material_storage.h 17 KB

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  1. /**************************************************************************/
  2. /* material_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef MATERIAL_STORAGE_RD_H
  31. #define MATERIAL_STORAGE_RD_H
  32. #include "texture_storage.h"
  33. #include "core/math/projection.h"
  34. #include "core/templates/local_vector.h"
  35. #include "core/templates/rid_owner.h"
  36. #include "core/templates/self_list.h"
  37. #include "servers/rendering/shader_compiler.h"
  38. #include "servers/rendering/shader_language.h"
  39. #include "servers/rendering/storage/material_storage.h"
  40. #include "servers/rendering/storage/utilities.h"
  41. namespace RendererRD {
  42. class MaterialStorage : public RendererMaterialStorage {
  43. public:
  44. enum ShaderType {
  45. SHADER_TYPE_2D,
  46. SHADER_TYPE_3D,
  47. SHADER_TYPE_PARTICLES,
  48. SHADER_TYPE_SKY,
  49. SHADER_TYPE_FOG,
  50. SHADER_TYPE_MAX
  51. };
  52. struct ShaderData {
  53. enum BlendMode {
  54. BLEND_MODE_MIX,
  55. BLEND_MODE_ADD,
  56. BLEND_MODE_SUB,
  57. BLEND_MODE_MUL,
  58. BLEND_MODE_ALPHA_TO_COVERAGE,
  59. BLEND_MODE_PREMULTIPLIED_ALPHA,
  60. BLEND_MODE_DISABLED
  61. };
  62. String path;
  63. HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  64. HashMap<StringName, HashMap<int, RID>> default_texture_params;
  65. virtual void set_path_hint(const String &p_hint);
  66. virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
  67. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  68. virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
  69. virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
  70. virtual bool is_parameter_texture(const StringName &p_param) const;
  71. virtual void set_code(const String &p_Code) = 0;
  72. virtual bool is_animated() const = 0;
  73. virtual bool casts_shadows() const = 0;
  74. virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
  75. virtual ~ShaderData() {}
  76. static RD::PipelineColorBlendState::Attachment blend_mode_to_blend_attachment(BlendMode p_mode);
  77. static bool blend_mode_uses_blend_alpha(BlendMode p_mode);
  78. };
  79. struct MaterialData {
  80. Vector<RendererRD::TextureStorage::RenderTarget *> render_target_cache;
  81. void 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);
  82. void 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);
  83. void set_as_used();
  84. virtual void set_render_priority(int p_priority) = 0;
  85. virtual void set_next_pass(RID p_pass) = 0;
  86. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
  87. virtual ~MaterialData();
  88. //to be used internally by update_parameters, in the most common configuration of material parameters
  89. bool 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 &r_uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, bool p_3d_material);
  90. void free_parameters_uniform_set(RID p_uniform_set);
  91. private:
  92. friend class MaterialStorage;
  93. RID self;
  94. List<RID>::Element *global_buffer_E = nullptr;
  95. List<RID>::Element *global_texture_E = nullptr;
  96. uint64_t global_textures_pass = 0;
  97. HashMap<StringName, uint64_t> used_global_textures;
  98. //internally by update_parameters_uniform_set
  99. Vector<uint8_t> ubo_data[2]; // 0: linear buffer; 1: sRGB buffer.
  100. RID uniform_buffer[2]; // 0: linear buffer; 1: sRGB buffer.
  101. Vector<RID> texture_cache;
  102. };
  103. struct Samplers {
  104. RID rids[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
  105. float mipmap_bias = 0.0f;
  106. bool use_nearest_mipmap_filter = false;
  107. int anisotropic_filtering_level = 2;
  108. _FORCE_INLINE_ RID get_sampler(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) const {
  109. return rids[p_filter][p_repeat];
  110. }
  111. template <typename Collection>
  112. void append_uniforms(Collection &p_uniforms, int p_first_index) const;
  113. bool is_valid() const;
  114. bool is_null() const;
  115. };
  116. private:
  117. static MaterialStorage *singleton;
  118. /* Samplers */
  119. Samplers default_samplers;
  120. /* Buffers */
  121. RID quad_index_buffer;
  122. RID quad_index_array;
  123. /* GLOBAL SHADER UNIFORM API */
  124. struct GlobalShaderUniforms {
  125. enum {
  126. BUFFER_DIRTY_REGION_SIZE = 1024
  127. };
  128. struct Variable {
  129. HashSet<RID> texture_materials; // materials using this
  130. RS::GlobalShaderParameterType type;
  131. Variant value;
  132. Variant override;
  133. int32_t buffer_index; //for vectors
  134. int32_t buffer_elements; //for vectors
  135. };
  136. HashMap<StringName, Variable> variables;
  137. struct Value {
  138. float x;
  139. float y;
  140. float z;
  141. float w;
  142. };
  143. struct ValueInt {
  144. int32_t x;
  145. int32_t y;
  146. int32_t z;
  147. int32_t w;
  148. };
  149. struct ValueUInt {
  150. uint32_t x;
  151. uint32_t y;
  152. uint32_t z;
  153. uint32_t w;
  154. };
  155. struct ValueUsage {
  156. uint32_t elements = 0;
  157. };
  158. List<RID> materials_using_buffer;
  159. List<RID> materials_using_texture;
  160. RID buffer;
  161. Value *buffer_values = nullptr;
  162. ValueUsage *buffer_usage = nullptr;
  163. bool *buffer_dirty_regions = nullptr;
  164. uint32_t buffer_dirty_region_count = 0;
  165. uint32_t buffer_size;
  166. bool must_update_texture_materials = false;
  167. bool must_update_buffer_materials = false;
  168. HashMap<RID, int32_t> instance_buffer_pos;
  169. } global_shader_uniforms;
  170. int32_t _global_shader_uniform_allocate(uint32_t p_elements);
  171. void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
  172. void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  173. /* SHADER API */
  174. struct Material;
  175. struct Shader {
  176. ShaderData *data = nullptr;
  177. String code;
  178. String path_hint;
  179. ShaderType type;
  180. HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
  181. HashSet<Material *> owners;
  182. };
  183. typedef ShaderData *(*ShaderDataRequestFunction)();
  184. ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
  185. mutable RID_Owner<Shader, true> shader_owner;
  186. Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
  187. /* MATERIAL API */
  188. typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  189. struct Material {
  190. RID self;
  191. MaterialData *data = nullptr;
  192. Shader *shader = nullptr;
  193. //shortcut to shader data and type
  194. ShaderType shader_type = SHADER_TYPE_MAX;
  195. uint32_t shader_id = 0;
  196. bool uniform_dirty = false;
  197. bool texture_dirty = false;
  198. HashMap<StringName, Variant> params;
  199. int32_t priority = 0;
  200. RID next_pass;
  201. SelfList<Material> update_element;
  202. Dependency dependency;
  203. Material() :
  204. update_element(this) {}
  205. };
  206. MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
  207. mutable RID_Owner<Material, true> material_owner;
  208. Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }
  209. SelfList<Material>::List material_update_list;
  210. Mutex material_update_list_mutex;
  211. static void _material_uniform_set_erased(void *p_material);
  212. public:
  213. static MaterialStorage *get_singleton();
  214. MaterialStorage();
  215. virtual ~MaterialStorage();
  216. bool free(RID p_rid);
  217. /* Helpers */
  218. static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
  219. p_array[0] = p_mtx.basis.rows[0][0];
  220. p_array[1] = p_mtx.basis.rows[1][0];
  221. p_array[2] = p_mtx.basis.rows[2][0];
  222. p_array[3] = 0;
  223. p_array[4] = p_mtx.basis.rows[0][1];
  224. p_array[5] = p_mtx.basis.rows[1][1];
  225. p_array[6] = p_mtx.basis.rows[2][1];
  226. p_array[7] = 0;
  227. p_array[8] = p_mtx.basis.rows[0][2];
  228. p_array[9] = p_mtx.basis.rows[1][2];
  229. p_array[10] = p_mtx.basis.rows[2][2];
  230. p_array[11] = 0;
  231. p_array[12] = p_mtx.origin.x;
  232. p_array[13] = p_mtx.origin.y;
  233. p_array[14] = p_mtx.origin.z;
  234. p_array[15] = 1;
  235. }
  236. static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
  237. p_array[0] = p_mtx.rows[0][0];
  238. p_array[1] = p_mtx.rows[1][0];
  239. p_array[2] = p_mtx.rows[2][0];
  240. p_array[3] = 0;
  241. p_array[4] = p_mtx.rows[0][1];
  242. p_array[5] = p_mtx.rows[1][1];
  243. p_array[6] = p_mtx.rows[2][1];
  244. p_array[7] = 0;
  245. p_array[8] = p_mtx.rows[0][2];
  246. p_array[9] = p_mtx.rows[1][2];
  247. p_array[10] = p_mtx.rows[2][2];
  248. p_array[11] = 0;
  249. }
  250. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  251. p_array[0] = p_mtx.rows[0][0];
  252. p_array[1] = p_mtx.rows[1][0];
  253. p_array[2] = p_mtx.rows[2][0];
  254. p_array[3] = 0;
  255. p_array[4] = p_mtx.rows[0][1];
  256. p_array[5] = p_mtx.rows[1][1];
  257. p_array[6] = p_mtx.rows[2][1];
  258. p_array[7] = 0;
  259. p_array[8] = p_mtx.rows[0][2];
  260. p_array[9] = p_mtx.rows[1][2];
  261. p_array[10] = p_mtx.rows[2][2];
  262. p_array[11] = 0;
  263. }
  264. static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
  265. p_array[0] = p_mtx.basis.rows[0][0];
  266. p_array[1] = p_mtx.basis.rows[0][1];
  267. p_array[2] = p_mtx.basis.rows[0][2];
  268. p_array[3] = p_mtx.origin.x;
  269. p_array[4] = p_mtx.basis.rows[1][0];
  270. p_array[5] = p_mtx.basis.rows[1][1];
  271. p_array[6] = p_mtx.basis.rows[1][2];
  272. p_array[7] = p_mtx.origin.y;
  273. p_array[8] = p_mtx.basis.rows[2][0];
  274. p_array[9] = p_mtx.basis.rows[2][1];
  275. p_array[10] = p_mtx.basis.rows[2][2];
  276. p_array[11] = p_mtx.origin.z;
  277. }
  278. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  279. for (int i = 0; i < 4; i++) {
  280. for (int j = 0; j < 4; j++) {
  281. p_array[i * 4 + j] = p_mtx.columns[i][j];
  282. }
  283. }
  284. }
  285. static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
  286. for (int i = 0; i < 128; i++) {
  287. p_array[i] = p_kernel[i];
  288. }
  289. }
  290. // http://andrewthall.org/papers/df64_qf128.pdf
  291. #ifdef REAL_T_IS_DOUBLE
  292. static _FORCE_INLINE_ void split_double(double a, float *a_hi, float *a_lo) {
  293. const double SPLITTER = (1 << 29) + 1;
  294. double t = a * SPLITTER;
  295. double t_hi = t - (t - a);
  296. double t_lo = a - t_hi;
  297. *a_hi = (float)t_hi;
  298. *a_lo = (float)t_lo;
  299. }
  300. #endif
  301. /* Samplers */
  302. Samplers samplers_rd_allocate(float p_mipmap_bias = 0.0f, RS::ViewportAnisotropicFiltering anisotropic_filtering_level = RS::ViewportAnisotropicFiltering::VIEWPORT_ANISOTROPY_4X) const;
  303. void samplers_rd_free(Samplers &p_samplers) const;
  304. _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
  305. return default_samplers.get_sampler(p_filter, p_repeat);
  306. }
  307. _FORCE_INLINE_ const Samplers &samplers_rd_get_default() const {
  308. return default_samplers;
  309. }
  310. /* Buffers */
  311. RID get_quad_index_array() { return quad_index_array; }
  312. /* GLOBAL SHADER UNIFORM API */
  313. void _update_global_shader_uniforms();
  314. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
  315. virtual void global_shader_parameter_remove(const StringName &p_name) override;
  316. virtual Vector<StringName> global_shader_parameter_get_list() const override;
  317. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
  318. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
  319. virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
  320. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
  321. RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
  322. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
  323. virtual void global_shader_parameters_clear() override;
  324. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
  325. virtual void global_shader_parameters_instance_free(RID p_instance) override;
  326. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
  327. RID global_shader_uniforms_get_storage_buffer() const;
  328. /* SHADER API */
  329. bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }
  330. virtual RID shader_allocate() override;
  331. virtual void shader_initialize(RID p_shader) override;
  332. virtual void shader_free(RID p_rid) override;
  333. virtual void shader_set_code(RID p_shader, const String &p_code) override;
  334. virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
  335. virtual String shader_get_code(RID p_shader) const override;
  336. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
  337. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
  338. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
  339. virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_param) const override;
  340. void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
  341. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
  342. /* MATERIAL API */
  343. bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }
  344. void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  345. void _update_queued_materials();
  346. virtual RID material_allocate() override;
  347. virtual void material_initialize(RID p_material) override;
  348. virtual void material_free(RID p_rid) override;
  349. virtual void material_set_shader(RID p_material, RID p_shader) override;
  350. ShaderData *material_get_shader_data(RID p_material);
  351. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
  352. virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
  353. virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
  354. virtual void material_set_render_priority(RID p_material, int priority) override;
  355. virtual bool material_is_animated(RID p_material) override;
  356. virtual bool material_casts_shadows(RID p_material) override;
  357. virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
  358. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
  359. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
  360. void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
  361. MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type);
  362. _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
  363. Material *material = material_owner.get_or_null(p_material);
  364. return material->shader_id;
  365. }
  366. _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
  367. Material *material = material_owner.get_or_null(p_material);
  368. if (!material || material->shader_type != p_shader_type) {
  369. return nullptr;
  370. } else {
  371. return material->data;
  372. }
  373. }
  374. };
  375. } // namespace RendererRD
  376. #endif // MATERIAL_STORAGE_RD_H