material_storage.h 21 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. #pragma once
  31. #ifdef GLES3_ENABLED
  32. #include "core/templates/rid_owner.h"
  33. #include "core/templates/self_list.h"
  34. #include "servers/rendering/shader_compiler.h"
  35. #include "servers/rendering/shader_language.h"
  36. #include "servers/rendering/storage/material_storage.h"
  37. #include "servers/rendering/storage/utilities.h"
  38. #include "drivers/gles3/shaders/canvas.glsl.gen.h"
  39. #include "drivers/gles3/shaders/particles.glsl.gen.h"
  40. #include "drivers/gles3/shaders/scene.glsl.gen.h"
  41. #include "drivers/gles3/shaders/sky.glsl.gen.h"
  42. namespace GLES3 {
  43. /* Shader Structs */
  44. struct ShaderData {
  45. String path;
  46. HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  47. HashMap<StringName, HashMap<int, RID>> default_texture_params;
  48. virtual void set_path_hint(const String &p_hint);
  49. virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
  50. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  51. virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
  52. virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
  53. virtual bool is_parameter_texture(const StringName &p_param) const;
  54. virtual void set_code(const String &p_Code) = 0;
  55. virtual bool is_animated() const = 0;
  56. virtual bool casts_shadows() const = 0;
  57. virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
  58. virtual ~ShaderData() {}
  59. };
  60. typedef ShaderData *(*ShaderDataRequestFunction)();
  61. struct Material;
  62. struct Shader {
  63. ShaderData *data = nullptr;
  64. String code;
  65. String path_hint;
  66. RS::ShaderMode mode;
  67. HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
  68. HashSet<Material *> owners;
  69. };
  70. /* Material structs */
  71. struct MaterialData {
  72. 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);
  73. 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);
  74. virtual void set_render_priority(int p_priority) = 0;
  75. virtual void set_next_pass(RID p_pass) = 0;
  76. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
  77. virtual void bind_uniforms() = 0;
  78. virtual ~MaterialData();
  79. // Used internally by all Materials
  80. void update_parameters_internal(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, bool p_is_3d_shader_type);
  81. protected:
  82. Vector<uint8_t> ubo_data;
  83. GLuint uniform_buffer = GLuint(0);
  84. Vector<RID> texture_cache;
  85. private:
  86. friend class MaterialStorage;
  87. RID self;
  88. List<RID>::Element *global_buffer_E = nullptr;
  89. List<RID>::Element *global_texture_E = nullptr;
  90. uint64_t global_textures_pass = 0;
  91. HashMap<StringName, uint64_t> used_global_textures;
  92. };
  93. typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  94. struct Material {
  95. RID self;
  96. MaterialData *data = nullptr;
  97. Shader *shader = nullptr;
  98. //shortcut to shader data and type
  99. RS::ShaderMode shader_mode = RS::SHADER_MAX;
  100. uint32_t shader_id = 0;
  101. bool uniform_dirty = false;
  102. bool texture_dirty = false;
  103. HashMap<StringName, Variant> params;
  104. int32_t priority = 0;
  105. RID next_pass;
  106. SelfList<Material> update_element;
  107. Dependency dependency;
  108. Material() :
  109. update_element(this) {}
  110. };
  111. /* CanvasItem Materials */
  112. struct CanvasShaderData : public ShaderData {
  113. enum BlendMode { // Used internally.
  114. BLEND_MODE_MIX,
  115. BLEND_MODE_ADD,
  116. BLEND_MODE_SUB,
  117. BLEND_MODE_MUL,
  118. BLEND_MODE_PMALPHA,
  119. BLEND_MODE_DISABLED,
  120. BLEND_MODE_LCD,
  121. };
  122. // All these members are (re)initialized in `set_code`.
  123. // Make sure to add the init to `set_code` whenever adding new members.
  124. bool valid;
  125. RID version;
  126. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  127. Vector<uint32_t> ubo_offsets;
  128. uint32_t ubo_size;
  129. String code;
  130. BlendMode blend_mode;
  131. bool uses_screen_texture;
  132. bool uses_screen_texture_mipmaps;
  133. bool uses_sdf;
  134. bool uses_time;
  135. bool uses_custom0;
  136. bool uses_custom1;
  137. uint64_t vertex_input_mask;
  138. virtual void set_code(const String &p_Code);
  139. virtual bool is_animated() const;
  140. virtual bool casts_shadows() const;
  141. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  142. CanvasShaderData();
  143. virtual ~CanvasShaderData();
  144. };
  145. ShaderData *_create_canvas_shader_func();
  146. struct CanvasMaterialData : public MaterialData {
  147. CanvasShaderData *shader_data = nullptr;
  148. virtual void set_render_priority(int p_priority) {}
  149. virtual void set_next_pass(RID p_pass) {}
  150. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  151. virtual void bind_uniforms();
  152. virtual ~CanvasMaterialData();
  153. };
  154. MaterialData *_create_canvas_material_func(ShaderData *p_shader);
  155. /* Sky Materials */
  156. struct SkyShaderData : public ShaderData {
  157. // All these members are (re)initialized in `set_code`.
  158. // Make sure to add the init to `set_code` whenever adding new members.
  159. bool valid;
  160. RID version;
  161. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  162. Vector<uint32_t> ubo_offsets;
  163. uint32_t ubo_size;
  164. String code;
  165. bool uses_time;
  166. bool uses_position;
  167. bool uses_half_res;
  168. bool uses_quarter_res;
  169. bool uses_light;
  170. virtual void set_code(const String &p_Code);
  171. virtual bool is_animated() const;
  172. virtual bool casts_shadows() const;
  173. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  174. SkyShaderData();
  175. virtual ~SkyShaderData();
  176. };
  177. ShaderData *_create_sky_shader_func();
  178. struct SkyMaterialData : public MaterialData {
  179. SkyShaderData *shader_data = nullptr;
  180. bool uniform_set_updated = false;
  181. virtual void set_render_priority(int p_priority) {}
  182. virtual void set_next_pass(RID p_pass) {}
  183. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  184. virtual void bind_uniforms();
  185. virtual ~SkyMaterialData();
  186. };
  187. MaterialData *_create_sky_material_func(ShaderData *p_shader);
  188. /* Scene Materials */
  189. struct SceneShaderData : public ShaderData {
  190. enum BlendMode { // Used internally.
  191. BLEND_MODE_MIX,
  192. BLEND_MODE_ADD,
  193. BLEND_MODE_SUB,
  194. BLEND_MODE_MUL,
  195. BLEND_MODE_PREMULT_ALPHA,
  196. BLEND_MODE_ALPHA_TO_COVERAGE
  197. };
  198. enum DepthDraw {
  199. DEPTH_DRAW_DISABLED,
  200. DEPTH_DRAW_OPAQUE,
  201. DEPTH_DRAW_ALWAYS
  202. };
  203. enum DepthTest {
  204. DEPTH_TEST_DISABLED,
  205. DEPTH_TEST_ENABLED,
  206. DEPTH_TEST_ENABLED_INVERTED,
  207. };
  208. enum StencilCompare {
  209. STENCIL_COMPARE_LESS,
  210. STENCIL_COMPARE_EQUAL,
  211. STENCIL_COMPARE_LESS_OR_EQUAL,
  212. STENCIL_COMPARE_GREATER,
  213. STENCIL_COMPARE_NOT_EQUAL,
  214. STENCIL_COMPARE_GREATER_OR_EQUAL,
  215. STENCIL_COMPARE_ALWAYS,
  216. STENCIL_COMPARE_MAX // not an actual operator, just the amount of operators
  217. };
  218. enum StencilFlags {
  219. STENCIL_FLAG_READ = 1,
  220. STENCIL_FLAG_WRITE = 2,
  221. STENCIL_FLAG_WRITE_DEPTH_FAIL = 4,
  222. };
  223. enum AlphaAntiAliasing {
  224. ALPHA_ANTIALIASING_OFF,
  225. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
  226. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
  227. };
  228. // All these members are (re)initialized in `set_code`.
  229. // Make sure to add the init to `set_code` whenever adding new members.
  230. bool valid;
  231. RID version;
  232. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  233. Vector<uint32_t> ubo_offsets;
  234. uint32_t ubo_size;
  235. String code;
  236. BlendMode blend_mode;
  237. AlphaAntiAliasing alpha_antialiasing_mode;
  238. DepthDraw depth_draw;
  239. DepthTest depth_test;
  240. RS::CullMode cull_mode;
  241. StencilCompare stencil_compare;
  242. uint32_t stencil_flags;
  243. int32_t stencil_reference;
  244. bool stencil_enabled;
  245. bool uses_point_size;
  246. bool uses_alpha;
  247. bool uses_alpha_clip;
  248. bool uses_blend_alpha;
  249. bool uses_depth_prepass_alpha;
  250. bool uses_discard;
  251. bool uses_roughness;
  252. bool uses_normal;
  253. bool uses_particle_trails;
  254. bool wireframe;
  255. bool unshaded;
  256. bool uses_vertex;
  257. bool uses_position;
  258. bool uses_sss;
  259. bool uses_transmittance;
  260. bool uses_screen_texture;
  261. bool uses_screen_texture_mipmaps;
  262. bool uses_depth_texture;
  263. bool uses_normal_texture;
  264. bool uses_bent_normal_texture;
  265. bool uses_time;
  266. bool uses_vertex_time;
  267. bool uses_fragment_time;
  268. bool writes_modelview_or_projection;
  269. bool uses_world_coordinates;
  270. bool uses_tangent;
  271. bool uses_color;
  272. bool uses_uv;
  273. bool uses_uv2;
  274. bool uses_custom0;
  275. bool uses_custom1;
  276. bool uses_custom2;
  277. bool uses_custom3;
  278. bool uses_bones;
  279. bool uses_weights;
  280. uint64_t vertex_input_mask;
  281. virtual void set_code(const String &p_Code);
  282. virtual bool is_animated() const;
  283. virtual bool casts_shadows() const;
  284. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  285. SceneShaderData();
  286. virtual ~SceneShaderData();
  287. };
  288. ShaderData *_create_scene_shader_func();
  289. struct SceneMaterialData : public MaterialData {
  290. SceneShaderData *shader_data = nullptr;
  291. uint64_t last_pass = 0;
  292. uint32_t index = 0;
  293. RID next_pass;
  294. uint8_t priority = 0;
  295. virtual void set_render_priority(int p_priority);
  296. virtual void set_next_pass(RID p_pass);
  297. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  298. virtual void bind_uniforms();
  299. virtual ~SceneMaterialData();
  300. };
  301. MaterialData *_create_scene_material_func(ShaderData *p_shader);
  302. /* Particle Shader */
  303. enum {
  304. PARTICLES_MAX_USERDATAS = 6
  305. };
  306. struct ParticlesShaderData : public ShaderData {
  307. // All these members are (re)initialized in `set_code`.
  308. // Make sure to add the init to `set_code` whenever adding new members.
  309. bool valid;
  310. RID version;
  311. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  312. Vector<uint32_t> ubo_offsets;
  313. uint32_t ubo_size;
  314. String code;
  315. bool uses_collision;
  316. bool uses_time;
  317. bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
  318. uint32_t userdata_count;
  319. virtual void set_code(const String &p_Code);
  320. virtual bool is_animated() const;
  321. virtual bool casts_shadows() const;
  322. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  323. ParticlesShaderData() {}
  324. virtual ~ParticlesShaderData();
  325. };
  326. ShaderData *_create_particles_shader_func();
  327. struct ParticleProcessMaterialData : public MaterialData {
  328. ParticlesShaderData *shader_data = nullptr;
  329. RID uniform_set;
  330. virtual void set_render_priority(int p_priority) {}
  331. virtual void set_next_pass(RID p_pass) {}
  332. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  333. virtual void bind_uniforms();
  334. virtual ~ParticleProcessMaterialData();
  335. };
  336. MaterialData *_create_particles_material_func(ShaderData *p_shader);
  337. /* Global shader uniform structs */
  338. struct GlobalShaderUniforms {
  339. enum {
  340. BUFFER_DIRTY_REGION_SIZE = 1024
  341. };
  342. struct Variable {
  343. HashSet<RID> texture_materials; // materials using this
  344. RS::GlobalShaderParameterType type;
  345. Variant value;
  346. Variant override;
  347. int32_t buffer_index; //for vectors
  348. int32_t buffer_elements; //for vectors
  349. };
  350. HashMap<StringName, Variable> variables;
  351. struct Value {
  352. float x;
  353. float y;
  354. float z;
  355. float w;
  356. };
  357. struct ValueInt {
  358. int32_t x;
  359. int32_t y;
  360. int32_t z;
  361. int32_t w;
  362. };
  363. struct ValueUInt {
  364. uint32_t x;
  365. uint32_t y;
  366. uint32_t z;
  367. uint32_t w;
  368. };
  369. struct ValueUsage {
  370. uint32_t elements = 0;
  371. };
  372. List<RID> materials_using_buffer;
  373. List<RID> materials_using_texture;
  374. GLuint buffer = GLuint(0);
  375. Value *buffer_values = nullptr;
  376. ValueUsage *buffer_usage = nullptr;
  377. bool *buffer_dirty_regions = nullptr;
  378. uint32_t buffer_dirty_region_count = 0;
  379. uint32_t buffer_size;
  380. bool must_update_texture_materials = false;
  381. bool must_update_buffer_materials = false;
  382. HashMap<RID, int32_t> instance_buffer_pos;
  383. };
  384. class MaterialStorage : public RendererMaterialStorage {
  385. private:
  386. friend struct MaterialData;
  387. static MaterialStorage *singleton;
  388. /* GLOBAL SHADER UNIFORM API */
  389. GlobalShaderUniforms global_shader_uniforms;
  390. int32_t _global_shader_uniform_allocate(uint32_t p_elements);
  391. void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
  392. void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  393. /* SHADER API */
  394. ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
  395. mutable RID_Owner<Shader, true> shader_owner;
  396. /* MATERIAL API */
  397. MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
  398. mutable RID_Owner<Material, true> material_owner;
  399. SelfList<Material>::List material_update_list;
  400. HashSet<RID> dummy_embedded_set;
  401. public:
  402. static MaterialStorage *get_singleton();
  403. MaterialStorage();
  404. virtual ~MaterialStorage();
  405. static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
  406. p_array[0] = p_mtx.basis.rows[0][0];
  407. p_array[1] = p_mtx.basis.rows[1][0];
  408. p_array[2] = p_mtx.basis.rows[2][0];
  409. p_array[3] = 0;
  410. p_array[4] = p_mtx.basis.rows[0][1];
  411. p_array[5] = p_mtx.basis.rows[1][1];
  412. p_array[6] = p_mtx.basis.rows[2][1];
  413. p_array[7] = 0;
  414. p_array[8] = p_mtx.basis.rows[0][2];
  415. p_array[9] = p_mtx.basis.rows[1][2];
  416. p_array[10] = p_mtx.basis.rows[2][2];
  417. p_array[11] = 0;
  418. p_array[12] = p_mtx.origin.x;
  419. p_array[13] = p_mtx.origin.y;
  420. p_array[14] = p_mtx.origin.z;
  421. p_array[15] = 1;
  422. }
  423. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  424. p_array[0] = p_mtx.rows[0][0];
  425. p_array[1] = p_mtx.rows[1][0];
  426. p_array[2] = p_mtx.rows[2][0];
  427. p_array[3] = 0;
  428. p_array[4] = p_mtx.rows[0][1];
  429. p_array[5] = p_mtx.rows[1][1];
  430. p_array[6] = p_mtx.rows[2][1];
  431. p_array[7] = 0;
  432. p_array[8] = p_mtx.rows[0][2];
  433. p_array[9] = p_mtx.rows[1][2];
  434. p_array[10] = p_mtx.rows[2][2];
  435. p_array[11] = 0;
  436. }
  437. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  438. for (int i = 0; i < 4; i++) {
  439. for (int j = 0; j < 4; j++) {
  440. p_array[i * 4 + j] = p_mtx.columns[i][j];
  441. }
  442. }
  443. }
  444. struct Shaders {
  445. CanvasShaderGLES3 canvas_shader;
  446. SkyShaderGLES3 sky_shader;
  447. SceneShaderGLES3 scene_shader;
  448. ParticlesShaderGLES3 particles_process_shader;
  449. ShaderCompiler compiler_canvas;
  450. ShaderCompiler compiler_scene;
  451. ShaderCompiler compiler_particles;
  452. ShaderCompiler compiler_sky;
  453. } shaders;
  454. /* GLOBAL SHADER UNIFORM API */
  455. void _update_global_shader_uniforms();
  456. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
  457. virtual void global_shader_parameter_remove(const StringName &p_name) override;
  458. virtual Vector<StringName> global_shader_parameter_get_list() const override;
  459. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
  460. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
  461. virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
  462. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
  463. RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
  464. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
  465. virtual void global_shader_parameters_clear() override;
  466. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
  467. virtual void global_shader_parameters_instance_free(RID p_instance) override;
  468. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
  469. GLuint global_shader_parameters_get_uniform_buffer() const;
  470. /* SHADER API */
  471. Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
  472. bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }
  473. void _shader_make_dirty(Shader *p_shader);
  474. virtual RID shader_allocate() override;
  475. virtual void shader_initialize(RID p_rid, bool p_embedded = true) override;
  476. virtual void shader_free(RID p_rid) override;
  477. virtual void shader_set_code(RID p_shader, const String &p_code) override;
  478. virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
  479. virtual String shader_get_code(RID p_shader) const override;
  480. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
  481. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
  482. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
  483. virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_name) const override;
  484. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
  485. virtual void shader_embedded_set_lock() override {}
  486. virtual const HashSet<RID> &shader_embedded_set_get() const override { return dummy_embedded_set; }
  487. virtual void shader_embedded_set_unlock() override {}
  488. /* MATERIAL API */
  489. Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }
  490. bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }
  491. void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  492. void _update_queued_materials();
  493. virtual RID material_allocate() override;
  494. virtual void material_initialize(RID p_rid) override;
  495. virtual void material_free(RID p_rid) override;
  496. virtual void material_set_shader(RID p_material, RID p_shader) override;
  497. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
  498. virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
  499. virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
  500. virtual void material_set_render_priority(RID p_material, int priority) override;
  501. virtual bool material_is_animated(RID p_material) override;
  502. virtual bool material_casts_shadows(RID p_material) override;
  503. virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
  504. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
  505. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
  506. _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
  507. Material *material = material_owner.get_or_null(p_material);
  508. return material->shader_id;
  509. }
  510. _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
  511. Material *material = material_owner.get_or_null(p_material);
  512. if (!material || material->shader_mode != p_shader_mode) {
  513. return nullptr;
  514. } else {
  515. return material->data;
  516. }
  517. }
  518. };
  519. } // namespace GLES3
  520. #endif // GLES3_ENABLED