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- /**************************************************************************/
- /* material_storage.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "material_storage.h"
- #include "core/config/engine.h"
- #include "core/config/project_settings.h"
- #include "core/io/resource_loader.h"
- #include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
- #include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
- #include "servers/rendering/storage/variant_converters.h"
- #include "texture_storage.h"
- using namespace RendererRD;
- ///////////////////////////////////////////////////////////////////////////
- // UBI helper functions
- static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) {
- switch (type) {
- case ShaderLanguage::TYPE_BOOL: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- PackedInt32Array ba = value;
- for (int i = 0; i < ba.size(); i++) {
- ba.set(i, ba[i] ? 1 : 0);
- }
- write_array_std140<int32_t>(ba, gui, p_array_size, 4);
- } else {
- bool v = value;
- gui[0] = v ? 1 : 0;
- }
- } break;
- case ShaderLanguage::TYPE_BVEC2: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- PackedInt32Array ba = convert_array_std140<Vector2i, int32_t>(value);
- for (int i = 0; i < ba.size(); i++) {
- ba.set(i, ba[i] ? 1 : 0);
- }
- write_array_std140<Vector2i>(ba, gui, p_array_size, 4);
- } else {
- uint32_t v = value;
- gui[0] = v & 1 ? 1 : 0;
- gui[1] = v & 2 ? 1 : 0;
- }
- } break;
- case ShaderLanguage::TYPE_BVEC3: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- PackedInt32Array ba = convert_array_std140<Vector3i, int32_t>(value);
- for (int i = 0; i < ba.size(); i++) {
- ba.set(i, ba[i] ? 1 : 0);
- }
- write_array_std140<Vector3i>(ba, gui, p_array_size, 4);
- } else {
- uint32_t v = value;
- gui[0] = (v & 1) ? 1 : 0;
- gui[1] = (v & 2) ? 1 : 0;
- gui[2] = (v & 4) ? 1 : 0;
- }
- } break;
- case ShaderLanguage::TYPE_BVEC4: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- PackedInt32Array ba = convert_array_std140<Vector4i, int32_t>(value);
- for (int i = 0; i < ba.size(); i++) {
- ba.set(i, ba[i] ? 1 : 0);
- }
- write_array_std140<Vector4i>(ba, gui, p_array_size, 4);
- } else {
- uint32_t v = value;
- gui[0] = (v & 1) ? 1 : 0;
- gui[1] = (v & 2) ? 1 : 0;
- gui[2] = (v & 4) ? 1 : 0;
- gui[3] = (v & 8) ? 1 : 0;
- }
- } break;
- case ShaderLanguage::TYPE_INT: {
- int32_t *gui = (int32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = value;
- write_array_std140<int32_t>(iv, gui, p_array_size, 4);
- } else {
- int v = value;
- gui[0] = v;
- }
- } break;
- case ShaderLanguage::TYPE_IVEC2: {
- int32_t *gui = (int32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);
- write_array_std140<Vector2i>(iv, gui, p_array_size, 4);
- } else {
- Vector2i v = convert_to_vector<Vector2i>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- }
- } break;
- case ShaderLanguage::TYPE_IVEC3: {
- int32_t *gui = (int32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);
- write_array_std140<Vector3i>(iv, gui, p_array_size, 4);
- } else {
- Vector3i v = convert_to_vector<Vector3i>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- }
- } break;
- case ShaderLanguage::TYPE_IVEC4: {
- int32_t *gui = (int32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);
- write_array_std140<Vector4i>(iv, gui, p_array_size, 4);
- } else {
- Vector4i v = convert_to_vector<Vector4i>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- gui[3] = v.w;
- }
- } break;
- case ShaderLanguage::TYPE_UINT: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = value;
- write_array_std140<uint32_t>(iv, gui, p_array_size, 4);
- } else {
- int v = value;
- gui[0] = v;
- }
- } break;
- case ShaderLanguage::TYPE_UVEC2: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);
- write_array_std140<Vector2i>(iv, gui, p_array_size, 4);
- } else {
- Vector2i v = convert_to_vector<Vector2i>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- }
- } break;
- case ShaderLanguage::TYPE_UVEC3: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);
- write_array_std140<Vector3i>(iv, gui, p_array_size, 4);
- } else {
- Vector3i v = convert_to_vector<Vector3i>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- }
- } break;
- case ShaderLanguage::TYPE_UVEC4: {
- uint32_t *gui = (uint32_t *)data;
- if (p_array_size > 0) {
- const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);
- write_array_std140<Vector4i>(iv, gui, p_array_size, 4);
- } else {
- Vector4i v = convert_to_vector<Vector4i>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- gui[3] = v.w;
- }
- } break;
- case ShaderLanguage::TYPE_FLOAT: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = value;
- write_array_std140<float>(a, gui, p_array_size, 4);
- } else {
- float v = value;
- gui[0] = v;
- }
- } break;
- case ShaderLanguage::TYPE_VEC2: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = convert_array_std140<Vector2, float>(value);
- write_array_std140<Vector2>(a, gui, p_array_size, 4);
- } else {
- Vector2 v = convert_to_vector<Vector2>(value);
- gui[0] = v.x;
- gui[1] = v.y;
- }
- } break;
- case ShaderLanguage::TYPE_VEC3: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = convert_array_std140<Vector3, float>(value, p_linear_color);
- write_array_std140<Vector3>(a, gui, p_array_size, 4);
- } else {
- Vector3 v = convert_to_vector<Vector3>(value, p_linear_color);
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- }
- } break;
- case ShaderLanguage::TYPE_VEC4: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = convert_array_std140<Vector4, float>(value, p_linear_color);
- write_array_std140<Vector4>(a, gui, p_array_size, 4);
- } else {
- Vector4 v = convert_to_vector<Vector4>(value, p_linear_color);
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- gui[3] = v.w;
- }
- } break;
- case ShaderLanguage::TYPE_MAT2: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = value;
- int s = a.size();
- for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {
- if (i + 3 < s) {
- gui[j] = a[i];
- gui[j + 1] = a[i + 1];
- gui[j + 4] = a[i + 2];
- gui[j + 5] = a[i + 3];
- } else {
- gui[j] = 1;
- gui[j + 1] = 0;
- gui[j + 4] = 0;
- gui[j + 5] = 1;
- }
- gui[j + 2] = 0; // ignored
- gui[j + 3] = 0; // ignored
- gui[j + 6] = 0; // ignored
- gui[j + 7] = 0; // ignored
- }
- } else {
- Transform2D v = value;
- //in std140 members of mat2 are treated as vec4s
- gui[0] = v.columns[0][0];
- gui[1] = v.columns[0][1];
- gui[2] = 0; // ignored
- gui[3] = 0; // ignored
- gui[4] = v.columns[1][0];
- gui[5] = v.columns[1][1];
- gui[6] = 0; // ignored
- gui[7] = 0; // ignored
- }
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = convert_array_std140<Basis, float>(value);
- const Basis default_basis;
- const int s = a.size();
- for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {
- if (i + 8 < s) {
- gui[j] = a[i];
- gui[j + 1] = a[i + 1];
- gui[j + 2] = a[i + 2];
- gui[j + 3] = 0; // Ignored.
- gui[j + 4] = a[i + 3];
- gui[j + 5] = a[i + 4];
- gui[j + 6] = a[i + 5];
- gui[j + 7] = 0; // Ignored.
- gui[j + 8] = a[i + 6];
- gui[j + 9] = a[i + 7];
- gui[j + 10] = a[i + 8];
- gui[j + 11] = 0; // Ignored.
- } else {
- convert_item_std140(default_basis, gui + j);
- }
- }
- } else {
- convert_item_std140<Basis>(value, gui);
- }
- } break;
- case ShaderLanguage::TYPE_MAT4: {
- float *gui = reinterpret_cast<float *>(data);
- if (p_array_size > 0) {
- const PackedFloat32Array &a = convert_array_std140<Projection, float>(value);
- write_array_std140<Projection>(a, gui, p_array_size, 16);
- } else {
- convert_item_std140<Projection>(value, gui);
- }
- } break;
- default: {
- }
- }
- }
- _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::Scalar> &value, uint8_t *data, bool p_use_linear_color) {
- switch (type) {
- case ShaderLanguage::TYPE_BOOL: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- } break;
- case ShaderLanguage::TYPE_BVEC2: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- gui[1] = value[1].boolean ? 1 : 0;
- } break;
- case ShaderLanguage::TYPE_BVEC3: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- gui[1] = value[1].boolean ? 1 : 0;
- gui[2] = value[2].boolean ? 1 : 0;
- } break;
- case ShaderLanguage::TYPE_BVEC4: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].boolean ? 1 : 0;
- gui[1] = value[1].boolean ? 1 : 0;
- gui[2] = value[2].boolean ? 1 : 0;
- gui[3] = value[3].boolean ? 1 : 0;
- } break;
- case ShaderLanguage::TYPE_INT: {
- int32_t *gui = (int32_t *)data;
- gui[0] = value[0].sint;
- } break;
- case ShaderLanguage::TYPE_IVEC2: {
- int32_t *gui = (int32_t *)data;
- for (int i = 0; i < 2; i++) {
- gui[i] = value[i].sint;
- }
- } break;
- case ShaderLanguage::TYPE_IVEC3: {
- int32_t *gui = (int32_t *)data;
- for (int i = 0; i < 3; i++) {
- gui[i] = value[i].sint;
- }
- } break;
- case ShaderLanguage::TYPE_IVEC4: {
- int32_t *gui = (int32_t *)data;
- for (int i = 0; i < 4; i++) {
- gui[i] = value[i].sint;
- }
- } break;
- case ShaderLanguage::TYPE_UINT: {
- uint32_t *gui = (uint32_t *)data;
- gui[0] = value[0].uint;
- } break;
- case ShaderLanguage::TYPE_UVEC2: {
- int32_t *gui = (int32_t *)data;
- for (int i = 0; i < 2; i++) {
- gui[i] = value[i].uint;
- }
- } break;
- case ShaderLanguage::TYPE_UVEC3: {
- int32_t *gui = (int32_t *)data;
- for (int i = 0; i < 3; i++) {
- gui[i] = value[i].uint;
- }
- } break;
- case ShaderLanguage::TYPE_UVEC4: {
- int32_t *gui = (int32_t *)data;
- for (int i = 0; i < 4; i++) {
- gui[i] = value[i].uint;
- }
- } break;
- case ShaderLanguage::TYPE_FLOAT: {
- float *gui = reinterpret_cast<float *>(data);
- gui[0] = value[0].real;
- } break;
- case ShaderLanguage::TYPE_VEC2: {
- float *gui = reinterpret_cast<float *>(data);
- for (int i = 0; i < 2; i++) {
- gui[i] = value[i].real;
- }
- } break;
- case ShaderLanguage::TYPE_VEC3: {
- Color c = Color(value[0].real, value[1].real, value[2].real);
- if (p_use_linear_color) {
- c = c.srgb_to_linear();
- }
- float *gui = reinterpret_cast<float *>(data);
- for (int i = 0; i < 3; i++) {
- gui[i] = c.components[i];
- }
- } break;
- case ShaderLanguage::TYPE_VEC4: {
- Color c = Color(value[0].real, value[1].real, value[2].real, value[3].real);
- if (p_use_linear_color) {
- c = c.srgb_to_linear();
- }
- float *gui = reinterpret_cast<float *>(data);
- for (int i = 0; i < 4; i++) {
- gui[i] = c.components[i];
- }
- } break;
- case ShaderLanguage::TYPE_MAT2: {
- float *gui = reinterpret_cast<float *>(data);
- //in std140 members of mat2 are treated as vec4s
- gui[0] = value[0].real;
- gui[1] = value[1].real;
- gui[2] = 0;
- gui[3] = 0;
- gui[4] = value[2].real;
- gui[5] = value[3].real;
- gui[6] = 0;
- gui[7] = 0;
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- float *gui = reinterpret_cast<float *>(data);
- gui[0] = value[0].real;
- gui[1] = value[1].real;
- gui[2] = value[2].real;
- gui[3] = 0;
- gui[4] = value[3].real;
- gui[5] = value[4].real;
- gui[6] = value[5].real;
- gui[7] = 0;
- gui[8] = value[6].real;
- gui[9] = value[7].real;
- gui[10] = value[8].real;
- gui[11] = 0;
- } break;
- case ShaderLanguage::TYPE_MAT4: {
- float *gui = reinterpret_cast<float *>(data);
- for (int i = 0; i < 16; i++) {
- gui[i] = value[i].real;
- }
- } break;
- default: {
- }
- }
- }
- _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {
- if (p_array_size <= 0) {
- p_array_size = 1;
- }
- switch (type) {
- case ShaderLanguage::TYPE_BOOL:
- case ShaderLanguage::TYPE_INT:
- case ShaderLanguage::TYPE_UINT:
- case ShaderLanguage::TYPE_FLOAT: {
- memset(data, 0, 4 * p_array_size);
- } break;
- case ShaderLanguage::TYPE_BVEC2:
- case ShaderLanguage::TYPE_IVEC2:
- case ShaderLanguage::TYPE_UVEC2:
- case ShaderLanguage::TYPE_VEC2: {
- memset(data, 0, 8 * p_array_size);
- } break;
- case ShaderLanguage::TYPE_BVEC3:
- case ShaderLanguage::TYPE_IVEC3:
- case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_VEC3: {
- memset(data, 0, 12 * p_array_size);
- } break;
- case ShaderLanguage::TYPE_BVEC4:
- case ShaderLanguage::TYPE_IVEC4:
- case ShaderLanguage::TYPE_UVEC4:
- case ShaderLanguage::TYPE_VEC4: {
- memset(data, 0, 16 * p_array_size);
- } break;
- case ShaderLanguage::TYPE_MAT2: {
- memset(data, 0, 32 * p_array_size);
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- memset(data, 0, 48 * p_array_size);
- } break;
- case ShaderLanguage::TYPE_MAT4: {
- memset(data, 0, 64 * p_array_size);
- } break;
- default: {
- }
- }
- }
- ///////////////////////////////////////////////////////////////////////////
- // MaterialStorage::ShaderData
- void MaterialStorage::ShaderData::set_path_hint(const String &p_hint) {
- path = p_hint;
- }
- void MaterialStorage::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
- if (!p_texture.is_valid()) {
- if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
- default_texture_params[p_name].erase(p_index);
- if (default_texture_params[p_name].is_empty()) {
- default_texture_params.erase(p_name);
- }
- }
- } else {
- if (!default_texture_params.has(p_name)) {
- default_texture_params[p_name] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
- }
- Variant MaterialStorage::ShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::Scalar> default_value = uniform.default_value;
- if (default_value.is_empty()) {
- return ShaderLanguage::get_default_datatype_value(uniform.type, uniform.array_size, uniform.hint);
- }
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
- }
- return Variant();
- }
- void MaterialStorage::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
- SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
- LocalVector<Pair<StringName, int>> filtered_uniforms;
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
- continue;
- }
- filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));
- }
- int uniform_count = filtered_uniforms.size();
- sorter.sort(filtered_uniforms.ptr(), uniform_count);
- String last_group;
- for (int i = 0; i < uniform_count; i++) {
- const StringName &uniform_name = filtered_uniforms[i].first;
- const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
- String group = uniform.group;
- if (!uniform.subgroup.is_empty()) {
- group += "::" + uniform.subgroup;
- }
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
- last_group = group;
- }
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
- pi.name = uniform_name;
- p_param_list->push_back(pi);
- }
- }
- void MaterialStorage::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
- RendererMaterialStorage::InstanceShaderParam p;
- p.info = ShaderLanguage::uniform_to_property_info(E.value);
- p.info.name = E.key; //supply name
- p.index = E.value.instance_index;
- p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
- p_param_list->push_back(p);
- }
- }
- bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
- return uniforms[p_param].is_texture();
- }
- RD::PipelineColorBlendState::Attachment MaterialStorage::ShaderData::blend_mode_to_blend_attachment(BlendMode p_mode) {
- RD::PipelineColorBlendState::Attachment attachment;
- switch (p_mode) {
- case BLEND_MODE_MIX: {
- attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- attachment.color_blend_op = RD::BLEND_OP_ADD;
- attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- } break;
- case BLEND_MODE_ADD: {
- attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- attachment.color_blend_op = RD::BLEND_OP_ADD;
- attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- } break;
- case BLEND_MODE_SUB: {
- attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
- attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
- attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- } break;
- case BLEND_MODE_MUL: {
- attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- attachment.color_blend_op = RD::BLEND_OP_ADD;
- attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
- attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
- attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
- attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
- } break;
- case BLEND_MODE_ALPHA_TO_COVERAGE: {
- attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- attachment.color_blend_op = RD::BLEND_OP_ADD;
- attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
- attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
- } break;
- case BLEND_MODE_PREMULTIPLIED_ALPHA: {
- attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
- attachment.color_blend_op = RD::BLEND_OP_ADD;
- attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
- attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- } break;
- case BLEND_MODE_DISABLED:
- default: {
- // Use default attachment values.
- } break;
- }
- return attachment;
- }
- bool MaterialStorage::ShaderData::blend_mode_uses_blend_alpha(BlendMode p_mode) {
- switch (p_mode) {
- case BLEND_MODE_MIX:
- return false;
- case BLEND_MODE_ADD:
- return true;
- case BLEND_MODE_SUB:
- return true;
- case BLEND_MODE_MUL:
- return true;
- case BLEND_MODE_ALPHA_TO_COVERAGE:
- return false;
- case BLEND_MODE_PREMULTIPLIED_ALPHA:
- return true;
- case BLEND_MODE_DISABLED:
- default:
- return false;
- }
- }
- ///////////////////////////////////////////////////////////////////////////
- // MaterialStorage::MaterialData
- 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) {
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- bool uses_global_buffer = false;
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
- if (E.value.is_texture()) {
- continue; // texture, does not go here
- }
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue; //instance uniforms don't appear in the buffer
- }
- if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
- continue;
- }
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
- //this is a global variable, get the index to it
- GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
- uint32_t index = 0;
- if (gv) {
- index = gv->buffer_index;
- } else {
- WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");
- }
- uint32_t offset = p_uniform_offsets[E.value.order];
- uint32_t *intptr = (uint32_t *)&p_buffer[offset];
- *intptr = index;
- uses_global_buffer = true;
- continue;
- }
- //regular uniform
- uint32_t offset = p_uniform_offsets[E.value.order];
- #ifdef DEBUG_ENABLED
- uint32_t size = 0U;
- // The following code enforces a 16-byte alignment of uniform arrays.
- if (E.value.array_size > 0) {
- size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;
- int m = (16 * E.value.array_size);
- if ((size % m) != 0U) {
- size += m - (size % m);
- }
- } else {
- size = ShaderLanguage::get_datatype_size(E.value.type);
- }
- ERR_CONTINUE(offset + size > p_buffer_size);
- #endif
- uint8_t *data = &p_buffer[offset];
- HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);
- if (V) {
- //user provided
- _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data, p_use_linear_color);
- } else if (E.value.default_value.size()) {
- //default value
- _fill_std140_ubo_value(E.value.type, E.value.default_value, data, p_use_linear_color);
- //value=E.value.default_value;
- } else {
- //zero because it was not provided
- if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
- //colors must be set as black, with alpha as 1.0
- _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
- } else {
- //else just zero it out
- _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
- }
- }
- }
- if (uses_global_buffer != (global_buffer_E != nullptr)) {
- if (uses_global_buffer) {
- global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);
- } else {
- material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
- global_buffer_E = nullptr;
- }
- }
- }
- MaterialStorage::MaterialData::~MaterialData() {
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- if (global_buffer_E) {
- //unregister global buffers
- material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);
- }
- if (global_texture_E) {
- //unregister global textures
- for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
- GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
- if (v) {
- v->texture_materials.erase(self);
- }
- }
- //unregister material from those using global textures
- material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
- }
- for (int i = 0; i < 2; i++) {
- if (uniform_buffer[i].is_valid()) {
- RD::get_singleton()->free(uniform_buffer[i]);
- }
- }
- }
- void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color, bool p_3d_material) {
- TextureStorage *texture_storage = TextureStorage::get_singleton();
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- #ifdef TOOLS_ENABLED
- TextureStorage::Texture *roughness_detect_texture = nullptr;
- RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
- TextureStorage::Texture *normal_detect_texture = nullptr;
- #endif
- bool uses_global_textures = false;
- global_textures_pass++;
- for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
- const StringName &uniform_name = p_texture_uniforms[i].name;
- int uniform_array_size = p_texture_uniforms[i].array_size;
- Vector<RID> textures;
- if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
- p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
- p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
- continue;
- }
- if (p_texture_uniforms[i].global) {
- uses_global_textures = true;
- GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);
- if (v) {
- if (v->buffer_index >= 0) {
- WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!.");
- } else {
- HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);
- if (!E) {
- E = used_global_textures.insert(uniform_name, global_textures_pass);
- v->texture_materials.insert(self);
- } else {
- E->value = global_textures_pass;
- }
- textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value);
- }
- } else {
- WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");
- }
- } else {
- HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);
- if (V) {
- if (V->value.is_array()) {
- Array array = (Array)V->value;
- if (uniform_array_size > 0) {
- int size = MIN(uniform_array_size, array.size());
- for (int j = 0; j < size; j++) {
- textures.push_back(array[j]);
- }
- } else {
- if (array.size() > 0) {
- textures.push_back(array[0]);
- }
- }
- } else {
- textures.push_back(V->value);
- }
- }
- if (uniform_array_size > 0) {
- if (textures.size() < uniform_array_size) {
- HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
- for (int j = textures.size(); j < uniform_array_size; j++) {
- if (W && W->value.has(j)) {
- textures.push_back(W->value[j]);
- } else {
- textures.push_back(RID());
- }
- }
- }
- } else if (textures.is_empty()) {
- HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);
- if (W && W->value.has(0)) {
- textures.push_back(W->value[0]);
- }
- }
- }
- RID rd_texture;
- if (textures.is_empty()) {
- //check default usage
- switch (p_texture_uniforms[i].type) {
- case ShaderLanguage::TYPE_ISAMPLER2D:
- case ShaderLanguage::TYPE_USAMPLER2D:
- case ShaderLanguage::TYPE_SAMPLER2D: {
- switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_TRANSPARENT);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
- } break;
- default: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
- } break;
- }
- } break;
- case ShaderLanguage::TYPE_SAMPLERCUBE: {
- switch (p_texture_uniforms[i].hint) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
- } break;
- default: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
- } break;
- }
- } break;
- case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
- } break;
- case ShaderLanguage::TYPE_ISAMPLER3D:
- case ShaderLanguage::TYPE_USAMPLER3D:
- case ShaderLanguage::TYPE_SAMPLER3D: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
- } break;
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
- case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
- } break;
- default: {
- }
- }
- #ifdef TOOLS_ENABLED
- if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
- roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
- }
- #endif
- if (uniform_array_size > 0) {
- for (int j = 0; j < uniform_array_size; j++) {
- p_textures[k++] = rd_texture;
- }
- } else {
- p_textures[k++] = rd_texture;
- }
- } else {
- bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
- for (int j = 0; j < textures.size(); j++) {
- TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
- if (tex) {
- rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
- #ifdef TOOLS_ENABLED
- if (tex->detect_3d_callback && p_3d_material) {
- tex->detect_3d_callback(tex->detect_3d_callback_ud);
- }
- 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)) {
- if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
- normal_detect_texture = tex;
- }
- tex->detect_normal_callback(tex->detect_normal_callback_ud);
- }
- 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)) {
- //find the normal texture
- roughness_detect_texture = tex;
- roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);
- }
- #endif // TOOLS_ENABLED
- if (tex->render_target) {
- tex->render_target->was_used = true;
- render_target_cache.push_back(tex->render_target);
- }
- }
- if (rd_texture.is_null()) {
- rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
- }
- #ifdef TOOLS_ENABLED
- if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
- roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
- }
- #endif
- p_textures[k++] = rd_texture;
- }
- }
- }
- {
- //for textures no longer used, unregister them
- List<StringName> to_delete;
- for (KeyValue<StringName, uint64_t> &E : used_global_textures) {
- if (E.value != global_textures_pass) {
- to_delete.push_back(E.key);
- GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);
- if (v) {
- v->texture_materials.erase(self);
- }
- }
- }
- while (to_delete.front()) {
- used_global_textures.erase(to_delete.front()->get());
- to_delete.pop_front();
- }
- //handle registering/unregistering global textures
- if (uses_global_textures != (global_texture_E != nullptr)) {
- if (uses_global_textures) {
- global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);
- } else {
- material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);
- global_texture_E = nullptr;
- }
- }
- }
- }
- void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
- if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
- RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
- RD::get_singleton()->free(p_uniform_set);
- }
- }
- bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, bool p_3d_material) {
- if ((uint32_t)ubo_data[p_use_linear_color].size() != p_ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer[p_use_linear_color].is_valid()) {
- RD::get_singleton()->free(uniform_buffer[p_use_linear_color]);
- uniform_buffer[p_use_linear_color] = RID();
- }
- ubo_data[p_use_linear_color].resize(p_ubo_size);
- if (ubo_data[p_use_linear_color].size()) {
- uniform_buffer[p_use_linear_color] = RD::get_singleton()->uniform_buffer_create(ubo_data[p_use_linear_color].size());
- memset(ubo_data[p_use_linear_color].ptrw(), 0, ubo_data[p_use_linear_color].size()); //clear
- }
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data[p_use_linear_color].size()) {
- update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data[p_use_linear_color].ptrw(), ubo_data[p_use_linear_color].size(), p_use_linear_color);
- RD::get_singleton()->buffer_update(uniform_buffer[p_use_linear_color], 0, ubo_data[p_use_linear_color].size(), ubo_data[p_use_linear_color].ptrw());
- }
- uint32_t tex_uniform_count = 0U;
- for (int i = 0; i < p_texture_uniforms.size(); i++) {
- tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
- }
- if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
- texture_cache.resize(tex_uniform_count);
- render_target_cache.clear();
- p_textures_dirty = true;
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_use_linear_color, p_3d_material);
- }
- if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
- // This material does not require an uniform set, so don't create it.
- return false;
- }
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return false;
- }
- Vector<RD::Uniform> uniforms;
- {
- if (p_ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.append_id(uniform_buffer[p_use_linear_color]);
- uniforms.push_back(u);
- }
- const RID *textures = texture_cache.ptrw();
- for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
- const int array_size = p_texture_uniforms[i].array_size;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + k;
- if (array_size > 0) {
- for (int j = 0; j < array_size; j++) {
- u.append_id(textures[k++]);
- }
- } else {
- u.append_id(textures[k++]);
- }
- uniforms.push_back(u);
- }
- }
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
- RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, MaterialStorage::_material_uniform_set_erased, &self);
- return true;
- }
- void MaterialStorage::MaterialData::set_as_used() {
- for (int i = 0; i < render_target_cache.size(); i++) {
- render_target_cache[i]->was_used = true;
- }
- }
- ///////////////////////////////////////////////////////////////////////////
- // MaterialStorage::Samplers
- template void MaterialStorage::Samplers::append_uniforms(LocalVector<RD::Uniform> &p_uniforms, int p_first_index) const;
- template void MaterialStorage::Samplers::append_uniforms(Vector<RD::Uniform> &p_uniforms, int p_first_index) const;
- template <typename Collection>
- void MaterialStorage::Samplers::append_uniforms(Collection &p_uniforms, int p_first_index) const {
- // Binding ids are aligned with samplers_inc.glsl.
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 0, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 1, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 2, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 3, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 4, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 5, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 6, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 7, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 8, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 9, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 10, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
- p_uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 11, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
- }
- bool MaterialStorage::Samplers::is_valid() const {
- return rids[1][1].is_valid();
- }
- bool MaterialStorage::Samplers::is_null() const {
- return rids[1][1].is_null();
- }
- ///////////////////////////////////////////////////////////////////////////
- // MaterialStorage
- MaterialStorage *MaterialStorage::singleton = nullptr;
- MaterialStorage *MaterialStorage::get_singleton() {
- return singleton;
- }
- MaterialStorage::MaterialStorage() {
- singleton = this;
- //default samplers
- default_samplers = samplers_rd_allocate();
- // buffers
- { //create index array for copy shaders
- Vector<uint8_t> pv;
- pv.resize(6 * 2);
- {
- uint8_t *w = pv.ptrw();
- uint16_t *p16 = (uint16_t *)w;
- p16[0] = 0;
- p16[1] = 1;
- p16[2] = 2;
- p16[3] = 0;
- p16[4] = 2;
- p16[5] = 3;
- }
- quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
- quad_index_array = RD::get_singleton()->index_array_create(quad_index_buffer, 0, 6);
- }
- // Shaders
- for (int i = 0; i < SHADER_TYPE_MAX; i++) {
- shader_data_request_func[i] = nullptr;
- }
- static_assert(sizeof(GlobalShaderUniforms::Value) == 16);
- global_shader_uniforms.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
- global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
- memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
- global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
- global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE));
- memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * (1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE)));
- global_shader_uniforms.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
- }
- MaterialStorage::~MaterialStorage() {
- memdelete_arr(global_shader_uniforms.buffer_values);
- memdelete_arr(global_shader_uniforms.buffer_usage);
- memdelete_arr(global_shader_uniforms.buffer_dirty_regions);
- RD::get_singleton()->free(global_shader_uniforms.buffer);
- // buffers
- RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
- //def samplers
- samplers_rd_free(default_samplers);
- singleton = nullptr;
- }
- bool MaterialStorage::free(RID p_rid) {
- if (owns_shader(p_rid)) {
- shader_free(p_rid);
- return true;
- } else if (owns_material(p_rid)) {
- material_free(p_rid);
- return true;
- }
- return false;
- }
- /* GLOBAL SHADER UNIFORM API */
- int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
- int32_t idx = 0;
- while (idx + p_elements <= global_shader_uniforms.buffer_size) {
- if (global_shader_uniforms.buffer_usage[idx].elements == 0) {
- bool valid = true;
- for (uint32_t i = 1; i < p_elements; i++) {
- if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {
- valid = false;
- idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;
- break;
- }
- }
- if (!valid) {
- continue; //if not valid, idx is in new position
- }
- return idx;
- } else {
- idx += global_shader_uniforms.buffer_usage[idx].elements;
- }
- }
- return -1;
- }
- void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
- switch (p_type) {
- case RS::GLOBAL_VAR_TYPE_BOOL: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- bool b = p_value;
- bv.x = b ? 1.0 : 0.0;
- bv.y = 0.0;
- bv.z = 0.0;
- bv.w = 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_BVEC2: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- uint32_t bvec = p_value;
- bv.x = (bvec & 1) ? 1.0 : 0.0;
- bv.y = (bvec & 2) ? 1.0 : 0.0;
- bv.z = 0.0;
- bv.w = 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_BVEC3: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- uint32_t bvec = p_value;
- bv.x = (bvec & 1) ? 1.0 : 0.0;
- bv.y = (bvec & 2) ? 1.0 : 0.0;
- bv.z = (bvec & 4) ? 1.0 : 0.0;
- bv.w = 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_BVEC4: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- uint32_t bvec = p_value;
- bv.x = (bvec & 1) ? 1.0 : 0.0;
- bv.y = (bvec & 2) ? 1.0 : 0.0;
- bv.z = (bvec & 4) ? 1.0 : 0.0;
- bv.w = (bvec & 8) ? 1.0 : 0.0;
- } break;
- case RS::GLOBAL_VAR_TYPE_INT: {
- GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
- int32_t v = p_value;
- bv.x = v;
- bv.y = 0;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_IVEC2: {
- GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
- Vector2i v = convert_to_vector<Vector2i>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_IVEC3: {
- GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
- Vector3i v = convert_to_vector<Vector3i>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_IVEC4: {
- GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
- Vector4i v = convert_to_vector<Vector4i>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = v.w;
- } break;
- case RS::GLOBAL_VAR_TYPE_RECT2I: {
- GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];
- Rect2i v = p_value;
- bv.x = v.position.x;
- bv.y = v.position.y;
- bv.z = v.size.x;
- bv.w = v.size.y;
- } break;
- case RS::GLOBAL_VAR_TYPE_UINT: {
- GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
- uint32_t v = p_value;
- bv.x = v;
- bv.y = 0;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_UVEC2: {
- GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
- Vector2i v = convert_to_vector<Vector2i>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_UVEC3: {
- GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
- Vector3i v = convert_to_vector<Vector3i>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_UVEC4: {
- GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];
- Vector4i v = convert_to_vector<Vector4i>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = v.w;
- } break;
- case RS::GLOBAL_VAR_TYPE_FLOAT: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- float v = p_value;
- bv.x = v;
- bv.y = 0;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_VEC2: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- Vector2 v = convert_to_vector<Vector2>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = 0;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_VEC3: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- Vector3 v = convert_to_vector<Vector3>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_VEC4: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- Vector4 v = convert_to_vector<Vector4>(p_value);
- bv.x = v.x;
- bv.y = v.y;
- bv.z = v.z;
- bv.w = v.w;
- } break;
- case RS::GLOBAL_VAR_TYPE_COLOR: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- Color v = p_value;
- bv.x = v.r;
- bv.y = v.g;
- bv.z = v.b;
- bv.w = v.a;
- GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];
- v = v.srgb_to_linear();
- bv_linear.x = v.r;
- bv_linear.y = v.g;
- bv_linear.z = v.b;
- bv_linear.w = v.a;
- } break;
- case RS::GLOBAL_VAR_TYPE_RECT2: {
- GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];
- Rect2 v = p_value;
- bv.x = v.position.x;
- bv.y = v.position.y;
- bv.z = v.size.x;
- bv.w = v.size.y;
- } break;
- case RS::GLOBAL_VAR_TYPE_MAT2: {
- GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
- Vector<float> m2 = p_value;
- if (m2.size() < 4) {
- m2.resize(4);
- }
- bv[0].x = m2[0];
- bv[0].y = m2[1];
- bv[0].z = 0;
- bv[0].w = 0;
- bv[1].x = m2[2];
- bv[1].y = m2[3];
- bv[1].z = 0;
- bv[1].w = 0;
- } break;
- case RS::GLOBAL_VAR_TYPE_MAT3: {
- GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
- Basis v = p_value;
- convert_item_std140<Basis>(v, &bv->x);
- } break;
- case RS::GLOBAL_VAR_TYPE_MAT4: {
- GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
- Projection m = p_value;
- convert_item_std140<Projection>(m, &bv->x);
- } break;
- case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {
- GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
- Transform2D v = p_value;
- convert_item_std140<Transform2D>(v, &bv->x);
- } break;
- case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
- GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];
- Transform3D v = p_value;
- convert_item_std140<Transform3D>(v, &bv->x);
- } break;
- default: {
- ERR_FAIL();
- }
- }
- }
- void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
- int32_t prev_chunk = -1;
- for (int32_t i = 0; i < p_elements; i++) {
- int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
- if (chunk != prev_chunk) {
- if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {
- global_shader_uniforms.buffer_dirty_regions[chunk] = true;
- global_shader_uniforms.buffer_dirty_region_count++;
- }
- }
- prev_chunk = chunk;
- }
- }
- void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {
- ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));
- GlobalShaderUniforms::Variable gv;
- gv.type = p_type;
- gv.value = p_value;
- gv.buffer_index = -1;
- if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
- //is texture
- global_shader_uniforms.must_update_texture_materials = true; //normally there are none
- } else {
- gv.buffer_elements = 1;
- if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {
- //color needs to elements to store srgb and linear
- gv.buffer_elements = 2;
- }
- if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {
- //color needs to elements to store srgb and linear
- gv.buffer_elements = 3;
- }
- if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {
- //color needs to elements to store srgb and linear
- gv.buffer_elements = 4;
- }
- //is vector, allocate in buffer and update index
- gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
- 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)));
- global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
- _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
- _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
- global_shader_uniforms.must_update_buffer_materials = true; //normally there are none
- }
- global_shader_uniforms.variables[p_name] = gv;
- }
- void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {
- if (!global_shader_uniforms.variables.has(p_name)) {
- return;
- }
- const GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
- if (gv.buffer_index >= 0) {
- global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;
- global_shader_uniforms.must_update_buffer_materials = true;
- } else {
- global_shader_uniforms.must_update_texture_materials = true;
- }
- global_shader_uniforms.variables.erase(p_name);
- }
- Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
- }
- Vector<StringName> names;
- for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {
- names.push_back(E.key);
- }
- names.sort_custom<StringName::AlphCompare>();
- return names;
- }
- void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {
- ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));
- GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
- gv.value = p_value;
- if (gv.override.get_type() == Variant::NIL) {
- if (gv.buffer_index >= 0) {
- //buffer
- _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
- _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
- } else {
- //texture
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- for (const RID &E : gv.texture_materials) {
- Material *material = material_storage->get_material(E);
- ERR_CONTINUE(!material);
- material_storage->_material_queue_update(material, false, true);
- }
- }
- }
- }
- void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {
- if (!global_shader_uniforms.variables.has(p_name)) {
- return; //variable may not exist
- }
- ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
- GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];
- gv.override = p_value;
- if (gv.buffer_index >= 0) {
- //buffer
- if (gv.override.get_type() == Variant::NIL) {
- _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
- } else {
- _global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);
- }
- _global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
- } else {
- //texture
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- for (const RID &E : gv.texture_materials) {
- Material *material = material_storage->get_material(E);
- ERR_CONTINUE(!material);
- material_storage->_material_queue_update(material, false, true);
- }
- }
- }
- Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
- }
- if (!global_shader_uniforms.variables.has(p_name)) {
- return Variant();
- }
- return global_shader_uniforms.variables[p_name].value;
- }
- RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {
- if (!global_shader_uniforms.variables.has(p_name)) {
- return RS::GLOBAL_VAR_TYPE_MAX;
- }
- return global_shader_uniforms.variables[p_name].type;
- }
- RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {
- if (!Engine::get_singleton()->is_editor_hint()) {
- ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
- }
- return global_shader_parameter_get_type_internal(p_name);
- }
- void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {
- List<PropertyInfo> settings;
- ProjectSettings::get_singleton()->get_property_list(&settings);
- for (const PropertyInfo &E : settings) {
- if (E.name.begins_with("shader_globals/")) {
- StringName name = E.name.get_slice("/", 1);
- Dictionary d = GLOBAL_GET(E.name);
- ERR_CONTINUE(!d.has("type"));
- ERR_CONTINUE(!d.has("value"));
- String type = d["type"];
- static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {
- "bool",
- "bvec2",
- "bvec3",
- "bvec4",
- "int",
- "ivec2",
- "ivec3",
- "ivec4",
- "rect2i",
- "uint",
- "uvec2",
- "uvec3",
- "uvec4",
- "float",
- "vec2",
- "vec3",
- "vec4",
- "color",
- "rect2",
- "mat2",
- "mat3",
- "mat4",
- "transform_2d",
- "transform",
- "sampler2D",
- "sampler2DArray",
- "sampler3D",
- "samplerCube",
- "samplerExternalOES",
- };
- RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;
- for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {
- if (global_var_type_names[i] == type) {
- gvtype = RS::GlobalShaderParameterType(i);
- break;
- }
- }
- ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid
- Variant value = d["value"];
- if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {
- String path = value;
- // Don't load the textures, but still add the parameter so shaders compile correctly while loading.
- if (!p_load_textures || path.is_empty()) {
- value = RID();
- } else {
- Ref<Resource> resource = ResourceLoader::load(path);
- value = resource;
- }
- }
- if (global_shader_uniforms.variables.has(name)) {
- //has it, update it
- global_shader_parameter_set(name, value);
- } else {
- global_shader_parameter_add(name, gvtype, value);
- }
- }
- }
- }
- void MaterialStorage::global_shader_parameters_clear() {
- global_shader_uniforms.variables.clear(); //not right but for now enough
- }
- RID MaterialStorage::global_shader_uniforms_get_storage_buffer() const {
- return global_shader_uniforms.buffer;
- }
- int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {
- ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
- int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
- global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
- ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
- global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
- return pos;
- }
- void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {
- ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));
- int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
- if (pos >= 0) {
- global_shader_uniforms.buffer_usage[pos].elements = 0;
- }
- global_shader_uniforms.instance_buffer_pos.erase(p_instance);
- }
- void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {
- if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {
- return; //just not allocated, ignore
- }
- int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];
- if (pos < 0) {
- return; //again, not allocated, ignore
- }
- ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
- Variant::Type value_type = p_value.get_type();
- ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
- const ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {
- ShaderLanguage::TYPE_MAX, //nil
- ShaderLanguage::TYPE_BOOL, //bool
- ShaderLanguage::TYPE_INT, //int
- ShaderLanguage::TYPE_FLOAT, //float
- ShaderLanguage::TYPE_MAX, //string
- ShaderLanguage::TYPE_VEC2, //vec2
- ShaderLanguage::TYPE_IVEC2, //vec2i
- ShaderLanguage::TYPE_VEC4, //rect2
- ShaderLanguage::TYPE_IVEC4, //rect2i
- ShaderLanguage::TYPE_VEC3, // vec3
- ShaderLanguage::TYPE_IVEC3, //vec3i
- ShaderLanguage::TYPE_MAX, //xform2d not supported here
- ShaderLanguage::TYPE_VEC4, //vec4
- ShaderLanguage::TYPE_IVEC4, //vec4i
- ShaderLanguage::TYPE_VEC4, //plane
- ShaderLanguage::TYPE_VEC4, //quat
- ShaderLanguage::TYPE_MAX, //aabb not supported here
- ShaderLanguage::TYPE_MAX, //basis not supported here
- ShaderLanguage::TYPE_MAX, //xform not supported here
- ShaderLanguage::TYPE_MAX, //projection not supported here
- ShaderLanguage::TYPE_VEC4 //color
- };
- ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;
- if (value_type == Variant::INT && p_flags_count > 0) {
- switch (p_flags_count) {
- case 1:
- datatype = ShaderLanguage::TYPE_BVEC2;
- break;
- case 2:
- datatype = ShaderLanguage::TYPE_BVEC3;
- break;
- case 3:
- datatype = ShaderLanguage::TYPE_BVEC4;
- break;
- }
- } else {
- datatype = datatype_from_value[value_type];
- }
- ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported
- pos += p_index;
- _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
- _global_shader_uniform_mark_buffer_dirty(pos, 1);
- }
- void MaterialStorage::_update_global_shader_uniforms() {
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- if (global_shader_uniforms.buffer_dirty_region_count > 0) {
- uint32_t total_regions = 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
- if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
- // 25% of regions dirty, just update all buffer
- RD::get_singleton()->buffer_update(global_shader_uniforms.buffer, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values);
- memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);
- } else {
- uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
- for (uint32_t i = 0; i < total_regions; i++) {
- if (global_shader_uniforms.buffer_dirty_regions[i]) {
- 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]);
- global_shader_uniforms.buffer_dirty_regions[i] = false;
- }
- }
- }
- global_shader_uniforms.buffer_dirty_region_count = 0;
- }
- if (global_shader_uniforms.must_update_buffer_materials) {
- // only happens in the case of a buffer variable added or removed,
- // so not often.
- for (const RID &E : global_shader_uniforms.materials_using_buffer) {
- Material *material = material_storage->get_material(E);
- ERR_CONTINUE(!material); //wtf
- material_storage->_material_queue_update(material, true, false);
- }
- global_shader_uniforms.must_update_buffer_materials = false;
- }
- if (global_shader_uniforms.must_update_texture_materials) {
- // only happens in the case of a buffer variable added or removed,
- // so not often.
- for (const RID &E : global_shader_uniforms.materials_using_texture) {
- Material *material = material_storage->get_material(E);
- ERR_CONTINUE(!material); //wtf
- material_storage->_material_queue_update(material, false, true);
- }
- global_shader_uniforms.must_update_texture_materials = false;
- }
- }
- /* SHADER API */
- RID MaterialStorage::shader_allocate() {
- return shader_owner.allocate_rid();
- }
- void MaterialStorage::shader_initialize(RID p_rid) {
- Shader shader;
- shader.data = nullptr;
- shader.type = SHADER_TYPE_MAX;
- shader_owner.initialize_rid(p_rid, shader);
- }
- void MaterialStorage::shader_free(RID p_rid) {
- Shader *shader = shader_owner.get_or_null(p_rid);
- ERR_FAIL_NULL(shader);
- //make material unreference this
- while (shader->owners.size()) {
- material_set_shader((*shader->owners.begin())->self, RID());
- }
- //clear data if exists
- if (shader->data) {
- memdelete(shader->data);
- }
- shader_owner.free(p_rid);
- }
- void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL(shader);
- shader->code = p_code;
- String mode_string = ShaderLanguage::get_shader_type(p_code);
- ShaderType new_type;
- if (mode_string == "canvas_item") {
- new_type = SHADER_TYPE_2D;
- } else if (mode_string == "particles") {
- new_type = SHADER_TYPE_PARTICLES;
- } else if (mode_string == "spatial") {
- new_type = SHADER_TYPE_3D;
- } else if (mode_string == "sky") {
- new_type = SHADER_TYPE_SKY;
- } else if (mode_string == "fog") {
- new_type = SHADER_TYPE_FOG;
- } else {
- new_type = SHADER_TYPE_MAX;
- }
- if (new_type != shader->type) {
- if (shader->data) {
- memdelete(shader->data);
- shader->data = nullptr;
- }
- for (Material *E : shader->owners) {
- Material *material = E;
- material->shader_type = new_type;
- if (material->data) {
- memdelete(material->data);
- material->data = nullptr;
- }
- }
- shader->type = new_type;
- if (new_type < SHADER_TYPE_MAX && shader_data_request_func[new_type]) {
- shader->data = shader_data_request_func[new_type]();
- } else {
- shader->type = SHADER_TYPE_MAX; //invalid
- }
- for (Material *E : shader->owners) {
- Material *material = E;
- if (shader->data) {
- material->data = material_get_data_request_function(new_type)(shader->data);
- material->data->self = material->self;
- material->data->set_next_pass(material->next_pass);
- material->data->set_render_priority(material->priority);
- }
- material->shader_type = new_type;
- }
- if (shader->data) {
- for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {
- for (const KeyValue<int, RID> &E2 : E.value) {
- shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);
- }
- }
- }
- }
- if (shader->data) {
- shader->data->set_path_hint(shader->path_hint);
- shader->data->set_code(p_code);
- }
- for (Material *E : shader->owners) {
- Material *material = E;
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- _material_queue_update(material, true, true);
- }
- }
- void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL(shader);
- shader->path_hint = p_path;
- if (shader->data) {
- shader->data->set_path_hint(p_path);
- }
- }
- String MaterialStorage::shader_get_code(RID p_shader) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL_V(shader, String());
- return shader->code;
- }
- void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL(shader);
- if (shader->data) {
- return shader->data->get_shader_uniform_list(p_param_list);
- }
- }
- void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL(shader);
- if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {
- if (!shader->default_texture_parameter.has(p_name)) {
- shader->default_texture_parameter[p_name] = HashMap<int, RID>();
- }
- shader->default_texture_parameter[p_name][p_index] = p_texture;
- } else {
- if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
- shader->default_texture_parameter[p_name].erase(p_index);
- if (shader->default_texture_parameter[p_name].is_empty()) {
- shader->default_texture_parameter.erase(p_name);
- }
- }
- }
- if (shader->data) {
- shader->data->set_default_texture_parameter(p_name, p_texture, p_index);
- }
- for (Material *E : shader->owners) {
- Material *material = E;
- _material_queue_update(material, false, true);
- }
- }
- RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL_V(shader, RID());
- if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
- return shader->default_texture_parameter[p_name][p_index];
- }
- return RID();
- }
- Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL_V(shader, Variant());
- if (shader->data) {
- return shader->data->get_default_parameter(p_param);
- }
- return Variant();
- }
- void MaterialStorage::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
- ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
- shader_data_request_func[p_shader_type] = p_function;
- }
- RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {
- Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode());
- if (shader->data) {
- return shader->data->get_native_source_code();
- }
- return RS::ShaderNativeSourceCode();
- }
- /* MATERIAL API */
- void MaterialStorage::_material_uniform_set_erased(void *p_material) {
- RID rid = *(RID *)p_material;
- Material *material = MaterialStorage::get_singleton()->get_material(rid);
- if (material) {
- if (material->data) {
- // Uniform set may be gone because a dependency was erased. This happens
- // if a texture is deleted, so re-create it.
- MaterialStorage::get_singleton()->_material_queue_update(material, false, true);
- }
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- }
- }
- void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
- MutexLock lock(material_update_list_mutex);
- material->uniform_dirty = material->uniform_dirty || p_uniform;
- material->texture_dirty = material->texture_dirty || p_texture;
- if (material->update_element.in_list()) {
- return;
- }
- material_update_list.add(&material->update_element);
- }
- void MaterialStorage::_update_queued_materials() {
- MutexLock lock(material_update_list_mutex);
- while (material_update_list.first()) {
- Material *material = material_update_list.first()->self();
- bool uniforms_changed = false;
- if (material->data) {
- uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
- }
- material->texture_dirty = false;
- material->uniform_dirty = false;
- material_update_list.remove(&material->update_element);
- if (uniforms_changed) {
- //some implementations such as 3D renderer cache the material uniform set, so update is required
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- }
- }
- }
- RID MaterialStorage::material_allocate() {
- return material_owner.allocate_rid();
- }
- void MaterialStorage::material_initialize(RID p_rid) {
- material_owner.initialize_rid(p_rid);
- Material *material = material_owner.get_or_null(p_rid);
- material->self = p_rid;
- }
- void MaterialStorage::material_free(RID p_rid) {
- Material *material = material_owner.get_or_null(p_rid);
- ERR_FAIL_NULL(material);
- // Need to clear texture arrays to prevent spin locking of their RID's.
- // This happens when the app is being closed.
- for (KeyValue<StringName, Variant> &E : material->params) {
- if (E.value.get_type() == Variant::ARRAY) {
- Array(E.value).clear();
- }
- }
- material_set_shader(p_rid, RID()); //clean up shader
- material->dependency.deleted_notify(p_rid);
- material_owner.free(p_rid);
- }
- void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL(material);
- if (material->data) {
- memdelete(material->data);
- material->data = nullptr;
- }
- if (material->shader) {
- material->shader->owners.erase(material);
- material->shader = nullptr;
- material->shader_type = SHADER_TYPE_MAX;
- }
- if (p_shader.is_null()) {
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- material->shader_id = 0;
- return;
- }
- Shader *shader = get_shader(p_shader);
- ERR_FAIL_NULL(shader);
- material->shader = shader;
- material->shader_type = shader->type;
- material->shader_id = p_shader.get_local_index();
- shader->owners.insert(material);
- if (shader->type == SHADER_TYPE_MAX) {
- return;
- }
- ERR_FAIL_NULL(shader->data);
- material->data = material_data_request_func[shader->type](shader->data);
- material->data->self = p_material;
- material->data->set_next_pass(material->next_pass);
- material->data->set_render_priority(material->priority);
- //updating happens later
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- _material_queue_update(material, true, true);
- }
- MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
- const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
- if (material && material->shader && material->shader->data) {
- return material->shader->data;
- }
- return nullptr;
- }
- void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL(material);
- if (p_value.get_type() == Variant::NIL) {
- material->params.erase(p_param);
- } else {
- ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
- material->params[p_param] = p_value;
- }
- if (material->shader && material->shader->data) { //shader is valid
- bool is_texture = material->shader->data->is_parameter_texture(p_param);
- _material_queue_update(material, !is_texture, is_texture);
- } else {
- _material_queue_update(material, true, true);
- }
- }
- Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL_V(material, Variant());
- if (material->params.has(p_param)) {
- return material->params[p_param];
- } else {
- return Variant();
- }
- }
- void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL(material);
- if (material->next_pass == p_next_material) {
- return;
- }
- material->next_pass = p_next_material;
- if (material->data) {
- material->data->set_next_pass(p_next_material);
- }
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- }
- void MaterialStorage::material_set_render_priority(RID p_material, int priority) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL(material);
- material->priority = priority;
- if (material->data) {
- material->data->set_render_priority(priority);
- }
- material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
- }
- bool MaterialStorage::material_is_animated(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL_V(material, false);
- if (material->shader && material->shader->data) {
- if (material->shader->data->is_animated()) {
- return true;
- } else if (material->next_pass.is_valid()) {
- return material_is_animated(material->next_pass);
- }
- }
- return false; //by default nothing is animated
- }
- bool MaterialStorage::material_casts_shadows(RID p_material) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL_V(material, true);
- if (material->shader && material->shader->data) {
- if (material->shader->data->casts_shadows()) {
- return true;
- } else if (material->next_pass.is_valid()) {
- return material_casts_shadows(material->next_pass);
- }
- }
- return true; //by default everything casts shadows
- }
- RS::CullMode RendererRD::MaterialStorage::material_get_cull_mode(RID p_material) const {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);
- ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);
- if (material->shader->type == ShaderType::SHADER_TYPE_3D && material->shader->data) {
- RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *sd_clustered = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardClustered::ShaderData *>(material->shader->data);
- if (sd_clustered) {
- return (RS::CullMode)sd_clustered->cull_mode;
- }
- RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *sd_mobile = dynamic_cast<RendererSceneRenderImplementation::SceneShaderForwardMobile::ShaderData *>(material->shader->data);
- if (sd_mobile) {
- return (RS::CullMode)sd_mobile->cull_mode;
- }
- }
- return RS::CULL_MODE_DISABLED;
- }
- void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL(material);
- if (material->shader && material->shader->data) {
- material->shader->data->get_instance_param_list(r_parameters);
- if (material->next_pass.is_valid()) {
- material_get_instance_shader_parameters(material->next_pass, r_parameters);
- }
- }
- }
- void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
- Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_NULL(material);
- p_instance->update_dependency(&material->dependency);
- if (material->next_pass.is_valid()) {
- material_update_dependency(material->next_pass, p_instance);
- }
- }
- MaterialStorage::Samplers MaterialStorage::samplers_rd_allocate(float p_mipmap_bias, RS::ViewportAnisotropicFiltering anisotropic_filtering_level) const {
- Samplers samplers;
- samplers.mipmap_bias = p_mipmap_bias;
- samplers.anisotropic_filtering_level = (int)anisotropic_filtering_level;
- samplers.use_nearest_mipmap_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
- RD::SamplerFilter mip_filter = samplers.use_nearest_mipmap_filter ? RD::SAMPLER_FILTER_NEAREST : RD::SAMPLER_FILTER_LINEAR;
- float anisotropy_max = float(1 << samplers.anisotropic_filtering_level);
- for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
- for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
- RD::SamplerState sampler_state;
- switch (i) {
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.max_lod = 0;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.max_lod = 0;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.mip_filter = mip_filter;
- sampler_state.lod_bias = samplers.mipmap_bias;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = mip_filter;
- sampler_state.lod_bias = samplers.mipmap_bias;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.mip_filter = mip_filter;
- sampler_state.lod_bias = samplers.mipmap_bias;
- sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = anisotropy_max;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
- sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = mip_filter;
- sampler_state.lod_bias = samplers.mipmap_bias;
- sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = anisotropy_max;
- } break;
- default: {
- }
- }
- switch (j) {
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
- sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
- sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
- sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
- sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
- } break;
- case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
- sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
- } break;
- default: {
- }
- }
- samplers.rids[i][j] = RD::get_singleton()->sampler_create(sampler_state);
- }
- }
- return samplers;
- }
- void MaterialStorage::samplers_rd_free(Samplers &p_samplers) const {
- for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
- for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
- if (p_samplers.rids[i][j].is_valid()) {
- RD::get_singleton()->free(p_samplers.rids[i][j]);
- p_samplers.rids[i][j] = RID();
- }
- }
- }
- }
- void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
- ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
- material_data_request_func[p_shader_type] = p_function;
- }
- MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
- ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
- return material_data_request_func[p_shader_type];
- }
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