diff options
Diffstat (limited to 'servers/rendering/renderer_rd/storage_rd/material_storage.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/storage_rd/material_storage.cpp | 2392 |
1 files changed, 2392 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp new file mode 100644 index 0000000000..9e3d124bbb --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -0,0 +1,2392 @@ +/*************************************************************************/ +/* material_storage.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 "texture_storage.h" + +using namespace RendererRD; + +/////////////////////////////////////////////////////////////////////////// +// UBI helper functions + +_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data, bool p_linear_color) { + switch (type) { + case ShaderLanguage::TYPE_BOOL: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = (r[i] != 0) ? 1 : 0; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } 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) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + int count = 2 * p_array_size; + + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i] ? 1 : 0; + gui[j + 1] = r[i + 1] ? 1 : 0; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + int 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) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + int count = 3 * p_array_size; + + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i] ? 1 : 0; + gui[j + 1] = r[i + 1] ? 1 : 0; + gui[j + 2] = r[i + 2] ? 1 : 0; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } else { + int 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) { + const PackedInt32Array &ba = value; + int s = ba.size(); + const int *r = ba.ptr(); + int count = 4 * p_array_size; + + for (int i = 0; i < count; i += 4) { + if (i < s) { + gui[i] = r[i] ? 1 : 0; + gui[i + 1] = r[i + 1] ? 1 : 0; + gui[i + 2] = r[i + 2] ? 1 : 0; + gui[i + 3] = r[i + 3] ? 1 : 0; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } else { + int 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) { + Vector<int> iv = value; + int s = iv.size(); + const int *r = iv.ptr(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = r[i]; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + int v = value; + gui[0] = v; + } + } break; + case ShaderLanguage::TYPE_IVEC2: { + Vector<int> iv = value; + int s = iv.size(); + int32_t *gui = (int32_t *)data; + + if (p_array_size <= 0) { + p_array_size = 1; + } + int count = 2 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_IVEC3: { + Vector<int> iv = value; + int s = iv.size(); + int32_t *gui = (int32_t *)data; + + if (p_array_size <= 0) { + p_array_size = 1; + } + int count = 3 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + gui[j + 2] = r[i + 2]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_IVEC4: { + Vector<int> iv = value; + int s = iv.size(); + int32_t *gui = (int32_t *)data; + + if (p_array_size <= 0) { + p_array_size = 1; + } + int count = 4 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0; i < count; i += 4) { + if (i < s) { + gui[i] = r[i]; + gui[i + 1] = r[i + 1]; + gui[i + 2] = r[i + 2]; + gui[i + 3] = r[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } break; + case ShaderLanguage::TYPE_UINT: { + uint32_t *gui = (uint32_t *)data; + + if (p_array_size > 0) { + Vector<int> iv = value; + int s = iv.size(); + const int *r = iv.ptr(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = r[i]; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + int v = value; + gui[0] = v; + } + } break; + case ShaderLanguage::TYPE_UVEC2: { + Vector<int> iv = value; + int s = iv.size(); + uint32_t *gui = (uint32_t *)data; + + if (p_array_size <= 0) { + p_array_size = 1; + } + int count = 2 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 2, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + Vector<int> iv = value; + int s = iv.size(); + uint32_t *gui = (uint32_t *)data; + + if (p_array_size <= 0) { + p_array_size = 1; + } + int count = 3 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0, j = 0; i < count; i += 3, j += 4) { + if (i < s) { + gui[j] = r[i]; + gui[j + 1] = r[i + 1]; + gui[j + 2] = r[i + 2]; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_UVEC4: { + Vector<int> iv = value; + int s = iv.size(); + uint32_t *gui = (uint32_t *)data; + + if (p_array_size <= 0) { + p_array_size = 1; + } + int count = 4 * p_array_size; + + const int *r = iv.ptr(); + for (int i = 0; i < count; i++) { + if (i < s) { + gui[i] = r[i]; + gui[i + 1] = r[i + 1]; + gui[i + 2] = r[i + 2]; + gui[i + 3] = r[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + float *gui = (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; i++, j += 4) { + if (i < s) { + gui[j] = a[i]; + } else { + gui[j] = 0; + } + gui[j + 1] = 0; // ignored + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + float v = value; + gui[0] = v; + } + } break; + case ShaderLanguage::TYPE_VEC2: { + float *gui = (float *)data; + + if (p_array_size > 0) { + const PackedVector2Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = a[i].x; + gui[j + 1] = a[i].y; + } else { + gui[j] = 0; + gui[j + 1] = 0; + } + gui[j + 2] = 0; // ignored + gui[j + 3] = 0; // ignored + } + } else { + Vector2 v = value; + gui[0] = v.x; + gui[1] = v.y; + } + } break; + case ShaderLanguage::TYPE_VEC3: { + float *gui = (float *)data; + + if (p_array_size > 0) { + const PackedVector3Array &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + gui[j] = a[i].x; + gui[j + 1] = a[i].y; + gui[j + 2] = a[i].z; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + } + gui[j + 3] = 0; // ignored + } + } else { + Vector3 v = value; + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + } + } break; + case ShaderLanguage::TYPE_VEC4: { + float *gui = (float *)data; + + if (p_array_size > 0) { + if (value.get_type() == Variant::PACKED_COLOR_ARRAY) { + const PackedColorArray &a = value; + int s = a.size(); + + for (int i = 0, j = 0; i < p_array_size; i++, j += 4) { + if (i < s) { + Color color = a[i]; + if (p_linear_color) { + color = color.to_linear(); + } + gui[j] = color.r; + gui[j + 1] = color.g; + gui[j + 2] = color.b; + gui[j + 3] = color.a; + } else { + gui[j] = 0; + gui[j + 1] = 0; + gui[j + 2] = 0; + gui[j + 3] = 0; + } + } + } else { + const PackedFloat32Array &a = value; + int s = a.size(); + int count = 4 * p_array_size; + + for (int i = 0; i < count; i += 4) { + if (i + 3 < s) { + gui[i] = a[i]; + gui[i + 1] = a[i + 1]; + gui[i + 2] = a[i + 2]; + gui[i + 3] = a[i + 3]; + } else { + gui[i] = 0; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + } + } + } + } else { + if (value.get_type() == Variant::COLOR) { + Color v = value; + + if (p_linear_color) { + v = v.to_linear(); + } + + gui[0] = v.r; + gui[1] = v.g; + gui[2] = v.b; + gui[3] = v.a; + } else if (value.get_type() == Variant::RECT2) { + Rect2 v = value; + + gui[0] = v.position.x; + gui[1] = v.position.y; + gui[2] = v.size.x; + gui[3] = v.size.y; + } else if (value.get_type() == Variant::QUATERNION) { + Quaternion v = value; + + gui[0] = v.x; + gui[1] = v.y; + gui[2] = v.z; + gui[3] = v.w; + } else { + Plane v = value; + + gui[0] = v.normal.x; + gui[1] = v.normal.y; + gui[2] = v.normal.z; + gui[3] = v.d; + } + } + } break; + case ShaderLanguage::TYPE_MAT2: { + float *gui = (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.elements[0][0]; + gui[1] = v.elements[0][1]; + gui[2] = 0; // ignored + gui[3] = 0; // ignored + + gui[4] = v.elements[1][0]; + gui[5] = v.elements[1][1]; + gui[6] = 0; // ignored + gui[7] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_MAT3: { + float *gui = (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 * 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 + 4] = a[i + 3]; + gui[j + 5] = a[i + 4]; + gui[j + 6] = a[i + 5]; + + gui[j + 8] = a[i + 6]; + gui[j + 9] = a[i + 7]; + gui[j + 10] = a[i + 8]; + } else { + gui[j] = 1; + gui[j + 1] = 0; + gui[j + 2] = 0; + + gui[j + 4] = 0; + gui[j + 5] = 1; + gui[j + 6] = 0; + + gui[j + 8] = 0; + gui[j + 9] = 0; + gui[j + 10] = 1; + } + gui[j + 3] = 0; // ignored + gui[j + 7] = 0; // ignored + gui[j + 11] = 0; // ignored + } + } else { + Basis v = value; + gui[0] = v.elements[0][0]; + gui[1] = v.elements[1][0]; + gui[2] = v.elements[2][0]; + gui[3] = 0; // ignored + + gui[4] = v.elements[0][1]; + gui[5] = v.elements[1][1]; + gui[6] = v.elements[2][1]; + gui[7] = 0; // ignored + + gui[8] = v.elements[0][2]; + gui[9] = v.elements[1][2]; + gui[10] = v.elements[2][2]; + gui[11] = 0; // ignored + } + } break; + case ShaderLanguage::TYPE_MAT4: { + float *gui = (float *)data; + + if (p_array_size > 0) { + const PackedFloat32Array &a = value; + int s = a.size(); + + for (int i = 0; i < p_array_size * 16; i += 16) { + if (i + 15 < s) { + gui[i] = a[i]; + gui[i + 1] = a[i + 1]; + gui[i + 2] = a[i + 2]; + gui[i + 3] = a[i + 3]; + + gui[i + 4] = a[i + 4]; + gui[i + 5] = a[i + 5]; + gui[i + 6] = a[i + 6]; + gui[i + 7] = a[i + 7]; + + gui[i + 8] = a[i + 8]; + gui[i + 9] = a[i + 9]; + gui[i + 10] = a[i + 10]; + gui[i + 11] = a[i + 11]; + + gui[i + 12] = a[i + 12]; + gui[i + 13] = a[i + 13]; + gui[i + 14] = a[i + 14]; + gui[i + 15] = a[i + 15]; + } else { + gui[i] = 1; + gui[i + 1] = 0; + gui[i + 2] = 0; + gui[i + 3] = 0; + + gui[i + 4] = 0; + gui[i + 5] = 1; + gui[i + 6] = 0; + gui[i + 7] = 0; + + gui[i + 8] = 0; + gui[i + 9] = 0; + gui[i + 10] = 1; + gui[i + 11] = 0; + + gui[i + 12] = 0; + gui[i + 13] = 0; + gui[i + 14] = 0; + gui[i + 15] = 1; + } + } + } else { + Transform3D v = value; + gui[0] = v.basis.elements[0][0]; + gui[1] = v.basis.elements[1][0]; + gui[2] = v.basis.elements[2][0]; + gui[3] = 0; + + gui[4] = v.basis.elements[0][1]; + gui[5] = v.basis.elements[1][1]; + gui[6] = v.basis.elements[2][1]; + gui[7] = 0; + + gui[8] = v.basis.elements[0][2]; + gui[9] = v.basis.elements[1][2]; + gui[10] = v.basis.elements[2][2]; + gui[11] = 0; + + gui[12] = v.origin.x; + gui[13] = v.origin.y; + gui[14] = v.origin.z; + gui[15] = 1; + } + } break; + default: { + } + } +} + +_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value> &value, uint8_t *data) { + switch (type) { + case ShaderLanguage::TYPE_BOOL: { + uint32_t *gui = (uint32_t *)data; + *gui = 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 = (float *)data; + gui[0] = value[0].real; + + } break; + case ShaderLanguage::TYPE_VEC2: { + float *gui = (float *)data; + + for (int i = 0; i < 2; i++) { + gui[i] = value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC3: { + float *gui = (float *)data; + + for (int i = 0; i < 3; i++) { + gui[i] = value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC4: { + float *gui = (float *)data; + + for (int i = 0; i < 4; i++) { + gui[i] = value[i].real; + } + } break; + case ShaderLanguage::TYPE_MAT2: { + float *gui = (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 = (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 = (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: + 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: { + } + } +} + +/////////////////////////////////////////////////////////////////////////// +// MaterialData + +void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<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.order < 0) { + 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.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { + //this is a global variable, get the index to it + GlobalVariables::Variable *gv = material_storage->global_variables.variables.getptr(E.key); + uint32_t index = 0; + if (gv) { + index = gv->buffer_index; + } else { + WARN_PRINT("Shader uses global uniform '" + 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]; + const Map<StringName, Variant>::Element *V = p_parameters.find(E.key); + + if (V) { + //user provided + _fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->get(), 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); + //value=E.value.default_value; + } else { + //zero because it was not provided + if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_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_variables.materials_using_buffer.push_back(self); + } else { + material_storage->global_variables.materials_using_buffer.erase(global_buffer_E); + global_buffer_E = nullptr; + } + } +} + +MaterialData::~MaterialData() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + + if (global_buffer_E) { + //unregister global buffers + material_storage->global_variables.materials_using_buffer.erase(global_buffer_E); + } + + if (global_texture_E) { + //unregister global textures + + for (const KeyValue<StringName, uint64_t> &E : used_global_textures) { + GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(E.key); + if (v) { + v->texture_materials.erase(self); + } + } + //unregister material from those using global textures + material_storage->global_variables.materials_using_texture.erase(global_texture_E); + } + + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + } +} + +void MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { + TextureStorage *texture_storage = TextureStorage::get_singleton(); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + +#ifdef TOOLS_ENABLED + Texture *roughness_detect_texture = nullptr; + RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R; + 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].global) { + uses_global_textures = true; + + GlobalVariables::Variable *v = material_storage->global_variables.variables.getptr(uniform_name); + if (v) { + if (v->buffer_index >= 0) { + WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!."); + + } else { + Map<StringName, uint64_t>::Element *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->get() = global_textures_pass; + } + + textures.push_back(v->override.get_type() != Variant::NIL ? v->override : v->value); + } + + } else { + WARN_PRINT("Shader uses global uniform texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly."); + } + } else { + const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name); + if (V) { + if (V->get().is_array()) { + Array array = (Array)V->get(); + if (uniform_array_size > 0) { + for (int j = 0; j < array.size(); j++) { + textures.push_back(array[j]); + } + } else { + if (array.size() > 0) { + textures.push_back(array[0]); + } + } + } else { + textures.push_back(V->get()); + } + } + + if (uniform_array_size > 0) { + if (textures.size() < uniform_array_size) { + const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name); + for (int j = textures.size(); j < uniform_array_size; j++) { + if (W && W->get().has(j)) { + textures.push_back(W->get()[j]); + } else { + textures.push_back(RID()); + } + } + } + } else if (textures.is_empty()) { + const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name); + if (W && W->get().has(0)) { + textures.push_back(W->get()[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_BLACK: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + } break; + default: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); + } break; + } + } break; + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + switch (p_texture_uniforms[i].hint) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + } break; + default: { + rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE); + } break; + } + } break; + case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: { + rd_texture = texture_storage->texture_rd_get_default(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(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(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].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO); + + for (int j = 0; j < textures.size(); j++) { + 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_use_linear_color) { + 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 + } + if (rd_texture.is_null()) { + rd_texture = texture_storage->texture_rd_get_default(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<Map<StringName, uint64_t>::Element *> to_delete; + for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) { + if (E->get() != global_textures_pass) { + to_delete.push_back(E); + + GlobalVariables::Variable *v = material_storage->global_variables.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_variables.materials_using_texture.push_back(self); + } else { + material_storage->global_variables.materials_using_texture.erase(global_texture_E); + global_texture_E = nullptr; + } + } + } +} + +void 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 MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { + if ((uint32_t)ubo_data.size() != p_ubo_size) { + p_uniform_dirty = true; + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + uniform_buffer = RID(); + } + + ubo_data.resize(p_ubo_size); + if (ubo_data.size()) { + uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size()); + memset(ubo_data.ptrw(), 0, ubo_data.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.size()) { + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); + RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); + } + + 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); + 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(), true); + } + + 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); + 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; +} + +/////////////////////////////////////////////////////////////////////////// +// MaterialStorage + +MaterialStorage *MaterialStorage::singleton = nullptr; + +MaterialStorage *MaterialStorage::get_singleton() { + return singleton; +} + +MaterialStorage::MaterialStorage() { + singleton = this; + + for (int i = 0; i < SHADER_TYPE_MAX; i++) { + shader_data_request_func[i] = nullptr; + } + + static_assert(sizeof(GlobalVariables::Value) == 16); + + global_variables.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size")); + global_variables.buffer_values = memnew_arr(GlobalVariables::Value, global_variables.buffer_size); + memset(global_variables.buffer_values, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size); + global_variables.buffer_usage = memnew_arr(GlobalVariables::ValueUsage, global_variables.buffer_size); + global_variables.buffer_dirty_regions = memnew_arr(bool, global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE); + memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE); + global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size); +} + +MaterialStorage::~MaterialStorage() { + memdelete_arr(global_variables.buffer_values); + memdelete_arr(global_variables.buffer_usage); + memdelete_arr(global_variables.buffer_dirty_regions); + RD::get_singleton()->free(global_variables.buffer); + + singleton = nullptr; +} + +/* GLOBAL VARIABLE API */ + +int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) { + int32_t idx = 0; + while (idx + p_elements <= global_variables.buffer_size) { + if (global_variables.buffer_usage[idx].elements == 0) { + bool valid = true; + for (uint32_t i = 1; i < p_elements; i++) { + if (global_variables.buffer_usage[idx + i].elements > 0) { + valid = false; + idx += i + global_variables.buffer_usage[idx + i].elements; + break; + } + } + + if (!valid) { + continue; //if not valid, idx is in new position + } + + return idx; + } else { + idx += global_variables.buffer_usage[idx].elements; + } + } + + return -1; +} + +void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) { + switch (p_type) { + case RS::GLOBAL_VAR_TYPE_BOOL: { + GlobalVariables::Value &bv = global_variables.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: { + GlobalVariables::Value &bv = global_variables.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: { + GlobalVariables::Value &bv = global_variables.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: { + GlobalVariables::Value &bv = global_variables.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: { + GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: { + GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + Vector2i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_IVEC3: { + GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + Vector3i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = v.z; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_IVEC4: { + GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.buffer_values[p_index]; + Vector<int32_t> v = p_value; + bv.x = v.size() >= 1 ? v[0] : 0; + bv.y = v.size() >= 2 ? v[1] : 0; + bv.z = v.size() >= 3 ? v[2] : 0; + bv.w = v.size() >= 4 ? v[3] : 0; + } break; + case RS::GLOBAL_VAR_TYPE_RECT2I: { + GlobalVariables::ValueInt &bv = *(GlobalVariables::ValueInt *)&global_variables.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: { + GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.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: { + GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + Vector2i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_UVEC3: { + GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + Vector3i v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = v.z; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_UVEC4: { + GlobalVariables::ValueUInt &bv = *(GlobalVariables::ValueUInt *)&global_variables.buffer_values[p_index]; + Vector<int32_t> v = p_value; + bv.x = v.size() >= 1 ? v[0] : 0; + bv.y = v.size() >= 2 ? v[1] : 0; + bv.z = v.size() >= 3 ? v[2] : 0; + bv.w = v.size() >= 4 ? v[3] : 0; + } break; + case RS::GLOBAL_VAR_TYPE_FLOAT: { + GlobalVariables::Value &bv = global_variables.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: { + GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + Vector2 v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = 0; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_VEC3: { + GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + Vector3 v = p_value; + bv.x = v.x; + bv.y = v.y; + bv.z = v.z; + bv.w = 0; + } break; + case RS::GLOBAL_VAR_TYPE_VEC4: { + GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + Plane v = p_value; + bv.x = v.normal.x; + bv.y = v.normal.y; + bv.z = v.normal.z; + bv.w = v.d; + } break; + case RS::GLOBAL_VAR_TYPE_COLOR: { + GlobalVariables::Value &bv = global_variables.buffer_values[p_index]; + Color v = p_value; + bv.x = v.r; + bv.y = v.g; + bv.z = v.b; + bv.w = v.a; + + GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1]; + v = v.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: { + GlobalVariables::Value &bv = global_variables.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: { + GlobalVariables::Value *bv = &global_variables.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: { + GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + Basis v = p_value; + bv[0].x = v.elements[0][0]; + bv[0].y = v.elements[1][0]; + bv[0].z = v.elements[2][0]; + bv[0].w = 0; + + bv[1].x = v.elements[0][1]; + bv[1].y = v.elements[1][1]; + bv[1].z = v.elements[2][1]; + bv[1].w = 0; + + bv[2].x = v.elements[0][2]; + bv[2].y = v.elements[1][2]; + bv[2].z = v.elements[2][2]; + bv[2].w = 0; + + } break; + case RS::GLOBAL_VAR_TYPE_MAT4: { + GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + + Vector<float> m2 = p_value; + if (m2.size() < 16) { + m2.resize(16); + } + + bv[0].x = m2[0]; + bv[0].y = m2[1]; + bv[0].z = m2[2]; + bv[0].w = m2[3]; + + bv[1].x = m2[4]; + bv[1].y = m2[5]; + bv[1].z = m2[6]; + bv[1].w = m2[7]; + + bv[2].x = m2[8]; + bv[2].y = m2[9]; + bv[2].z = m2[10]; + bv[2].w = m2[11]; + + bv[3].x = m2[12]; + bv[3].y = m2[13]; + bv[3].z = m2[14]; + bv[3].w = m2[15]; + + } break; + case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: { + GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + Transform2D v = p_value; + bv[0].x = v.elements[0][0]; + bv[0].y = v.elements[0][1]; + bv[0].z = 0; + bv[0].w = 0; + + bv[1].x = v.elements[1][0]; + bv[1].y = v.elements[1][1]; + bv[1].z = 0; + bv[1].w = 0; + + bv[2].x = v.elements[2][0]; + bv[2].y = v.elements[2][1]; + bv[2].z = 1; + bv[2].w = 0; + + } break; + case RS::GLOBAL_VAR_TYPE_TRANSFORM: { + GlobalVariables::Value *bv = &global_variables.buffer_values[p_index]; + Transform3D v = p_value; + bv[0].x = v.basis.elements[0][0]; + bv[0].y = v.basis.elements[1][0]; + bv[0].z = v.basis.elements[2][0]; + bv[0].w = 0; + + bv[1].x = v.basis.elements[0][1]; + bv[1].y = v.basis.elements[1][1]; + bv[1].z = v.basis.elements[2][1]; + bv[1].w = 0; + + bv[2].x = v.basis.elements[0][2]; + bv[2].y = v.basis.elements[1][2]; + bv[2].z = v.basis.elements[2][2]; + bv[2].w = 0; + + bv[3].x = v.origin.x; + bv[3].y = v.origin.y; + bv[3].z = v.origin.z; + bv[3].w = 1; + + } break; + default: { + ERR_FAIL(); + } + } +} + +void MaterialStorage::_global_variable_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) / GlobalVariables::BUFFER_DIRTY_REGION_SIZE; + if (chunk != prev_chunk) { + if (!global_variables.buffer_dirty_regions[chunk]) { + global_variables.buffer_dirty_regions[chunk] = true; + global_variables.buffer_dirty_region_count++; + } + } + + prev_chunk = chunk; + } +} + +void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) { + ERR_FAIL_COND(global_variables.variables.has(p_name)); + GlobalVariables::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_variables.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_variable_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_variables.buffer_usage[gv.buffer_index].elements = gv.buffer_elements; + _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + + global_variables.must_update_buffer_materials = true; //normally there are none + } + + global_variables.variables[p_name] = gv; +} + +void MaterialStorage::global_variable_remove(const StringName &p_name) { + if (!global_variables.variables.has(p_name)) { + return; + } + GlobalVariables::Variable &gv = global_variables.variables[p_name]; + + if (gv.buffer_index >= 0) { + global_variables.buffer_usage[gv.buffer_index].elements = 0; + global_variables.must_update_buffer_materials = true; + } else { + global_variables.must_update_texture_materials = true; + } + + global_variables.variables.erase(p_name); +} + +Vector<StringName> MaterialStorage::global_variable_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."); + } + + const StringName *K = nullptr; + Vector<StringName> names; + while ((K = global_variables.variables.next(K))) { + names.push_back(*K); + } + names.sort_custom<StringName::AlphCompare>(); + return names; +} + +void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) { + ERR_FAIL_COND(!global_variables.variables.has(p_name)); + GlobalVariables::Variable &gv = global_variables.variables[p_name]; + gv.value = p_value; + if (gv.override.get_type() == Variant::NIL) { + if (gv.buffer_index >= 0) { + //buffer + _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); + _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + } else { + //texture + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) { + Material *material = material_storage->get_material(E->get()); + ERR_CONTINUE(!material); + material_storage->_material_queue_update(material, false, true); + } + } + } +} + +void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) { + if (!global_variables.variables.has(p_name)) { + return; //variable may not exist + } + + ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); + + GlobalVariables::Variable &gv = global_variables.variables[p_name]; + + gv.override = p_value; + + if (gv.buffer_index >= 0) { + //buffer + if (gv.override.get_type() == Variant::NIL) { + _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.value); + } else { + _global_variable_store_in_buffer(gv.buffer_index, gv.type, gv.override); + } + + _global_variable_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements); + } else { + //texture + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) { + Material *material = material_storage->get_material(E->get()); + ERR_CONTINUE(!material); + material_storage->_material_queue_update(material, false, true); + } + } +} + +Variant MaterialStorage::global_variable_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_variables.variables.has(p_name)) { + return Variant(); + } + + return global_variables.variables[p_name].value; +} + +RS::GlobalVariableType MaterialStorage::global_variable_get_type_internal(const StringName &p_name) const { + if (!global_variables.variables.has(p_name)) { + return RS::GLOBAL_VAR_TYPE_MAX; + } + + return global_variables.variables[p_name].type; +} + +RS::GlobalVariableType MaterialStorage::global_variable_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_variable_get_type_internal(p_name); +} + +void MaterialStorage::global_variables_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 = ProjectSettings::get_singleton()->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", + }; + + RS::GlobalVariableType 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::GlobalVariableType(i); + break; + } + } + + ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid + + Variant value = d["value"]; + + if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) { + //textire + if (!p_load_textures) { + value = RID(); + continue; + } + + String path = value; + RES resource = ResourceLoader::load(path); + ERR_CONTINUE(resource.is_null()); + value = resource; + } + + if (global_variables.variables.has(name)) { + //has it, update it + global_variable_set(name, value); + } else { + global_variable_add(name, gvtype, value); + } + } + } +} + +void MaterialStorage::global_variables_clear() { + global_variables.variables.clear(); //not right but for now enough +} + +RID MaterialStorage::global_variables_get_storage_buffer() const { + return global_variables.buffer; +} + +int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) { + ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1); + int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); + global_variables.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_variables.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES; + return pos; +} + +void MaterialStorage::global_variables_instance_free(RID p_instance) { + ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance)); + int32_t pos = global_variables.instance_buffer_pos[p_instance]; + if (pos >= 0) { + global_variables.buffer_usage[pos].elements = 0; + } + global_variables.instance_buffer_pos.erase(p_instance); +} + +void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) { + if (!global_variables.instance_buffer_pos.has(p_instance)) { + return; //just not allocated, ignore + } + int32_t pos = global_variables.instance_buffer_pos[p_instance]; + + if (pos < 0) { + return; //again, not allocated, ignore + } + ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES); + ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported + + 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, //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_VEC4 //color + }; + + ShaderLanguage::DataType datatype = datatype_from_value[p_value.get_type()]; + + ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(p_value.get_type())); //anything greater not supported + + pos += p_index; + + _fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer + _global_variable_mark_buffer_dirty(pos, 1); +} + +void MaterialStorage::_update_global_variables() { + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + if (global_variables.buffer_dirty_region_count > 0) { + uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE; + if (total_regions / global_variables.buffer_dirty_region_count <= 4) { + // 25% of regions dirty, just update all buffer + RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values); + memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * total_regions); + } else { + uint32_t region_byte_size = sizeof(GlobalVariables::Value) * GlobalVariables::BUFFER_DIRTY_REGION_SIZE; + + for (uint32_t i = 0; i < total_regions; i++) { + if (global_variables.buffer_dirty_regions[i]) { + RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]); + + global_variables.buffer_dirty_regions[i] = false; + } + } + } + + global_variables.buffer_dirty_region_count = 0; + } + + if (global_variables.must_update_buffer_materials) { + // only happens in the case of a buffer variable added or removed, + // so not often. + for (const RID &E : global_variables.materials_using_buffer) { + Material *material = material_storage->get_material(E); + ERR_CONTINUE(!material); //wtf + + material_storage->_material_queue_update(material, true, false); + } + + global_variables.must_update_buffer_materials = false; + } + + if (global_variables.must_update_texture_materials) { + // only happens in the case of a buffer variable added or removed, + // so not often. + for (const RID &E : global_variables.materials_using_texture) { + Material *material = material_storage->get_material(E); + ERR_CONTINUE(!material); //wtf + + material_storage->_material_queue_update(material, false, true); + } + + global_variables.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_COND(!shader); + + //make material unreference this + while (shader->owners.size()) { + material_set_shader(shader->owners.front()->get()->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_COND(!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 (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { + Material *material = E->get(); + 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 (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { + Material *material = E->get(); + 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, Map<int, RID>> &E : shader->default_texture_parameter) { + for (const KeyValue<int, RID> &E2 : E.value) { + shader->data->set_default_texture_param(E.key, E2.value, E2.key); + } + } + } + } + + if (shader->data) { + shader->data->set_code(p_code); + } + + for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { + Material *material = E->get(); + material->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL); + _material_queue_update(material, true, true); + } +} + +String MaterialStorage::shader_get_code(RID p_shader) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_V(!shader, String()); + return shader->code; +} + +void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!shader); + if (shader->data) { + return shader->data->get_param_list(p_param_list); + } +} + +void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND(!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] = Map<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_param(p_name, p_texture, p_index); + } + for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { + Material *material = E->get(); + _material_queue_update(material, false, true); + } +} + +RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_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_param_default(RID p_shader, const StringName &p_param) const { + Shader *shader = shader_owner.get_or_null(p_shader); + ERR_FAIL_COND_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_COND_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(RendererStorage::DEPENDENCY_CHANGED_MATERIAL); + } +} + +void MaterialStorage::_material_queue_update(Material *material, bool p_uniform, bool p_texture) { + 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() { + 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 matreial uniform set, so update is required + material->dependency.changed_notify(RendererStorage::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_COND(!material); + + 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_COND(!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(RendererStorage::DEPENDENCY_CHANGED_MATERIAL); + material->shader_id = 0; + return; + } + + Shader *shader = get_shader(p_shader); + ERR_FAIL_COND(!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_COND(shader->data == nullptr); + + 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(RendererStorage::DEPENDENCY_CHANGED_MATERIAL); + _material_queue_update(material, true, true); +} + +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_COND(!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_param_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_COND_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_COND(!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(RendererStorage::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_COND(!material); + material->priority = priority; + if (material->data) { + material->data->set_render_priority(priority); + } +} + +bool MaterialStorage::material_is_animated(RID p_material) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND_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_COND_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 +} + +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_COND(!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, RendererStorage::DependencyTracker *p_instance) { + Material *material = material_owner.get_or_null(p_material); + ERR_FAIL_COND(!material); + p_instance->update_dependency(&material->dependency); + if (material->next_pass.is_valid()) { + material_update_dependency(material->next_pass, p_instance); + } +} + +void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) { + ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX); + material_data_request_func[p_shader_type] = p_function; +} + +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]; +} |