 ? v[3] : 0;
  1588. } break;
  1589. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  1590. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1591. float v = p_value;
  1592. bv.x = v;
  1593. bv.y = 0;
  1594. bv.z = 0;
  1595. bv.w = 0;
  1596. } break;
  1597. case RS::GLOBAL_VAR_TYPE_VEC2: {
  1598. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1599. Vector2 v = p_value;
  1600. bv.x = v.x;
  1601. bv.y = v.y;
  1602. bv.z = 0;
  1603. bv.w = 0;
  1604. } break;
  1605. case RS::GLOBAL_VAR_TYPE_VEC3: {
  1606. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1607. Vector3 v = p_value;
  1608. bv.x = v.x;
  1609. bv.y = v.y;
  1610. bv.z = v.z;
  1611. bv.w = 0;
  1612. } break;
  1613. case RS::GLOBAL_VAR_TYPE_VEC4: {
  1614. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1615. Plane v = p_value;
  1616. bv.x = v.normal.x;
  1617. bv.y = v.normal.y;
  1618. bv.z = v.normal.z;
  1619. bv.w = v.d;
  1620. } break;
  1621. case RS::GLOBAL_VAR_TYPE_COLOR: {
  1622. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1623. Color v = p_value;
  1624. bv.x = v.r;
  1625. bv.y = v.g;
  1626. bv.z = v.b;
  1627. bv.w = v.a;
  1628. GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
  1629. v = v.srgb_to_linear();
  1630. bv_linear.x = v.r;
  1631. bv_linear.y = v.g;
  1632. bv_linear.z = v.b;
  1633. bv_linear.w = v.a;
  1634. } break;
  1635. case RS::GLOBAL_VAR_TYPE_RECT2: {
  1636. GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
  1637. Rect2 v = p_value;
  1638. bv.x = v.position.x;
  1639. bv.y = v.position.y;
  1640. bv.z = v.size.x;
  1641. bv.w = v.size.y;
  1642. } break;
  1643. case RS::GLOBAL_VAR_TYPE_MAT2: {
  1644. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1645. Vector<float> m2 = p_value;
  1646. if (m2.size() < 4) {
  1647. m2.resize(4);
  1648. }
  1649. bv[0].x = m2[0];
  1650. bv[0].y = m2[1];
  1651. bv[0].z = 0;
  1652. bv[0].w = 0;
  1653. bv[1].x = m2[2];
  1654. bv[1].y = m2[3];
  1655. bv[1].z = 0;
  1656. bv[1].w = 0;
  1657. } break;
  1658. case RS::GLOBAL_VAR_TYPE_MAT3: {
  1659. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1660. Basis v = p_value;
  1661. bv[0].x = v.rows[0][0];
  1662. bv[0].y = v.rows[1][0];
  1663. bv[0].z = v.rows[2][0];
  1664. bv[0].w = 0;
  1665. bv[1].x = v.rows[0][1];
  1666. bv[1].y = v.rows[1][1];
  1667. bv[1].z = v.rows[2][1];
  1668. bv[1].w = 0;
  1669. bv[2].x = v.rows[0][2];
  1670. bv[2].y = v.rows[1][2];
  1671. bv[2].z = v.rows[2][2];
  1672. bv[2].w = 0;
  1673. } break;
  1674. case RS::GLOBAL_VAR_TYPE_MAT4: {
  1675. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1676. Vector<float> m2 = p_value;
  1677. if (m2.size() < 16) {
  1678. m2.resize(16);
  1679. }
  1680. bv[0].x = m2[0];
  1681. bv[0].y = m2[1];
  1682. bv[0].z = m2[2];
  1683. bv[0].w = m2[3];
  1684. bv[1].x = m2[4];
  1685. bv[1].y = m2[5];
  1686. bv[1].z = m2[6];
  1687. bv[1].w = m2[7];
  1688. bv[2].x = m2[8];
  1689. bv[2].y = m2[9];
  1690. bv[2].z = m2[10];
  1691. bv[2].w = m2[11];
  1692. bv[3].x = m2[12];
  1693. bv[3].y = m2[13];
  1694. bv[3].z = m2[14];
  1695. bv[3].w = m2[15];
  1696. } break;
  1697. case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
  1698. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1699. Transform2D v = p_value;
  1700. bv[0].x = v.columns[0][0];
  1701. bv[0].y = v.columns[0][1];
  1702. bv[0].z = 0;
  1703. bv[0].w = 0;
  1704. bv[1].x = v.columns[1][0];
  1705. bv[1].y = v.columns[1][1];
  1706. bv[1].z = 0;
  1707. bv[1].w = 0;
  1708. bv[2].x = v.columns[2][0];
  1709. bv[2].y = v.columns[2][1];
  1710. bv[2].z = 1;
  1711. bv[2].w = 0;
  1712. } break;
  1713. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  1714. GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
  1715. Transform3D v = p_value;
  1716. bv[0].x = v.basis.rows[0][0];
  1717. bv[0].y = v.basis.rows[1][0];
  1718. bv[0].z = v.basis.rows[2][0];
  1719. bv[0].w = 0;
  1720. bv[1].x = v.basis.rows[0][1];
  1721. bv[1].y = v.basis.rows[1][1];
  1722. bv[1].z = v.basis.rows[2][1];
  1723. bv[1].w = 0;
  1724. bv[2].x = v.basis.rows[0][2];
  1725. bv[2].y = v.basis.rows[1][2];
  1726. bv[2].z = v.basis.rows[2][2];
  1727. bv[2].w = 0;
  1728. bv[3].x = v.origin.x;
  1729. bv[3].y = v.origin.y;
  1730. bv[3].z = v.origin.z;
  1731. bv[3].w = 1;
  1732. } break;
  1733. default: {
  1734. ERR_FAIL();
  1735. }
  1736. }
  1737. }
  1738. void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
  1739. int32_t prev_chunk = -1;
  1740. for (int32_t i = 0; i < p_elements; i++) {
  1741. int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  1742. if (chunk != prev_chunk) {
  1743. if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
  1744. global_shader_uniforms.buffer_dirty_regions[chunk] = true;
  1745. global_shader_uniforms.buffer_dirty_region_count++;
  1746. }
  1747. }
  1748. prev_chunk = chunk;
  1749. }
  1750. }
  1751. void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
  1752. ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
  1753. GlobalShaderUniforms::Variable gv;
  1754. gv.type = p_type;
  1755. gv.value = p_value;
  1756. gv.buffer_index = -1;
  1757. if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1758. //is texture
  1759. global_shader_uniforms.must_update_texture_materials = true; //normally there are none
  1760. } else {
  1761. gv.buffer_elements = 1;
  1762. if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
  1763. //color needs to elements to store srgb and linear
  1764. gv.buffer_elements = 2;
  1765. }
  1766. if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
  1767. //color needs to elements to store srgb and linear
  1768. gv.buffer_elements = 3;
  1769. }
  1770. if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
  1771. //color needs to elements to store srgb and linear
  1772. gv.buffer_elements = 4;
  1773. }
  1774. //is vector, allocate in buffer and update index
  1775. gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
  1776. 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)));
  1777. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
  1778. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1779. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1780. global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
  1781. }
  1782. global_shader_uniforms.variables[p_name] = gv;
  1783. }
  1784. void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
  1785. if (!global_shader_uniforms.variables.has(p_name)) {
  1786. return;
  1787. }
  1788. const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1789. if (gv.buffer_index >= 0) {
  1790. global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
  1791. global_shader_uniforms.must_update_buffer_materials = true;
  1792. } else {
  1793. global_shader_uniforms.must_update_texture_materials = true;
  1794. }
  1795. global_shader_uniforms.variables.erase(p_name);
  1796. }
  1797. Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
  1798. if (!Engine::get_singleton()->is_editor_hint()) {
  1799. ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
  1800. }
  1801. Vector<StringName> names;
  1802. for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
  1803. names.push_back(E.key);
  1804. }
  1805. names.sort_custom<StringName::AlphCompare>();
  1806. return names;
  1807. }
  1808. void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {
  1809. ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
  1810. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1811. gv.value = p_value;
  1812. if (gv.override.get_type() == Variant::NIL) {
  1813. if (gv.buffer_index >= 0) {
  1814. //buffer
  1815. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1816. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1817. } else {
  1818. //texture
  1819. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1820. for (const RID &E : gv.texture_materials) {
  1821. Material *material = material_storage->get_material(E);
  1822. ERR_CONTINUE(!material);
  1823. material_storage->_material_queue_update(material, false, true);
  1824. }
  1825. }
  1826. }
  1827. }
  1828. void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {
  1829. if (!global_shader_uniforms.variables.has(p_name)) {
  1830. return; //variable may not exist
  1831. }
  1832. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
  1833. GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
  1834. gv.override = p_value;
  1835. if (gv.buffer_index >= 0) {
  1836. //buffer
  1837. if (gv.override.get_type() == Variant::NIL) {
  1838. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
  1839. } else {
  1840. _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
  1841. }
  1842. _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
  1843. } else {
  1844. //texture
  1845. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  1846. for (const RID &E : gv.texture_materials) {
  1847. Material *material = material_storage->get_material(E);
  1848. ERR_CONTINUE(!material);
  1849. material_storage->_material_queue_update(material, false, true);
  1850. }
  1851. }
  1852. }
  1853. Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {
  1854. if (!Engine::get_singleton()->is_editor_hint()) {
  1855. ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
  1856. }
  1857. if (!global_shader_uniforms.variables.has(p_name)) {
  1858. return Variant();
  1859. }
  1860. return global_shader_uniforms.variables[p_name].value;
  1861. }
  1862. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {
  1863. if (!global_shader_uniforms.variables.has(p_name)) {
  1864. return RS::GLOBAL_VAR_TYPE_MAX;
  1865. }
  1866. return global_shader_uniforms.variables[p_name].type;
  1867. }
  1868. RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {
  1869. if (!Engine::get_singleton()->is_editor_hint()) {
  1870. ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
  1871. }
  1872. return global_shader_parameter_get_type_internal(p_name);
  1873. }
  1874. void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {
  1875. List<PropertyInfo> settings;
  1876. ProjectSettings::get_singleton()->get_property_list(&settings);
  1877. for (const PropertyInfo &E : settings) {
  1878. if (E.name.begins_with("shader_globals/")) {
  1879. StringName name = E.name.get_slice("/", 1);
  1880. Dictionary d = ProjectSettings::get_singleton()->get(E.name);
  1881. ERR_CONTINUE(!d.has("type"));
  1882. ERR_CONTINUE(!d.has("value"));
  1883. String type = d["type"];
  1884. static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
  1885. "bool",
  1886. "bvec2",
  1887. "bvec3",
  1888. "bvec4",
  1889. "int",
  1890. "ivec2",
  1891. "ivec3",
  1892. "ivec4",
  1893. "rect2i",
  1894. "uint",
  1895. "uvec2",
  1896. "uvec3",
  1897. "uvec4",
  1898. "float",
  1899. "vec2",
  1900. "vec3",
  1901. "vec4",
  1902. "color",
  1903. "rect2",
  1904. "mat2",
  1905. "mat3",
  1906. "mat4",
  1907. "transform_2d",
  1908. "transform",
  1909. "sampler2D",
  1910. "sampler2DArray",
  1911. "sampler3D",
  1912. "samplerCube",
  1913. };
  1914. RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
  1915. for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
  1916. if (global_var_type_names[i] == type) {
  1917. gvtype = RS::GlobalShaderParameterType(i);
  1918. break;
  1919. }
  1920. }
  1921. ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
  1922. Variant value = d["value"];
  1923. if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
  1924. //textire
  1925. if (!p_load_textures) {
  1926. value = RID();
  1927. continue;
  1928. }
  1929. String path = value;
  1930. Ref<Resource> resource = ResourceLoader::load(path);
  1931. ERR_CONTINUE(resource.is_null());
  1932. value = resource;
  1933. }
  1934. if (global_shader_uniforms.variables.has(name)) {
  1935. //has it, update it
  1936. global_shader_parameter_set(name, value);
  1937. } else {
  1938. global_shader_parameter_add(name, gvtype, value);
  1939. }
  1940. }
  1941. }
  1942. }
  1943. void MaterialStorage::global_shader_parameters_clear() {
  1944. global_shader_uniforms.variables.clear(); //not right but for now enough
  1945. }
  1946. RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const {
  1947. return global_shader_uniforms.buffer;
  1948. }
  1949. int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {
  1950. ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
  1951. int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1952. global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
  1953. ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
  1954. global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
  1955. return pos;
  1956. }
  1957. void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
  1958. ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
  1959. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  1960. if (pos >= 0) {
  1961. global_shader_uniforms.buffer_usage[pos].elements = 0;
  1962. }
  1963. global_shader_uniforms.instance_buffer_pos.erase(p_instance);
  1964. }
  1965. void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value) {
  1966. if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
  1967. return; //just not allocated, ignore
  1968. }
  1969. int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
  1970. if (pos < 0) {
  1971. return; //again, not allocated, ignore
  1972. }
  1973. ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
  1974. 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
  1975. const ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
  1976. ShaderLanguage::TYPE_MAX, //nil
  1977. ShaderLanguage::TYPE_BOOL, //bool
  1978. ShaderLanguage::TYPE_INT, //int
  1979. ShaderLanguage::TYPE_FLOAT, //float
  1980. ShaderLanguage::TYPE_MAX, //string
  1981. ShaderLanguage::TYPE_VEC2, //vec2
  1982. ShaderLanguage::TYPE_IVEC2, //vec2i
  1983. ShaderLanguage::TYPE_VEC4, //rect2
  1984. ShaderLanguage::TYPE_IVEC4, //rect2i
  1985. ShaderLanguage::TYPE_VEC3, // vec3
  1986. ShaderLanguage::TYPE_IVEC3, //vec3i
  1987. ShaderLanguage::TYPE_MAX, //xform2d not supported here
  1988. ShaderLanguage::TYPE_VEC4, //vec4
  1989. ShaderLanguage::TYPE_IVEC4, //vec4i
  1990. ShaderLanguage::TYPE_VEC4, //plane
  1991. ShaderLanguage::TYPE_VEC4, //quat
  1992. ShaderLanguage::TYPE_MAX, //aabb not supported here
  1993. ShaderLanguage::TYPE_MAX, //basis not supported here
  1994. ShaderLanguage::TYPE_MAX, //xform not supported here
  1995. ShaderLanguage::TYPE_MAX, //projection not supported here
  1996. ShaderLanguage::TYPE_VEC4 //color
  1997. };
  1998. ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()];
  1999. 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
  2000. pos += p_index;
  2001. _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
  2002. _global_shader_uniform_mark_buffer_dirty(pos, 1);
  2003. }
  2004. void MaterialStorage::_update_global_shader_uniforms() {
  2005. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  2006. if (global_shader_uniforms.buffer_dirty_region_count > 0) {
  2007. uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  2008. if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
  2009. // 25% of regions dirty, just update all buffer
  2010. RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values);
  2011. memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
  2012. } else {
  2013. uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
  2014. for (uint32_t i = 0; i < total_regions; i++) {
  2015. if (global_shader_uniforms.buffer_dirty_regions[i]) {
  2016. 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]);
  2017. global_shader_uniforms.buffer_dirty_regions[i] = false;
  2018. }
  2019. }
  2020. }
  2021. global_shader_uniforms.buffer_dirty_region_count = 0;
  2022. }
  2023. if (global_shader_uniforms.must_update_buffer_materials) {
  2024. // only happens in the case of a buffer variable added or removed,
  2025. // so not often.
  2026. for (const RID &E : global_shader_uniforms.materials_using_buffer) {
  2027. Material *material = material_storage->get_material(E);
  2028. ERR_CONTINUE(!material); //wtf
  2029. material_storage->_material_queue_update(material, true, false);
  2030. }
  2031. global_shader_uniforms.must_update_buffer_materials = false;
  2032. }
  2033. if (global_shader_uniforms.must_update_texture_materials) {
  2034. // only happens in the case of a buffer variable added or removed,
  2035. // so not often.
  2036. for (const RID &E : global_shader_uniforms.materials_using_texture) {
  2037. Material *material = material_storage->get_material(E);
  2038. ERR_CONTINUE(!material); //wtf
  2039. material_storage->_material_queue_update(material, false, true);
  2040. }
  2041. global_shader_uniforms.must_update_texture_materials = false;
  2042. }
  2043. }
  2044. /* SHADER API */
  2045. RID MaterialStorage::shader_allocate() {
  2046. return shader_owner.allocate_rid();
  2047. }
  2048. void MaterialStorage::shader_initialize(RID p_rid) {
  2049. Shader shader;
  2050. shader.data = nullptr;
  2051. shader.type = SHADER_TYPE_MAX;
  2052. shader_owner.initialize_rid(p_rid, shader);
  2053. }
  2054. void MaterialStorage::shader_free(RID p_rid) {
  2055. Shader *shader = shader_owner.get_or_null(p_rid);
  2056. ERR_FAIL_COND(!shader);
  2057. //make material unreference this
  2058. while (shader->owners.size()) {
  2059. material_set_shader((*shader->owners.begin())->self, RID());
  2060. }
  2061. //clear data if exists
  2062. if (shader->data) {
  2063. memdelete(shader->data);
  2064. }
  2065. shader_owner.free(p_rid);
  2066. }
  2067. void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
  2068. Shader *shader = shader_owner.get_or_null(p_shader);
  2069. ERR_FAIL_COND(!shader);
  2070. shader->code = p_code;
  2071. String mode_string = ShaderLanguage::get_shader_type(p_code);
  2072. ShaderType new_type;
  2073. if (mode_string == "canvas_item") {
  2074. new_type = SHADER_TYPE_2D;
  2075. } else if (mode_string == "particles") {
  2076. new_type = SHADER_TYPE_PARTICLES;
  2077. } else if (mode_string == "spatial") {
  2078. new_type = SHADER_TYPE_3D;
  2079. } else if (mode_string == "sky") {
  2080. new_type = SHADER_TYPE_SKY;
  2081. } else if (mode_string == "fog") {
  2082. new_type = SHADER_TYPE_FOG;
  2083. } else {
  2084. new_type = SHADER_TYPE_MAX;
  2085. }
  2086. if (new_type != shader->type) {
  2087. if (shader->data) {
  2088. memdelete(shader->data);
  2089. shader->data = nullptr;
  2090. }
  2091. for (Material *E : shader->owners) {
  2092. Material *material = E;
  2093. material->shader_type = new_type;
  2094. if (material->data) {
  2095. memdelete(material->data);
  2096. material->data = nullptr;
  2097. }
  2098. }
  2099. shader->type = new_type;
  2100. if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
  2101. shader->data = shader_data_request_func[new_type]();
  2102. } else {
  2103. shader->type = SHADER_TYPE_MAX; //invalid
  2104. }
  2105. for (Material *E : shader->owners) {
  2106. Material *material = E;
  2107. if (shader->data) {
  2108. material->data = material_get_data_request_function(new_type)(shader->data);
  2109. material->data->self = material->self;
  2110. material->data->set_next_pass(material->next_pass);
  2111. material->data->set_render_priority(material->priority);
  2112. }
  2113. material->shader_type = new_type;
  2114. }
  2115. if (shader->data) {
  2116. for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
  2117. for (const KeyValue<int, RID> &E2 : E.value) {
  2118. shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
  2119. }
  2120. }
  2121. }
  2122. }
  2123. if (shader->data) {
  2124. shader->data->set_path_hint(shader->path_hint);
  2125. shader->data->set_code(p_code);
  2126. }
  2127. for (Material *E : shader->owners) {
  2128. Material *material = E;
  2129. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2130. _material_queue_update(material, true, true);
  2131. }
  2132. }
  2133. void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
  2134. Shader *shader = shader_owner.get_or_null(p_shader);
  2135. ERR_FAIL_COND(!shader);
  2136. shader->path_hint = p_path;
  2137. if (shader->data) {
  2138. shader->data->set_path_hint(p_path);
  2139. }
  2140. }
  2141. String MaterialStorage::shader_get_code(RID p_shader) const {
  2142. Shader *shader = shader_owner.get_or_null(p_shader);
  2143. ERR_FAIL_COND_V(!shader, String());
  2144. return shader->code;
  2145. }
  2146. void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
  2147. Shader *shader = shader_owner.get_or_null(p_shader);
  2148. ERR_FAIL_COND(!shader);
  2149. if (shader->data) {
  2150. return shader->data->get_shader_uniform_list(p_param_list);
  2151. }
  2152. }
  2153. void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
  2154. Shader *shader = shader_owner.get_or_null(p_shader);
  2155. ERR_FAIL_COND(!shader);
  2156. if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
  2157. if (!shader->default_texture_parameter.has(p_name)) {
  2158. shader->default_texture_parameter[p_name] = HashMap<int, RID>();
  2159. }
  2160. shader->default_texture_parameter[p_name][p_index] = p_texture;
  2161. } else {
  2162. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  2163. shader->default_texture_parameter[p_name].erase(p_index);
  2164. if (shader->default_texture_parameter[p_name].is_empty()) {
  2165. shader->default_texture_parameter.erase(p_name);
  2166. }
  2167. }
  2168. }
  2169. if (shader->data) {
  2170. shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
  2171. }
  2172. for (Material *E : shader->owners) {
  2173. Material *material = E;
  2174. _material_queue_update(material, false, true);
  2175. }
  2176. }
  2177. RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {
  2178. Shader *shader = shader_owner.get_or_null(p_shader);
  2179. ERR_FAIL_COND_V(!shader, RID());
  2180. if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
  2181. return shader->default_texture_parameter[p_name][p_index];
  2182. }
  2183. return RID();
  2184. }
  2185. Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {
  2186. Shader *shader = shader_owner.get_or_null(p_shader);
  2187. ERR_FAIL_COND_V(!shader, Variant());
  2188. if (shader->data) {
  2189. return shader->data->get_default_parameter(p_param);
  2190. }
  2191. return Variant();
  2192. }
  2193. void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
  2194. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  2195. shader_data_request_func[p_shader_type] = p_function;
  2196. }
  2197. RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
  2198. Shader *shader = shader_owner.get_or_null(p_shader);
  2199. ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
  2200. if (shader->data) {
  2201. return shader->data->get_native_source_code();
  2202. }
  2203. return RS::ShaderNativeSourceCode();
  2204. }
  2205. /* MATERIAL API */
  2206. void MaterialStorage::_material_uniform_set_erased(void *p_material) {
  2207. RID rid = *(RID *)p_material;
  2208. Material *material = MaterialStorage::get_singleton()->get_material(rid);
  2209. if (material) {
  2210. if (material->data) {
  2211. // Uniform set may be gone because a dependency was erased. This happens
  2212. // if a texture is deleted, so re-create it.
  2213. MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
  2214. }
  2215. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2216. }
  2217. }
  2218. void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
  2219. material->uniform_dirty = material->uniform_dirty || p_uniform;
  2220. material->texture_dirty = material->texture_dirty || p_texture;
  2221. if (material->update_element.in_list()) {
  2222. return;
  2223. }
  2224. material_update_list.add(&material->update_element);
  2225. }
  2226. void MaterialStorage::_update_queued_materials() {
  2227. while (material_update_list.first()) {
  2228. Material *material = material_update_list.first()->self();
  2229. bool uniforms_changed = false;
  2230. if (material->data) {
  2231. uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
  2232. }
  2233. material->texture_dirty = false;
  2234. material->uniform_dirty = false;
  2235. material_update_list.remove(&material->update_element);
  2236. if (uniforms_changed) {
  2237. //some implementations such as 3D renderer cache the material uniform set, so update is required
  2238. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2239. }
  2240. }
  2241. }
  2242. RID MaterialStorage::material_allocate() {
  2243. return material_owner.allocate_rid();
  2244. }
  2245. void MaterialStorage::material_initialize(RID p_rid) {
  2246. material_owner.initialize_rid(p_rid);
  2247. Material *material = material_owner.get_or_null(p_rid);
  2248. material->self = p_rid;
  2249. }
  2250. void MaterialStorage::material_free(RID p_rid) {
  2251. Material *material = material_owner.get_or_null(p_rid);
  2252. ERR_FAIL_COND(!material);
  2253. material_set_shader(p_rid, RID()); //clean up shader
  2254. material->dependency.deleted_notify(p_rid);
  2255. material_owner.free(p_rid);
  2256. }
  2257. void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
  2258. Material *material = material_owner.get_or_null(p_material);
  2259. ERR_FAIL_COND(!material);
  2260. if (material->data) {
  2261. memdelete(material->data);
  2262. material->data = nullptr;
  2263. }
  2264. if (material->shader) {
  2265. material->shader->owners.erase(material);
  2266. material->shader = nullptr;
  2267. material->shader_type = SHADER_TYPE_MAX;
  2268. }
  2269. if (p_shader.is_null()) {
  2270. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2271. material->shader_id = 0;
  2272. return;
  2273. }
  2274. Shader *shader = get_shader(p_shader);
  2275. ERR_FAIL_COND(!shader);
  2276. material->shader = shader;
  2277. material->shader_type = shader->type;
  2278. material->shader_id = p_shader.get_local_index();
  2279. shader->owners.insert(material);
  2280. if (shader->type == SHADER_TYPE_MAX) {
  2281. return;
  2282. }
  2283. ERR_FAIL_COND(shader->data == nullptr);
  2284. material->data = material_data_request_func[shader->type](shader->data);
  2285. material->data->self = p_material;
  2286. material->data->set_next_pass(material->next_pass);
  2287. material->data->set_render_priority(material->priority);
  2288. //updating happens later
  2289. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2290. _material_queue_update(material, true, true);
  2291. }
  2292. MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
  2293. const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
  2294. if (material && material->shader && material->shader->data) {
  2295. return material->shader->data;
  2296. }
  2297. return nullptr;
  2298. }
  2299. void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
  2300. Material *material = material_owner.get_or_null(p_material);
  2301. ERR_FAIL_COND(!material);
  2302. if (p_value.get_type() == Variant::NIL) {
  2303. material->params.erase(p_param);
  2304. } else {
  2305. ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
  2306. material->params[p_param] = p_value;
  2307. }
  2308. if (material->shader && material->shader->data) { //shader is valid
  2309. bool is_texture = material->shader->data->is_parameter_texture(p_param);
  2310. _material_queue_update(material, !is_texture, is_texture);
  2311. } else {
  2312. _material_queue_update(material, true, true);
  2313. }
  2314. }
  2315. Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
  2316. Material *material = material_owner.get_or_null(p_material);
  2317. ERR_FAIL_COND_V(!material, Variant());
  2318. if (material->params.has(p_param)) {
  2319. return material->params[p_param];
  2320. } else {
  2321. return Variant();
  2322. }
  2323. }
  2324. void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
  2325. Material *material = material_owner.get_or_null(p_material);
  2326. ERR_FAIL_COND(!material);
  2327. if (material->next_pass == p_next_material) {
  2328. return;
  2329. }
  2330. material->next_pass = p_next_material;
  2331. if (material->data) {
  2332. material->data->set_next_pass(p_next_material);
  2333. }
  2334. material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
  2335. }
  2336. void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
  2337. Material *material = material_owner.get_or_null(p_material);
  2338. ERR_FAIL_COND(!material);
  2339. material->priority = priority;
  2340. if (material->data) {
  2341. material->data->set_render_priority(priority);
  2342. }
  2343. }
  2344. bool MaterialStorage::material_is_animated(RID p_material) {
  2345. Material *material = material_owner.get_or_null(p_material);
  2346. ERR_FAIL_COND_V(!material, false);
  2347. if (material->shader && material->shader->data) {
  2348. if (material->shader->data->is_animated()) {
  2349. return true;
  2350. } else if (material->next_pass.is_valid()) {
  2351. return material_is_animated(material->next_pass);
  2352. }
  2353. }
  2354. return false; //by default nothing is animated
  2355. }
  2356. bool MaterialStorage::material_casts_shadows(RID p_material) {
  2357. Material *material = material_owner.get_or_null(p_material);
  2358. ERR_FAIL_COND_V(!material, true);
  2359. if (material->shader && material->shader->data) {
  2360. if (material->shader->data->casts_shadows()) {
  2361. return true;
  2362. } else if (material->next_pass.is_valid()) {
  2363. return material_casts_shadows(material->next_pass);
  2364. }
  2365. }
  2366. return true; //by default everything casts shadows
  2367. }
  2368. void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
  2369. Material *material = material_owner.get_or_null(p_material);
  2370. ERR_FAIL_COND(!material);
  2371. if (material->shader && material->shader->data) {
  2372. material->shader->data->get_instance_param_list(r_parameters);
  2373. if (material->next_pass.is_valid()) {
  2374. material_get_instance_shader_parameters(material->next_pass, r_parameters);
  2375. }
  2376. }
  2377. }
  2378. void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
  2379. Material *material = material_owner.get_or_null(p_material);
  2380. ERR_FAIL_COND(!material);
  2381. p_instance->update_dependency(&material->dependency);
  2382. if (material->next_pass.is_valid()) {
  2383. material_update_dependency(material->next_pass, p_instance);
  2384. }
  2385. }
  2386. void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
  2387. ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
  2388. material_data_request_func[p_shader_type] = p_function;
  2389. }
  2390. MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
  2391. ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
  2392. return material_data_request_func[p_shader_type];
  2393. }