diff options
author | Clay John <claynjohn@gmail.com> | 2022-04-24 10:36:57 -0700 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-04-24 10:36:57 -0700 |
commit | 1c7e7f93e15d4725af70a7279f65c1111b14ffb0 (patch) | |
tree | 5ae12712a30bd29acc3df6ae4fe860fa52109cd5 | |
parent | 6184c6a3389feffe52a5ab90c6d58e43f9a1a292 (diff) | |
parent | 4ef7372d9e4d7a61ea49602efeb404b52957ab7a (diff) |
Merge pull request #60448 from Shnazzy/fix-compile-error-material-storage
Fixed ambiguous references to "Shader" and "Material" classes
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 117 |
1 files changed, 59 insertions, 58 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index abfbde6e86..0a2922fbd6 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -105,7 +105,7 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind /* SHADER API */ -void MaterialStorage::_shader_make_dirty(Shader *p_shader) { +void MaterialStorage::_shader_make_dirty(GLES3::Shader *p_shader) { if (p_shader->dirty_list.in_list()) { return; } @@ -114,7 +114,7 @@ void MaterialStorage::_shader_make_dirty(Shader *p_shader) { } RID MaterialStorage::shader_allocate() { - Shader *shader = memnew(Shader); + GLES3::Shader *shader = memnew(GLES3::Shader); shader->mode = RS::SHADER_CANVAS_ITEM; //shader->shader = &scene->state.scene_shader; RID rid = shader_owner.make_rid(shader); @@ -129,7 +129,7 @@ void MaterialStorage::shader_initialize(RID p_rid) { } //RID MaterialStorage::shader_create() { -// Shader *shader = memnew(Shader); +// GLES3::Shader *shader = memnew(GLES3::Shader); // shader->mode = RS::SHADER_SPATIAL; // shader->shader = &scene->state.scene_shader; // RID rid = shader_owner.make_rid(shader); @@ -140,7 +140,7 @@ void MaterialStorage::shader_initialize(RID p_rid) { //} void MaterialStorage::shader_free(RID p_rid) { - Shader *shader = shader_owner.get_or_null(p_rid); + GLES3::Shader *shader = shader_owner.get_or_null(p_rid); if (shader->shader && shader->version.is_valid()) { shader->shader->version_free(shader->version); @@ -151,7 +151,7 @@ void MaterialStorage::shader_free(RID p_rid) { } while (shader->materials.first()) { - Material *m = shader->materials.first()->self(); + GLES3::Material *m = shader->materials.first()->self(); m->shader = nullptr; _material_make_dirty(m); @@ -164,7 +164,7 @@ void MaterialStorage::shader_free(RID p_rid) { } void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { - Shader *shader = shader_owner.get_or_null(p_shader); + GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); shader->code = p_code; @@ -211,14 +211,14 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { } String MaterialStorage::shader_get_code(RID p_shader) const { - const Shader *shader = shader_owner.get_or_null(p_shader); + const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, ""); 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); + GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); if (shader->dirty_list.in_list()) { @@ -359,7 +359,7 @@ void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_ } 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); + GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !TextureStorage::get_singleton()->owns_texture(p_texture)); @@ -382,7 +382,7 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin } RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { - const Shader *shader = shader_owner.get_or_null(p_shader); + const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, RID()); if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) { @@ -392,7 +392,7 @@ RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const String return RID(); } -void MaterialStorage::_update_shader(Shader *p_shader) const { +void MaterialStorage::_update_shader(GLES3::Shader *p_shader) const { _shader_dirty_list.remove(&p_shader->dirty_list); p_shader->valid = false; @@ -408,8 +408,8 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { switch (p_shader->mode) { case RS::SHADER_CANVAS_ITEM: { - p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL; - p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX; + p_shader->canvas_item.light_mode = GLES3::Shader::CanvasItem::LIGHT_MODE_NORMAL; + p_shader->canvas_item.blend_mode = GLES3::Shader::CanvasItem::BLEND_MODE_MIX; p_shader->canvas_item.uses_screen_texture = false; p_shader->canvas_item.uses_screen_uv = false; @@ -423,14 +423,14 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { p_shader->canvas_item.uses_projection_matrix = false; p_shader->canvas_item.uses_instance_custom = false; - shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD); - shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX); - shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB); - shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL); - shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA); + shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_ADD); + shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_MIX); + shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_SUB); + shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_MUL); + shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA); - shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED); - shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); + shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, GLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED); + shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, GLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv; shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv; @@ -453,9 +453,9 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { case RS::SHADER_SPATIAL: { // TODO remove once 3D is added back return; - p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX; - p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE; - p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK; + p_shader->spatial.blend_mode = GLES3::Shader::Spatial::BLEND_MODE_MIX; + p_shader->spatial.depth_draw_mode = GLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE; + p_shader->spatial.cull_mode = GLES3::Shader::Spatial::CULL_MODE_BACK; p_shader->spatial.uses_alpha = false; p_shader->spatial.uses_alpha_scissor = false; p_shader->spatial.uses_discard = false; @@ -472,19 +472,19 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { p_shader->spatial.writes_modelview_or_projection = false; p_shader->spatial.uses_world_coordinates = false; - shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD); - shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX); - shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB); - shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL); + shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_ADD); + shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_MIX); + shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_SUB); + shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_MUL); - shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE); - shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS); - shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER); - shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); + shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE); + shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS); + shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_NEVER); + shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); - shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT); - shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK); - shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED); + shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, GLES3::Shader::Spatial::CULL_MODE_FRONT); + shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, GLES3::Shader::Spatial::CULL_MODE_BACK); + shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, GLES3::Shader::Spatial::CULL_MODE_DISABLED); shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded; shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test; @@ -539,7 +539,7 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { p_shader->uses_vertex_time = gen_code.uses_vertex_time; p_shader->uses_fragment_time = gen_code.uses_fragment_time; - for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) { + for (SelfList<GLES3::Material> *E = p_shader->materials.first(); E; E = E->next()) { _material_make_dirty(E->self()); } @@ -554,7 +554,7 @@ void MaterialStorage::update_dirty_shaders() { /* MATERIAL API */ -void MaterialStorage::_material_make_dirty(Material *p_material) const { +void MaterialStorage::_material_make_dirty(GLES3::Material *p_material) const { if (p_material->dirty_list.in_list()) { return; } @@ -562,7 +562,7 @@ void MaterialStorage::_material_make_dirty(Material *p_material) const { _material_dirty_list.add(&p_material->dirty_list); } -void MaterialStorage::_update_material(Material *p_material) { +void MaterialStorage::_update_material(GLES3::Material *p_material) { if (p_material->dirty_list.in_list()) { _material_dirty_list.remove(&p_material->dirty_list); } @@ -580,7 +580,8 @@ void MaterialStorage::_update_material(Material *p_material) { bool can_cast_shadow = false; bool is_animated = false; - if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && + if (p_material->shader->spatial.blend_mode == GLES3::Shader::Spatial::BLEND_MODE_MIX && + (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) { can_cast_shadow = true; } @@ -645,7 +646,7 @@ void MaterialStorage::_update_material(Material *p_material) { } RID MaterialStorage::material_allocate() { - Material *material = memnew(Material); + GLES3::Material *material = memnew(GLES3::Material); return material_owner.make_rid(material); } @@ -659,7 +660,7 @@ void MaterialStorage::material_initialize(RID p_rid) { //} void MaterialStorage::material_free(RID p_rid) { - Material *m = material_owner.get_or_null(p_rid); + GLES3::Material *m = material_owner.get_or_null(p_rid); if (m->shader) { m->shader->materials.remove(&m->list); @@ -691,10 +692,10 @@ void MaterialStorage::material_free(RID p_rid) { } void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); - Shader *shader = get_shader(p_shader); + GLES3::Shader *shader = get_shader(p_shader); if (material->shader) { // if a shader is present, remove the old shader @@ -711,7 +712,7 @@ void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { } 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); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); if (p_value.get_type() == Variant::NIL) { @@ -724,7 +725,7 @@ void MaterialStorage::material_set_param(RID p_material, const StringName &p_par } Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const { - const Material *material = material_owner.get_or_null(p_material); + const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->params.has(p_param)) { @@ -735,7 +736,7 @@ Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_ } void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->next_pass = p_next_material; @@ -745,14 +746,14 @@ void MaterialStorage::material_set_render_priority(RID p_material, int priority) ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN); ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX); - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->render_priority = priority; } bool MaterialStorage::material_is_animated(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); @@ -766,7 +767,7 @@ bool MaterialStorage::material_is_animated(RID p_material) { } bool MaterialStorage::material_casts_shadows(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); @@ -782,7 +783,7 @@ bool MaterialStorage::material_casts_shadows(RID p_material) { } Variant MaterialStorage::material_get_param_default(RID p_material, const StringName &p_param) const { - const Material *material = material_owner.get_or_null(p_material); + const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, Variant()); if (material->shader) { @@ -797,14 +798,14 @@ Variant MaterialStorage::material_get_param_default(RID p_material, const String void MaterialStorage::update_dirty_materials() { while (_material_dirty_list.first()) { - Material *material = _material_dirty_list.first()->self(); + GLES3::Material *material = _material_dirty_list.first()->self(); _update_material(material); } } /* are these still used? */ RID MaterialStorage::material_get_shader(RID p_material) const { - const Material *material = material_owner.get_or_null(p_material); + const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->shader) { @@ -815,14 +816,14 @@ RID MaterialStorage::material_get_shader(RID p_material) const { } void MaterialStorage::material_set_line_width(RID p_material, float p_width) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->line_width = p_width; } bool MaterialStorage::material_uses_tangents(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (!material->shader) { @@ -837,7 +838,7 @@ bool MaterialStorage::material_uses_tangents(RID p_material) { } bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (!material->shader) { @@ -853,7 +854,7 @@ bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) { void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) { /* - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance); @@ -867,7 +868,7 @@ void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorag void MaterialStorage::material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) { /* - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance); @@ -883,7 +884,7 @@ void MaterialStorage::material_remove_instance_owner(RID p_material, RendererSto /* void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometry) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry); @@ -896,7 +897,7 @@ void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometr } void MaterialStorage::_material_remove_geometry(RID p_material, Geometry *p_geometry) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry); |