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-rw-r--r--servers/rendering/dummy/storage/material_storage.cpp136
1 files changed, 136 insertions, 0 deletions
diff --git a/servers/rendering/dummy/storage/material_storage.cpp b/servers/rendering/dummy/storage/material_storage.cpp
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index 0000000000..5a2c135ff5
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+++ b/servers/rendering/dummy/storage/material_storage.cpp
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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"
+
+using namespace RendererDummy;
+
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage::MaterialStorage() {
+ singleton = this;
+ ShaderCompiler::DefaultIdentifierActions actions;
+ dummy_compiler.initialize(actions);
+}
+
+MaterialStorage::~MaterialStorage() {
+ singleton = nullptr;
+}
+
+RID MaterialStorage::shader_allocate() {
+ return shader_owner.allocate_rid();
+}
+
+void MaterialStorage::shader_initialize(RID p_rid) {
+ shader_owner.initialize_rid(p_rid, DummyShader());
+}
+
+void MaterialStorage::shader_free(RID p_rid) {
+ DummyShader *shader = shader_owner.get_or_null(p_rid);
+ ERR_FAIL_NULL(shader);
+
+ shader_owner.free(p_rid);
+}
+
+void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
+ DummyShader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL(shader);
+ if (p_code.is_empty()) {
+ return;
+ }
+
+ String mode_string = ShaderLanguage::get_shader_type(p_code);
+
+ RS::ShaderMode new_mode;
+ if (mode_string == "canvas_item") {
+ new_mode = RS::SHADER_CANVAS_ITEM;
+ } else if (mode_string == "particles") {
+ new_mode = RS::SHADER_PARTICLES;
+ } else if (mode_string == "spatial") {
+ new_mode = RS::SHADER_SPATIAL;
+ } else if (mode_string == "sky") {
+ new_mode = RS::SHADER_SKY;
+ } else if (mode_string == "fog") {
+ new_mode = RS::SHADER_FOG;
+ } else {
+ new_mode = RS::SHADER_MAX;
+ }
+ ShaderCompiler::IdentifierActions actions;
+ actions.uniforms = &shader->uniforms;
+ ShaderCompiler::GeneratedCode gen_code;
+
+ Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+}
+
+void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+ DummyShader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_NULL(shader);
+
+ SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
+ LocalVector<Pair<StringName, int>> filtered_uniforms;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+ if (E.value.texture_order >= 0) {
+ filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
+ } else {
+ filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.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 = shader->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);
+ }
+}