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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-04-28 19:56:16 +0200
committerGitHub <noreply@github.com>2022-04-28 19:56:16 +0200
commitf394388aa23a5b4815491613b67cc0ef7de4ef4e (patch)
treeaee465a6d5940f88d81d388e2ea37f442e524955 /drivers/gles3/storage
parent212989d467b2ab091fe0d78b4ca09e76f9c92e0d (diff)
parent2f2064fe3d08b71491a7e8ea01b91af71ae05c93 (diff)
Merge pull request #60503 from clayjohn/OPENGL-3D
Diffstat (limited to 'drivers/gles3/storage')
-rw-r--r--drivers/gles3/storage/config.cpp59
-rw-r--r--drivers/gles3/storage/config.h10
-rw-r--r--drivers/gles3/storage/material_storage.cpp3251
-rw-r--r--drivers/gles3/storage/material_storage.h400
-rw-r--r--drivers/gles3/storage/texture_storage.cpp1170
-rw-r--r--drivers/gles3/storage/texture_storage.h398
6 files changed, 3486 insertions, 1802 deletions
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index a83ad34d4c..369e523cc4 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -31,40 +31,50 @@
#ifdef GLES3_ENABLED
#include "config.h"
+#include "core/config/project_settings.h"
#include "core/templates/vector.h"
using namespace GLES3;
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
Config *Config::singleton = nullptr;
Config::Config() {
singleton = this;
{
- const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
-
- Vector<String> exts = String((const char *)extension_string).split(" ");
-
- for (int i = 0; i < exts.size(); i++) {
- extensions.insert(exts[i]);
+ int max_extensions = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
+ for (int i = 0; i < max_extensions; i++) {
+ const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
+ if (!s) {
+ break;
+ }
+ extensions.insert((const char *)s);
}
}
keep_original_textures = true; // false
- shrink_textures_x2 = false;
depth_internalformat = GL_DEPTH_COMPONENT;
depth_type = GL_UNSIGNED_INT;
+ srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+ etc2_supported = true;
#ifdef GLES_OVER_GL
float_texture_supported = true;
s3tc_supported = true;
- etc_supported = false;
+ etc_supported = false; // extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+ bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
+ rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
support_npot_repeat_mipmap = true;
depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1");
+ bptc_supported = false;
+ rgtc_supported = false;
support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
#ifdef JAVASCRIPT_ENABLED
@@ -87,22 +97,12 @@ Config::Config() {
#endif
#ifdef GLES_OVER_GL
- //TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
- render_to_mipmap_supported = false;
-#else
- //check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
- render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod");
-#endif
-
-#ifdef GLES_OVER_GL
use_rgba_2d_shadows = false;
- support_depth_texture = true;
use_rgba_3d_shadows = false;
support_depth_cubemaps = true;
#else
use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
- support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture");
- use_rgba_3d_shadows = !support_depth_texture;
+ use_rgba_3d_shadows = false;
support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
#endif
@@ -130,20 +130,25 @@ Config::Config() {
support_half_float_vertices = false;
}
- etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
- latc_supported = extensions.has("GL_EXT_texture_compression_latc");
- bptc_supported = extensions.has("GL_ARB_texture_compression_bptc");
- rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
- bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
- srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
+ //picky requirements for these
+ support_shadow_cubemaps = support_write_depth && support_depth_cubemaps;
+ // the use skeleton software path should be used if either float texture is not supported,
+ // OR max_vertex_texture_image_units is zero
+ use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
+
+ support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
+ if (support_anisotropic_filter) {
+ glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
+ anisotropic_level = MIN(float(1 << int(ProjectSettings::get_singleton()->get("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
+ }
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
- use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
- // should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
+ use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
}
Config::~Config() {
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index 11a7cc8499..bb4352ce9a 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -51,13 +51,13 @@ private:
static Config *singleton;
public:
- bool shrink_textures_x2;
- bool use_fast_texture_filter;
+ bool use_nearest_mip_filter;
bool use_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
+ int max_uniform_buffer_size;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
@@ -84,12 +84,10 @@ public:
bool support_write_depth;
bool support_half_float_vertices;
bool support_npot_repeat_mipmap;
- bool support_depth_texture;
bool support_depth_cubemaps;
-
bool support_shadow_cubemaps;
-
- bool render_to_mipmap_supported;
+ bool support_anisotropic_filter;
+ float anisotropic_level;
GLuint depth_internalformat;
GLuint depth_type;
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 0a2922fbd6..fae23980b6 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -30,685 +30,2575 @@
#ifdef GLES3_ENABLED
-#include "material_storage.h"
+#include "core/config/project_settings.h"
+
#include "config.h"
+#include "material_storage.h"
#include "texture_storage.h"
#include "drivers/gles3/rasterizer_canvas_gles3.h"
using namespace GLES3;
-MaterialStorage *MaterialStorage::singleton = nullptr;
+///////////////////////////////////////////////////////////////////////////
+// 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;
-MaterialStorage *MaterialStorage::get_singleton() {
- return singleton;
-}
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
-MaterialStorage::MaterialStorage() {
- singleton = this;
+ 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;
- shaders.copy.initialize();
- shaders.copy_version = shaders.copy.version_create(); //TODO
- shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION);
- //shaders.cubemap_filter.init();
- //bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
- //shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
-}
+ 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;
-MaterialStorage::~MaterialStorage() {
- shaders.copy.version_free(shaders.copy_version);
+ 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;
- singleton = nullptr;
-}
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
-/* GLOBAL VARIABLE API */
+ 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;
-void MaterialStorage::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
-}
+ 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;
-void MaterialStorage::global_variable_remove(const StringName &p_name) {
-}
+ 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.srgb_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.srgb_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;
-Vector<StringName> MaterialStorage::global_variable_get_list() const {
- return Vector<StringName>();
+ 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: {
+ }
+ }
}
-void MaterialStorage::global_variable_set(const StringName &p_name, const Variant &p_value) {
-}
+_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;
-void MaterialStorage::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
-}
+ } 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;
-Variant MaterialStorage::global_variable_get(const StringName &p_name) const {
- return Variant();
-}
+ } 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;
-RS::GlobalVariableType MaterialStorage::global_variable_get_type(const StringName &p_name) const {
- return RS::GLOBAL_VAR_TYPE_MAX;
-}
+ } break;
+ case ShaderLanguage::TYPE_INT: {
+ int32_t *gui = (int32_t *)data;
+ gui[0] = value[0].sint;
-void MaterialStorage::global_variables_load_settings(bool p_load_textures) {
-}
+ } break;
+ case ShaderLanguage::TYPE_IVEC2: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variables_clear() {
-}
+ for (int i = 0; i < 2; i++) {
+ gui[i] = value[i].sint;
+ }
-int32_t MaterialStorage::global_variables_instance_allocate(RID p_instance) {
- return 0;
-}
+ } break;
+ case ShaderLanguage::TYPE_IVEC3: {
+ int32_t *gui = (int32_t *)data;
-void MaterialStorage::global_variables_instance_free(RID p_instance) {
-}
+ for (int i = 0; i < 3; i++) {
+ gui[i] = value[i].sint;
+ }
-void MaterialStorage::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
-}
+ } break;
+ case ShaderLanguage::TYPE_IVEC4: {
+ int32_t *gui = (int32_t *)data;
-/* SHADER API */
+ for (int i = 0; i < 4; i++) {
+ gui[i] = value[i].sint;
+ }
-void MaterialStorage::_shader_make_dirty(GLES3::Shader *p_shader) {
- if (p_shader->dirty_list.in_list()) {
- return;
- }
+ } break;
+ case ShaderLanguage::TYPE_UINT: {
+ uint32_t *gui = (uint32_t *)data;
+ gui[0] = value[0].uint;
- _shader_dirty_list.add(&p_shader->dirty_list);
-}
+ } break;
+ case ShaderLanguage::TYPE_UVEC2: {
+ int32_t *gui = (int32_t *)data;
-RID MaterialStorage::shader_allocate() {
- 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);
- _shader_make_dirty(shader);
- shader->self = rid;
+ 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;
- return rid;
+ } 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: {
+ }
+ }
}
-void MaterialStorage::shader_initialize(RID p_rid) {
- // noop
+_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: {
+ }
+ }
}
-//RID MaterialStorage::shader_create() {
-// GLES3::Shader *shader = memnew(GLES3::Shader);
-// shader->mode = RS::SHADER_SPATIAL;
-// shader->shader = &scene->state.scene_shader;
-// RID rid = shader_owner.make_rid(shader);
-// _shader_make_dirty(shader);
-// shader->self = rid;
+///////////////////////////////////////////////////////////////////////////
+// MaterialData
-// return rid;
-//}
+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;
-void MaterialStorage::shader_free(RID p_rid) {
- GLES3::Shader *shader = shader_owner.get_or_null(p_rid);
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
+ if (E.value.order < 0) {
+ continue; // texture, does not go here
+ }
- if (shader->shader && shader->version.is_valid()) {
- shader->shader->version_free(shader->version);
+ 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 (shader->dirty_list.in_list()) {
- _shader_dirty_list.remove(&shader->dirty_list);
+ 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;
+ }
}
+}
- while (shader->materials.first()) {
- GLES3::Material *m = shader->materials.first()->self();
+MaterialData::~MaterialData() {
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
- m->shader = nullptr;
- _material_make_dirty(m);
+ 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
- shader->materials.remove(shader->materials.first());
+ 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);
}
- shader_owner.free(p_rid);
- memdelete(shader);
+ if (uniform_buffer) {
+ glDeleteBuffers(1, &uniform_buffer);
+ }
}
-void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
- GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
+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();
- shader->code = p_code;
+#ifdef TOOLS_ENABLED
+ Texture *roughness_detect_texture = nullptr;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
+ Texture *normal_detect_texture = nullptr;
+#endif
- String mode_string = ShaderLanguage::get_shader_type(p_code);
- RS::ShaderMode mode;
+ bool uses_global_textures = false;
+ global_textures_pass++;
- if (mode_string == "canvas_item") {
- mode = RS::SHADER_CANVAS_ITEM;
- } else if (mode_string == "particles") {
- mode = RS::SHADER_PARTICLES;
- } else if (mode_string == "sky") {
- mode = RS::SHADER_SKY;
- } else if (mode_string == "spatial") {
- mode = RS::SHADER_SPATIAL;
- } else {
- mode = RS::SHADER_MAX;
- ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
+ 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 gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);
+
+ 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: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);
+ } break;
+ default: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_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: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
+ } break;
+ default: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);
+ } break;
+ }
+ } break;
+ case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
+ ERR_PRINT_ONCE("Type: SamplerCubeArray not supported in OpenGL renderer, please use another type.");
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER3D:
+ case ShaderLanguage::TYPE_USAMPLER3D:
+ case ShaderLanguage::TYPE_SAMPLER3D: {
+ switch (p_texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
+ } break;
+ default: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);
+ } break;
+ }
+ } break;
+
+ case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_USAMPLER2DARRAY:
+ case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
+ gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_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++] = gl_texture;
+ }
+ } else {
+ p_textures[k++] = gl_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) {
+ gl_texture = textures[j];
+#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
+ }
+#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++] = gl_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;
+ }
+ }
}
+}
- if (shader->version.is_valid() && mode != shader->mode) {
- shader->shader->version_free(shader->version);
- shader->version = RID();
+void MaterialData::update_parameters_internal(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) {
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
+ p_uniform_dirty = true;
+ if (!uniform_buffer) {
+ glGenBuffers(1, &uniform_buffer);
+ }
+
+ ubo_data.resize(p_ubo_size);
+ if (ubo_data.size()) {
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
}
- shader->mode = mode;
+ //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);
+ glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
- // TODO handle all shader types
- if (mode == RS::SHADER_CANVAS_ITEM) {
- shader->shader = &RasterizerCanvasGLES3::get_singleton()->state.canvas_shader;
- } else if (mode == RS::SHADER_SPATIAL) {
- //shader->shader = &scene->state.scene_shader;
- } else if (mode == RS::SHADER_PARTICLES) {
- } else if (mode == RS::SHADER_SKY) {
- } else {
- return;
+ 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 (shader->version.is_null() && shader->shader) {
- shader->version = shader->shader->version_create();
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
}
- _shader_make_dirty(shader);
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
}
-String MaterialStorage::shader_get_code(RID p_shader) const {
- const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, "");
+///////////////////////////////////////////////////////////////////////////
+// Material Storage
- return shader->code;
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage *MaterialStorage::get_singleton() {
+ return singleton;
}
-void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND(!shader);
+MaterialStorage::MaterialStorage() {
+ singleton = this;
+
+ shader_data_request_func[RS::SHADER_SPATIAL] = nullptr;
+ shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
+ shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ shader_data_request_func[RS::SHADER_SKY] = nullptr;
+ shader_data_request_func[RS::SHADER_FOG] = nullptr;
- if (shader->dirty_list.in_list()) {
- _update_shader(shader);
+ material_data_request_func[RS::SHADER_SPATIAL] = nullptr;
+ material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
+ material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ material_data_request_func[RS::SHADER_SKY] = nullptr;
+ material_data_request_func[RS::SHADER_FOG] = nullptr;
+
+ static_assert(sizeof(GlobalVariables::Value) == 16);
+
+ global_variables.buffer_size = MAX(4096, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
+ if (global_variables.buffer_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {
+ global_variables.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size);
+ WARN_PRINT("Project setting: rendering/limits/global_shader_variables/buffer_size exceeds maximum uniform buffer size of: " + itos(Config::get_singleton()->max_uniform_buffer_size));
}
- Map<int, StringName> order;
+ 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);
+ glGenBuffers(1, &global_variables.buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, global_variables.buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalVariables::Value) * global_variables.buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
-
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi;
- ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[E->get()];
-
- pi.name = E->get();
-
- switch (u.type) {
- case ShaderLanguage::TYPE_VOID: {
- pi.type = Variant::NIL;
- } break;
-
- case ShaderLanguage::TYPE_BOOL: {
- pi.type = Variant::BOOL;
- } break;
-
- // bool vectors
- case ShaderLanguage::TYPE_BVEC2: {
- pi.type = Variant::INT;
- pi.hint = PROPERTY_HINT_FLAGS;
- pi.hint_string = "x,y";
- } break;
- case ShaderLanguage::TYPE_BVEC3: {
- pi.type = Variant::INT;
- pi.hint = PROPERTY_HINT_FLAGS;
- pi.hint_string = "x,y,z";
- } break;
- case ShaderLanguage::TYPE_BVEC4: {
- pi.type = Variant::INT;
- pi.hint = PROPERTY_HINT_FLAGS;
- pi.hint_string = "x,y,z,w";
- } break;
-
- // int stuff
- case ShaderLanguage::TYPE_UINT:
- case ShaderLanguage::TYPE_INT: {
- pi.type = Variant::INT;
-
- if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
- pi.hint = PROPERTY_HINT_RANGE;
- pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
- }
- } break;
-
- case ShaderLanguage::TYPE_IVEC2:
- case ShaderLanguage::TYPE_UVEC2:
- case ShaderLanguage::TYPE_IVEC3:
- case ShaderLanguage::TYPE_UVEC3:
- case ShaderLanguage::TYPE_IVEC4:
- case ShaderLanguage::TYPE_UVEC4: {
- // not sure what this should be in godot 4
- // pi.type = Variant::POOL_INT_ARRAY;
- pi.type = Variant::PACKED_INT32_ARRAY;
- } break;
-
- case ShaderLanguage::TYPE_FLOAT: {
- pi.type = Variant::FLOAT;
- if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
- pi.hint = PROPERTY_HINT_RANGE;
- pi.hint_string = rtos(u.hint_range[0]) + "," + rtos(u.hint_range[1]) + "," + rtos(u.hint_range[2]);
- }
- } break;
-
- case ShaderLanguage::TYPE_VEC2: {
- pi.type = Variant::VECTOR2;
- } break;
- case ShaderLanguage::TYPE_VEC3: {
- pi.type = Variant::VECTOR3;
- } break;
-
- case ShaderLanguage::TYPE_VEC4: {
- if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
- pi.type = Variant::COLOR;
- } else {
- pi.type = Variant::QUATERNION;
- }
- } break;
-
- case ShaderLanguage::TYPE_MAT2: {
- pi.type = Variant::TRANSFORM2D;
- } break;
-
- case ShaderLanguage::TYPE_MAT3: {
- pi.type = Variant::BASIS;
- } break;
-
- case ShaderLanguage::TYPE_MAT4: {
- pi.type = Variant::TRANSFORM3D;
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2D:
- // case ShaderLanguage::TYPE_SAMPLEREXT:
- case ShaderLanguage::TYPE_ISAMPLER2D:
- case ShaderLanguage::TYPE_USAMPLER2D: {
- pi.type = Variant::OBJECT;
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "Texture";
- } break;
-
- case ShaderLanguage::TYPE_SAMPLERCUBE: {
- pi.type = Variant::OBJECT;
- pi.hint = PROPERTY_HINT_RESOURCE_TYPE;
- pi.hint_string = "CubeMap";
- } break;
-
- case ShaderLanguage::TYPE_SAMPLER2DARRAY:
- case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
- case ShaderLanguage::TYPE_USAMPLER2DARRAY:
- case ShaderLanguage::TYPE_SAMPLER3D:
- case ShaderLanguage::TYPE_ISAMPLER3D:
- case ShaderLanguage::TYPE_USAMPLER3D: {
- // Not implemented in OpenGL
- } break;
- // new for godot 4
- case ShaderLanguage::TYPE_SAMPLERCUBEARRAY:
- case ShaderLanguage::TYPE_STRUCT:
- case ShaderLanguage::TYPE_MAX: {
- } break;
+ {
+ // Setup CanvasItem compiler
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["LIGHT_VERTEX"] = "light_vertex";
+ actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
+ actions.renames["UV"] = "uv";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
+ actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
+ actions.renames["TIME"] = "canvas_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["AT_LIGHT_PASS"] = "false";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+
+ actions.renames["COLOR"] = "color";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["TEXTURE"] = "color_texture";
+ actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
+ actions.renames["NORMAL_TEXTURE"] = "normal_texture";
+ actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
+ actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
+
+ actions.renames["LIGHT_POSITION"] = "light_position";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT_ENERGY"] = "light_energy";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
+
+ actions.renames["texture_sdf"] = "texture_sdf";
+ actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
+ actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
+ actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
+
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+ actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+ actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
+
+ actions.base_texture_binding_index = 1;
+ actions.base_uniform_string = "";
+ actions.global_buffer_array_variable = "";
+
+ shaders.compiler_canvas.initialize(actions);
+ }
+
+ {
+ // Setup Scene compiler
+ /*
+ //shader compiler
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
+ actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["TANGENT"] = "tangent";
+ actions.renames["BINORMAL"] = "binormal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["UV"] = "uv_interp";
+ actions.renames["UV2"] = "uv2_interp";
+ actions.renames["COLOR"] = "color_interp";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+ actions.renames["VERTEX_ID"] = "gl_VertexIndex";
+
+ actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
+ actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
+ actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
+ actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
+
+ //builtins
+
+ actions.renames["TIME"] = "scene_data.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
+
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["METALLIC"] = "metallic";
+ actions.renames["SPECULAR"] = "specular";
+ actions.renames["ROUGHNESS"] = "roughness";
+ actions.renames["RIM"] = "rim";
+ actions.renames["RIM_TINT"] = "rim_tint";
+ actions.renames["CLEARCOAT"] = "clearcoat";
+ actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";
+ actions.renames["ANISOTROPY"] = "anisotropy";
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
+ actions.renames["AO"] = "ao";
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "color_buffer";
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
+ actions.renames["DEPTH"] = "gl_FragDepth";
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
+ actions.renames["BONE_INDICES"] = "bone_attrib";
+ actions.renames["BONE_WEIGHTS"] = "weight_attrib";
+ actions.renames["CUSTOM0"] = "custom0_attrib";
+ actions.renames["CUSTOM1"] = "custom1_attrib";
+ actions.renames["CUSTOM2"] = "custom2_attrib";
+ actions.renames["CUSTOM3"] = "custom3_attrib";
+ actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
+
+ actions.renames["VIEW_INDEX"] = "ViewIndex";
+ actions.renames["VIEW_MONO_LEFT"] = "0";
+ actions.renames["VIEW_RIGHT"] = "1";
+
+ //for light
+ actions.renames["VIEW"] = "view";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
+ actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
+ actions.usage_defines["RIM_TINT"] = "@RIM";
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
+ actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions.usage_defines["AO"] = "#define AO_USED\n";
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
+ actions.usage_defines["UV"] = "#define UV_USED\n";
+ actions.usage_defines["UV2"] = "#define UV2_USED\n";
+ actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
+ actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
+ actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
+ actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
+ actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
+
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+ actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
+
+ if (!force_lambert) {
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- p_param_list->push_back(pi);
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+
+ actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
+ actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
+ actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
+
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+ actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
+
+ compiler.initialize(actions);
+ */
+ }
+
+ {
+ // Setup Particles compiler
+ /*
+ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "PARTICLE.color";
+ actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ //actions.renames["MASS"] = "mass"; ?
+ actions.renames["ACTIVE"] = "particle_active";
+ actions.renames["RESTART"] = "restart";
+ actions.renames["CUSTOM"] = "PARTICLE.custom";
+ for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ String udname = "USERDATA" + itos(i + 1);
+ actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
+ actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
+ }
+ actions.renames["TRANSFORM"] = "PARTICLE.xform";
+ actions.renames["TIME"] = "frame_history.data[0].time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["DELTA"] = "local_delta";
+ actions.renames["NUMBER"] = "particle_number";
+ actions.renames["INDEX"] = "index";
+ //actions.renames["GRAVITY"] = "current_gravity";
+ actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
+ actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
+ actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
+ actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
+ actions.renames["FLAG_EMIT_COLOR"] = "EMISSION_FLAG_HAS_COLOR";
+ actions.renames["FLAG_EMIT_CUSTOM"] = "EMISSION_FLAG_HAS_CUSTOM";
+ actions.renames["RESTART_POSITION"] = "restart_position";
+ actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";
+ actions.renames["RESTART_VELOCITY"] = "restart_velocity";
+ actions.renames["RESTART_COLOR"] = "restart_color";
+ actions.renames["RESTART_CUSTOM"] = "restart_custom";
+ actions.renames["emit_subparticle"] = "emit_subparticle";
+ actions.renames["COLLIDED"] = "collided";
+ actions.renames["COLLISION_NORMAL"] = "collision_normal";
+ actions.renames["COLLISION_DEPTH"] = "collision_depth";
+ actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
+
+ actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
+ actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
+ actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+ actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 3;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+
+ particles_shader.compiler.initialize(actions);
+ */
}
+
+ {
+ // Setup Sky compiler
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "color";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["EYEDIR"] = "cube_normal";
+ actions.renames["POSITION"] = "params.position_multiplier.xyz";
+ actions.renames["SKY_COORDS"] = "panorama_coords";
+ actions.renames["SCREEN_UV"] = "uv";
+ actions.renames["TIME"] = "params.time";
+ actions.renames["PI"] = _MKSTR(Math_PI);
+ actions.renames["TAU"] = _MKSTR(Math_TAU);
+ actions.renames["E"] = _MKSTR(Math_E);
+ actions.renames["HALF_RES_COLOR"] = "half_res_color";
+ actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
+ actions.renames["RADIANCE"] = "radiance";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
+ actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
+ actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
+ actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
+ actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
+ actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
+ actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
+ actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
+ actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
+ actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
+ actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
+ actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
+ actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
+ actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
+ actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
+ actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
+ actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
+ actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
+ actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
+ actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
+ actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
+ actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
+ actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
+ actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
+ actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
+ actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+ actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 1;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables";
+
+ shaders.compiler_sky.initialize(actions);
+ }
+
+ //shaders.copy.initialize();
+ //shaders.copy_version = shaders.copy.version_create(); //TODO
+ //shaders.copy.version_bind_shader(shaders.copy_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ //shaders.cubemap_filter.init();
+ //bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx");
+ //shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
}
-void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
- 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));
+MaterialStorage::~MaterialStorage() {
+ //shaders.copy.version_free(shaders.copy_version);
- if (!p_texture.is_valid()) {
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- shader->default_textures[p_name].erase(p_index);
+ memdelete_arr(global_variables.buffer_values);
+ memdelete_arr(global_variables.buffer_usage);
+ memdelete_arr(global_variables.buffer_dirty_regions);
+ glDeleteBuffers(1, &global_variables.buffer);
+
+ singleton = nullptr;
+}
+
+/* GLOBAL VARIABLE API */
- if (shader->default_textures[p_name].is_empty()) {
- shader->default_textures.erase(p_name);
+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;
}
- } else {
- if (!shader->default_textures.has(p_name)) {
- shader->default_textures[p_name] = Map<int, RID>();
- }
- shader->default_textures[p_name][p_index] = p_texture;
}
- _shader_make_dirty(shader);
+ return -1;
}
-RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
- const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
- ERR_FAIL_COND_V(!shader, RID());
+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;
- if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
- return shader->default_textures[p_name][p_index];
- }
+ } 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.srgb_to_linear();
+ bv_linear.x = v.r;
+ bv_linear.y = v.g;
+ bv_linear.z = v.b;
+ bv_linear.w = v.a;
- return RID();
-}
+ } 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;
-void MaterialStorage::_update_shader(GLES3::Shader *p_shader) const {
- _shader_dirty_list.remove(&p_shader->dirty_list);
+ bv[1].x = m2[2];
+ bv[1].y = m2[3];
+ bv[1].z = 0;
+ bv[1].w = 0;
- p_shader->valid = false;
+ } 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;
- p_shader->uniforms.clear();
+ } break;
+ case RS::GLOBAL_VAR_TYPE_MAT4: {
+ GlobalVariables::Value *bv = &global_variables.buffer_values[p_index];
- if (p_shader->code.is_empty()) {
- return; //just invalid, but no error
- }
+ 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];
- ShaderCompiler::GeneratedCode gen_code;
- ShaderCompiler::IdentifierActions *actions = nullptr;
-
- switch (p_shader->mode) {
- case RS::SHADER_CANVAS_ITEM: {
- 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;
- p_shader->canvas_item.uses_time = false;
- p_shader->canvas_item.uses_modulate = false;
- p_shader->canvas_item.uses_color = false;
- p_shader->canvas_item.uses_vertex = false;
-
- p_shader->canvas_item.uses_model_matrix = false;
- p_shader->canvas_item.uses_extra_matrix = false;
- 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, 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, 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;
- shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
- shaders.actions_canvas.usage_flag_pointers["TIME"] = &p_shader->canvas_item.uses_time;
- shaders.actions_canvas.usage_flag_pointers["MODULATE"] = &p_shader->canvas_item.uses_modulate;
- shaders.actions_canvas.usage_flag_pointers["COLOR"] = &p_shader->canvas_item.uses_color;
-
- shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
-
- shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;
- shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
- shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
- shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
-
- actions = &shaders.actions_canvas;
- actions->uniforms = &p_shader->uniforms;
- } break;
-
- case RS::SHADER_SPATIAL: {
- // TODO remove once 3D is added back
- return;
- 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;
- p_shader->spatial.unshaded = false;
- p_shader->spatial.no_depth_test = false;
- p_shader->spatial.uses_sss = false;
- p_shader->spatial.uses_time = false;
- p_shader->spatial.uses_vertex_lighting = false;
- p_shader->spatial.uses_screen_texture = false;
- p_shader->spatial.uses_depth_texture = false;
- p_shader->spatial.uses_vertex = false;
- p_shader->spatial.uses_tangent = false;
- p_shader->spatial.uses_ensure_correct_normals = false;
- 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, 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, 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, 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;
-
- shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
-
- shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
-
- shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
-
- shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
- shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
-
- shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
- shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
- shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
- shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
- shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
-
- // Use of any of these BUILTINS indicate the need for transformed tangents.
- // This is needed to know when to transform tangents in software skinning.
- shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
- shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
-
- shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
- shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
- shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
-
- actions = &shaders.actions_scene;
- actions->uniforms = &p_shader->uniforms;
} 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;
- default: {
- return;
} 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;
- Error err = shaders.compiler.compile(p_shader->mode, p_shader->code, actions, p_shader->path, gen_code);
- if (err != OK) {
- return;
+ } break;
+ default: {
+ ERR_FAIL();
+ }
}
+}
- Vector<StringName> texture_uniform_names;
- for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
- texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+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;
}
+}
- p_shader->shader->version_set_code(p_shader->version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+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;
+ }
- p_shader->texture_uniforms = gen_code.texture_uniforms;
+ //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);
- p_shader->uses_vertex_time = gen_code.uses_vertex_time;
- p_shader->uses_fragment_time = gen_code.uses_fragment_time;
+ 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];
- for (SelfList<GLES3::Material> *E = p_shader->materials.first(); E; E = E->next()) {
- _material_make_dirty(E->self());
+ 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;
}
- p_shader->valid = true;
+ global_variables.variables.erase(p_name);
}
-void MaterialStorage::update_dirty_shaders() {
- while (_shader_dirty_list.first()) {
- _update_shader(_shader_dirty_list.first()->self());
+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;
}
-/* MATERIAL API */
+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::_material_make_dirty(GLES3::Material *p_material) const {
- if (p_material->dirty_list.in_list()) {
- return;
+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
}
- _material_dirty_list.add(&p_material->dirty_list);
+ 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);
+ }
+ }
}
-void MaterialStorage::_update_material(GLES3::Material *p_material) {
- if (p_material->dirty_list.in_list()) {
- _material_dirty_list.remove(&p_material->dirty_list);
+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 (p_material->shader && p_material->shader->dirty_list.in_list()) {
- _update_shader(p_material->shader);
+ if (!global_variables.variables.has(p_name)) {
+ return Variant();
}
- if (p_material->shader && !p_material->shader->valid) {
- return;
+ 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;
}
- {
- if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) {
- bool can_cast_shadow = false;
- bool is_animated = false;
+ return global_variables.variables[p_name].type;
+}
- if (p_material->shader->spatial.blend_mode == GLES3::Shader::Spatial::BLEND_MODE_MIX &&
+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);
+}
- (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) {
- can_cast_shadow = true;
+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;
+ }
}
- if (p_material->shader->spatial.uses_discard && p_material->shader->uses_fragment_time) {
- is_animated = true;
+ 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 (p_material->shader->spatial.uses_vertex && p_material->shader->uses_vertex_time) {
- is_animated = true;
+ if (global_variables.variables.has(name)) {
+ //has it, update it
+ global_variable_set(name, value);
+ } else {
+ global_variable_add(name, gvtype, value);
}
+ }
+ }
+}
- if (can_cast_shadow != p_material->can_cast_shadow_cache || is_animated != p_material->is_animated_cache) {
- p_material->can_cast_shadow_cache = can_cast_shadow;
- p_material->is_animated_cache = is_animated;
+void MaterialStorage::global_variables_clear() {
+ global_variables.variables.clear();
+}
- /*
- for (Map<Geometry *, int>::Element *E = p_material->geometry_owners.front(); E; E = E->next()) {
- E->key()->material_changed_notify();
- }
+GLuint MaterialStorage::global_variables_get_uniform_buffer() const {
+ return global_variables.buffer;
+}
- for (Map<InstanceBaseDependency *, int>::Element *E = p_material->instance_owners.front(); E; E = E->next()) {
- E->key()->base_changed(false, true);
+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
+ glBindBuffer(GL_UNIFORM_BUFFER, global_variables.buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ 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;
+ glBindBuffer(GL_UNIFORM_BUFFER, global_variables.buffer);
+ for (uint32_t i = 0; i < total_regions; i++) {
+ if (global_variables.buffer_dirty_regions[i]) {
+ glBufferSubData(GL_UNIFORM_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;
}
- */
}
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+
+ global_variables.buffer_dirty_region_count = 0;
}
- // uniforms and other things will be set in the use_material method in ShaderGLES3
+ 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
- if (p_material->shader && p_material->shader->texture_uniforms.size() > 0) {
- p_material->textures.resize(p_material->shader->texture_uniforms.size());
+ material_storage->_material_queue_update(material, true, false);
+ }
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_material->shader->uniforms.front(); E; E = E->next()) {
- if (E->get().texture_order < 0) {
- continue; // not a texture, does not go here
- }
+ 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
- RID texture;
+ material_storage->_material_queue_update(material, false, true);
+ }
- Map<StringName, Variant>::Element *V = p_material->params.find(E->key());
+ global_variables.must_update_texture_materials = false;
+ }
+}
- if (V) {
- texture = V->get();
+/* SHADER API */
+
+RID MaterialStorage::shader_allocate() {
+ return shader_owner.allocate_rid();
+}
+
+void MaterialStorage::shader_initialize(RID p_rid) {
+ Shader shader;
+ shader.data = nullptr;
+ shader.mode = RS::SHADER_MAX;
+
+ shader_owner.initialize_rid(p_rid, shader);
+}
+
+void MaterialStorage::shader_free(RID p_rid) {
+ GLES3::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) {
+ GLES3::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);
+
+ 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;
+ ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");
+ }
+
+ if (new_mode != shader->mode) {
+ 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_mode = new_mode;
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
}
+ }
- if (!texture.is_valid()) {
- Map<StringName, Map<int, RID>>::Element *W = p_material->shader->default_textures.find(E->key());
+ shader->mode = new_mode;
- // TODO: make texture uniform array properly works with GLES3
- if (W && W->get().has(0)) {
- texture = W->get()[0];
+ if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {
+ shader->data = shader_data_request_func[new_mode]();
+ } else {
+ shader->mode = RS::SHADER_MAX; //invalid
+ }
+
+ for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
+ Material *material = E->get();
+ if (shader->data) {
+ material->data = material_data_request_func[new_mode](shader->data);
+ material->data->self = material->self;
+ material->data->set_next_pass(material->next_pass);
+ material->data->set_render_priority(material->priority);
+ }
+ material->shader_mode = new_mode;
+ }
+
+ 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 {
+ const GLES3::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 {
+ GLES3::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);
+ }
+}
- p_material->textures.write[E->get().texture_order] = Pair<StringName, RID>(E->key(), texture);
+void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
+ GLES3::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 {
- p_material->textures.clear();
+ 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::material_allocate() {
- GLES3::Material *material = memnew(GLES3::Material);
- return material_owner.make_rid(material);
+RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
+ const GLES3::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();
}
-void MaterialStorage::material_initialize(RID p_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();
}
-//RID MaterialStorage::material_create() {
-// Material *material = memnew(Material);
+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();
+}
-// return material_owner.make_rid(material);
-//}
+/* MATERIAL API */
-void MaterialStorage::material_free(RID p_rid) {
- GLES3::Material *m = material_owner.get_or_null(p_rid);
+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 (m->shader) {
- m->shader->materials.remove(&m->list);
+ if (material->update_element.in_list()) {
+ return;
}
- /*
- for (Map<Geometry *, int>::Element *E = m->geometry_owners.front(); E; E = E->next()) {
- Geometry *g = E->key();
- g->material = RID();
- }
+ material_update_list.add(&material->update_element);
+}
- for (Map<InstanceBaseDependency *, int>::Element *E = m->instance_owners.front(); E; E = E->next()) {
- InstanceBaseDependency *ins = E->key();
+void MaterialStorage::_update_queued_materials() {
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
- if (ins->material_override == p_rid) {
- ins->material_override = RID();
+ if (material->data) {
+ material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
}
+ material->texture_dirty = false;
+ material->uniform_dirty = false;
- for (int i = 0; i < ins->materials.size(); i++) {
- if (ins->materials[i] == p_rid) {
- ins->materials.write[i] = RID();
- }
- }
+ material_update_list.remove(&material->update_element);
}
-*/
+}
+
+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);
- memdelete(m);
}
void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
- GLES3::Shader *shader = get_shader(p_shader);
+ if (material->data) {
+ memdelete(material->data);
+ material->data = nullptr;
+ }
if (material->shader) {
- // if a shader is present, remove the old shader
- material->shader->materials.remove(&material->list);
+ material->shader->owners.erase(material);
+ material->shader = nullptr;
+ material->shader_mode = RS::SHADER_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_mode = shader->mode;
+ material->shader_id = p_shader.get_local_index();
+ shader->owners.insert(material);
- if (shader) {
- shader->materials.add(&material->list);
+ if (shader->mode == RS::SHADER_MAX) {
+ return;
}
- _material_make_dirty(material);
+ ERR_FAIL_COND(shader->data == nullptr);
+
+ material->data = material_data_request_func[shader->mode](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) {
@@ -718,28 +2608,42 @@ void MaterialStorage::material_set_param(RID p_material, const StringName &p_par
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;
}
- _material_make_dirty(material);
+ 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 {
const GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
-
+ ERR_FAIL_COND_V(!material, Variant());
if (material->params.has(p_param)) {
return material->params[p_param];
+ } else {
+ return Variant();
}
-
- return material_get_param_default(p_material, p_param);
}
void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {
GLES3::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) {
@@ -748,167 +2652,300 @@ void MaterialStorage::material_set_render_priority(RID p_material, int priority)
GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
-
- material->render_priority = priority;
+ material->priority = priority;
+ if (material->data) {
+ material->data->set_render_priority(priority);
+ }
}
bool MaterialStorage::material_is_animated(RID 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);
- }
-
- bool animated = material->is_animated_cache;
- if (!animated && material->next_pass.is_valid()) {
- animated = material_is_animated(material->next_pass);
+ 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 animated;
+ return false; //by default nothing is animated
}
bool MaterialStorage::material_casts_shadows(RID 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);
- }
-
- bool casts_shadows = material->can_cast_shadow_cache;
-
- if (!casts_shadows && material->next_pass.is_valid()) {
- casts_shadows = material_casts_shadows(material->next_pass);
+ 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 casts_shadows;
+ return true; //by default everything casts shadows
}
-Variant MaterialStorage::material_get_param_default(RID p_material, const StringName &p_param) const {
- const GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, Variant());
+void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
+ GLES3::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->shader) {
- if (material->shader->uniforms.has(p_param)) {
- ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ if (material->next_pass.is_valid()) {
+ material_get_instance_shader_parameters(material->next_pass, r_parameters);
}
}
- return Variant();
}
-void MaterialStorage::update_dirty_materials() {
- while (_material_dirty_list.first()) {
- GLES3::Material *material = _material_dirty_list.first()->self();
- _update_material(material);
+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);
}
}
-/* are these still used? */
-RID MaterialStorage::material_get_shader(RID p_material) const {
- const GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, RID());
+// Canvas Shader Data
+void CanvasShaderData::set_code(const String &p_code) {
+ // compile the shader
- if (material->shader) {
- return material->shader->self;
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+ uses_sdf = false;
+ uses_time = false;
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
}
- return RID();
-}
+ ShaderCompiler::GeneratedCode gen_code;
-void MaterialStorage::material_set_line_width(RID p_material, float p_width) {
- GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+ int blend_mode = BLEND_MODE_MIX;
+ uses_screen_texture = false;
- material->line_width = p_width;
-}
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
-bool MaterialStorage::material_uses_tangents(RID p_material) {
- GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+ actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
+ actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
- if (!material->shader) {
- return false;
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+
+ actions.uniforms = &uniforms;
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
}
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
}
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
+ print_line("\n**vertex_code:\n" + gen_code.vertex);
+ print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
+ print_line("\n**fragment_code:\n" + gen_code.fragment);
+ print_line("\n**light_code:\n" + gen_code.light);
+#endif
- return material->shader->spatial.uses_tangent;
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ valid = true;
}
-bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) {
- GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND_V(!material, false);
+void CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
- if (!material->shader) {
- return false;
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = Map<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
}
+}
+
+void CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
- if (material->shader->dirty_list.in_list()) {
- _update_shader(material->shader);
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
}
- return material->shader->spatial.uses_ensure_correct_normals;
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
}
-void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) {
- /*
- GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+void CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- if (E) {
- E->get()++;
- } else {
- material->instance_owners[p_instance] = 1;
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
}
-*/
}
-void MaterialStorage::material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) {
- /*
- GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+bool CanvasShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
- Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance);
- ERR_FAIL_COND(!E);
+ return uniforms[p_param].texture_order >= 0;
+}
- E->get()--;
+bool CanvasShaderData::is_animated() const {
+ return false;
+}
+
+bool CanvasShaderData::casts_shadows() const {
+ return false;
+}
- if (E->get() == 0) {
- material->instance_owners.erase(E);
+Variant CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
-*/
+ return Variant();
}
-/*
-void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometry) {
- GLES3::Material *material = material_owner.get_or_null(p_material);
- ERR_FAIL_COND(!material);
+RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);
+}
- Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry);
+CanvasShaderData::CanvasShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+ uses_sdf = false;
+}
- if (I) {
- I->get()++;
- } else {
- material->geometry_owners[p_geometry] = 1;
+CanvasShaderData::~CanvasShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version);
}
}
-void MaterialStorage::_material_remove_geometry(RID p_material, Geometry *p_geometry) {
- 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);
- ERR_FAIL_COND(!I);
+GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
+ CanvasShaderData *shader_data = memnew(CanvasShaderData);
+ return shader_data;
+}
- I->get()--;
+void CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+}
- if (I->get() == 0) {
- material->geometry_owners.erase(I);
+// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
+static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {
+ GL_TEXTURE_2D, // TYPE_VOID,
+ GL_TEXTURE_2D, // TYPE_BOOL,
+ GL_TEXTURE_2D, // TYPE_BVEC2,
+ GL_TEXTURE_2D, // TYPE_BVEC3,
+ GL_TEXTURE_2D, // TYPE_BVEC4,
+ GL_TEXTURE_2D, // TYPE_INT,
+ GL_TEXTURE_2D, // TYPE_IVEC2,
+ GL_TEXTURE_2D, // TYPE_IVEC3,
+ GL_TEXTURE_2D, // TYPE_IVEC4,
+ GL_TEXTURE_2D, // TYPE_UINT,
+ GL_TEXTURE_2D, // TYPE_UVEC2,
+ GL_TEXTURE_2D, // TYPE_UVEC3,
+ GL_TEXTURE_2D, // TYPE_UVEC4,
+ GL_TEXTURE_2D, // TYPE_FLOAT,
+ GL_TEXTURE_2D, // TYPE_VEC2,
+ GL_TEXTURE_2D, // TYPE_VEC3,
+ GL_TEXTURE_2D, // TYPE_VEC4,
+ GL_TEXTURE_2D, // TYPE_MAT2,
+ GL_TEXTURE_2D, // TYPE_MAT3,
+ GL_TEXTURE_2D, // TYPE_MAT4,
+ GL_TEXTURE_2D, // TYPE_SAMPLER2D,
+ GL_TEXTURE_2D, // TYPE_ISAMPLER2D,
+ GL_TEXTURE_2D, // TYPE_USAMPLER2D,
+ GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,
+ GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,
+ GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,
+ GL_TEXTURE_3D, // TYPE_SAMPLER3D,
+ GL_TEXTURE_3D, // TYPE_ISAMPLER3D,
+ GL_TEXTURE_3D, // TYPE_USAMPLER3D,
+ GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,
+ GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,
+ GL_TEXTURE_2D, // TYPE_STRUCT
+};
+
+void CanvasMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_BUFFER_OBJECT, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE1 + ti);
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
}
}
-*/
+
+CanvasMaterialData::~CanvasMaterialData() {
+}
+
+GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
+ CanvasMaterialData *material_data = memnew(CanvasMaterialData);
+ material_data->shader_data = static_cast<CanvasShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 450ee7191f..cc6cbdc152 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -44,193 +44,246 @@
#include "drivers/gles3/shaders/copy.glsl.gen.h"
+#include "../shaders/canvas.glsl.gen.h"
+#include "../shaders/sky.glsl.gen.h"
+
namespace GLES3 {
/* SHADER Structs */
struct Shaders {
- ShaderCompiler compiler;
+ CanvasShaderGLES3 canvas_shader;
+ SkyShaderGLES3 sky_shader;
+
+ ShaderCompiler compiler_canvas;
+ ShaderCompiler compiler_scene;
+ ShaderCompiler compiler_particles;
+ ShaderCompiler compiler_sky;
+};
+
+struct ShaderData {
+ virtual void set_code(const String &p_Code) = 0;
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
- CopyShaderGLES3 copy;
- RID copy_version;
- //CubemapFilterShaderGLES3 cubemap_filter;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
+ virtual bool is_param_texture(const StringName &p_param) const = 0;
+ virtual bool is_animated() const = 0;
+ virtual bool casts_shadows() const = 0;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
- ShaderCompiler::IdentifierActions actions_canvas;
- ShaderCompiler::IdentifierActions actions_scene;
- ShaderCompiler::IdentifierActions actions_particles;
+ virtual ~ShaderData() {}
};
+typedef ShaderData *(*ShaderDataRequestFunction)();
+
struct Material;
struct Shader {
- RID self;
-
- RS::ShaderMode mode;
- ShaderGLES3 *shader = nullptr;
+ ShaderData *data = nullptr;
String code;
- SelfList<Material>::List materials;
-
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ RS::ShaderMode mode;
+ Map<StringName, Map<int, RID>> default_texture_parameter;
+ Set<Material *> owners;
+};
- RID version;
+/* Material structs */
- SelfList<Shader> dirty_list;
+struct MaterialData {
+ void 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);
+ void 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);
- Map<StringName, Map<int, RID>> default_textures;
+ virtual void set_render_priority(int p_priority) = 0;
+ virtual void set_next_pass(RID p_pass) = 0;
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual void bind_uniforms() = 0;
+ virtual ~MaterialData();
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+ // Used internally by all Materials
+ void update_parameters_internal(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);
- bool valid;
+protected:
+ Vector<uint8_t> ubo_data;
+ GLuint uniform_buffer = GLuint(0);
+ Vector<RID> texture_cache;
- String path;
+private:
+ friend class MaterialStorage;
+ RID self;
+ List<RID>::Element *global_buffer_E = nullptr;
+ List<RID>::Element *global_texture_E = nullptr;
+ uint64_t global_textures_pass = 0;
+ Map<StringName, uint64_t> used_global_textures;
- uint32_t index;
- uint64_t last_pass;
-
- struct CanvasItem {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PMALPHA,
- };
-
- int blend_mode;
-
- enum LightMode {
- LIGHT_MODE_NORMAL,
- LIGHT_MODE_UNSHADED,
- LIGHT_MODE_LIGHT_ONLY
- };
-
- int light_mode;
-
- bool uses_screen_texture;
- bool uses_screen_uv;
- bool uses_time;
- bool uses_modulate;
- bool uses_color;
- bool uses_vertex;
-
- // all these should disable item joining if used in a custom shader
- bool uses_model_matrix;
- bool uses_extra_matrix;
- bool uses_projection_matrix;
- bool uses_instance_custom;
-
- } canvas_item;
-
- struct Spatial {
- enum BlendMode {
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- };
-
- int blend_mode;
-
- enum DepthDrawMode {
- DEPTH_DRAW_OPAQUE,
- DEPTH_DRAW_ALWAYS,
- DEPTH_DRAW_NEVER,
- DEPTH_DRAW_ALPHA_PREPASS,
- };
-
- int depth_draw_mode;
-
- enum CullMode {
- CULL_MODE_FRONT,
- CULL_MODE_BACK,
- CULL_MODE_DISABLED,
- };
-
- int cull_mode;
-
- bool uses_alpha;
- bool uses_alpha_scissor;
- bool unshaded;
- bool no_depth_test;
- bool uses_vertex;
- bool uses_discard;
- bool uses_sss;
- bool uses_screen_texture;
- bool uses_depth_texture;
- bool uses_time;
- bool uses_tangent;
- bool uses_ensure_correct_normals;
- bool writes_modelview_or_projection;
- bool uses_vertex_lighting;
- bool uses_world_coordinates;
-
- } spatial;
-
- struct Particles {
- } particles;
-
- bool uses_vertex_time;
- bool uses_fragment_time;
-
- Shader() :
- dirty_list(this) {
- shader = nullptr;
- valid = false;
- version = RID();
- last_pass = 0;
- }
+ //internally by update_parameters_internal
};
-/* MATERIAL Structs */
+typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
struct Material {
RID self;
+ MaterialData *data = nullptr;
Shader *shader = nullptr;
+ //shortcut to shader data and type
+ RS::ShaderMode shader_mode = RS::SHADER_MAX;
+ uint32_t shader_id = 0;
+ bool uniform_dirty = false;
+ bool texture_dirty = false;
Map<StringName, Variant> params;
- SelfList<Material> list;
- SelfList<Material> dirty_list;
- Vector<Pair<StringName, RID>> textures;
- float line_width;
- int render_priority;
-
+ int32_t priority = 0;
RID next_pass;
+ SelfList<Material> update_element;
- uint32_t index;
- uint64_t last_pass;
+ RendererStorage::Dependency dependency;
- // Map<Geometry *, int> geometry_owners;
- // Map<InstanceBaseDependency *, int> instance_owners;
+ Material() :
+ update_element(this) {}
+};
- bool can_cast_shadow_cache;
- bool is_animated_cache;
+// CanvasItem Materials
- Material() :
- list(this),
- dirty_list(this) {
- can_cast_shadow_cache = false;
- is_animated_cache = false;
- shader = nullptr;
- line_width = 1.0;
- last_pass = 0;
- render_priority = 0;
- }
+struct CanvasShaderData : public ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PMALPHA,
+ BLEND_MODE_DISABLED,
+ };
+
+ bool valid;
+ RID version;
+ //PipelineVariants pipeline_variants;
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, Map<int, RID>> default_texture_params;
+
+ bool uses_screen_texture = false;
+ bool uses_sdf = false;
+ bool uses_time = false;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ CanvasShaderData();
+ virtual ~CanvasShaderData();
+};
+
+ShaderData *_create_canvas_shader_func();
+
+struct CanvasMaterialData : public MaterialData {
+ CanvasShaderData *shader_data = nullptr;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~CanvasMaterialData();
+};
+
+MaterialData *_create_canvas_material_func(ShaderData *p_shader);
+
+/* Global variable structs */
+struct GlobalVariables {
+ enum {
+ BUFFER_DIRTY_REGION_SIZE = 1024
+ };
+ struct Variable {
+ Set<RID> texture_materials; // materials using this
+
+ RS::GlobalVariableType type;
+ Variant value;
+ Variant override;
+ int32_t buffer_index; //for vectors
+ int32_t buffer_elements; //for vectors
+ };
+
+ HashMap<StringName, Variable> variables;
+
+ struct Value {
+ float x;
+ float y;
+ float z;
+ float w;
+ };
+
+ struct ValueInt {
+ int32_t x;
+ int32_t y;
+ int32_t z;
+ int32_t w;
+ };
+
+ struct ValueUInt {
+ uint32_t x;
+ uint32_t y;
+ uint32_t z;
+ uint32_t w;
+ };
+
+ struct ValueUsage {
+ uint32_t elements = 0;
+ };
+
+ List<RID> materials_using_buffer;
+ List<RID> materials_using_texture;
+
+ GLuint buffer = GLuint(0);
+ Value *buffer_values = nullptr;
+ ValueUsage *buffer_usage = nullptr;
+ bool *buffer_dirty_regions = nullptr;
+ uint32_t buffer_dirty_region_count = 0;
+
+ uint32_t buffer_size;
+
+ bool must_update_texture_materials = false;
+ bool must_update_buffer_materials = false;
+
+ HashMap<RID, int32_t> instance_buffer_pos;
};
class MaterialStorage : public RendererMaterialStorage {
private:
+ friend struct MaterialData;
static MaterialStorage *singleton;
- /* SHADER API */
+ /* GLOBAL VARIABLE API */
+
+ GlobalVariables global_variables;
+
+ int32_t _global_variable_allocate(uint32_t p_elements);
+ void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
+ void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
- mutable Shaders shaders;
+ /* SHADER API */
- mutable RID_PtrOwner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
+ ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
+ mutable RID_Owner<Shader, true> shader_owner;
/* MATERIAL API */
+ MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
+ mutable RID_Owner<Material, true> material_owner;
+
+ SelfList<Material>::List material_update_list;
- mutable SelfList<Material>::List _material_dirty_list;
- mutable RID_PtrOwner<Material> material_owner;
+ //static void _material_uniform_set_erased(void *p_material);
public:
static MaterialStorage *get_singleton();
@@ -238,8 +291,12 @@ public:
MaterialStorage();
virtual ~MaterialStorage();
+ Shaders shaders;
+
/* GLOBAL VARIABLE API */
+ void _update_global_variables();
+
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
virtual void global_variable_remove(const StringName &p_name) override;
virtual Vector<StringName> global_variable_get_list() const override;
@@ -248,6 +305,7 @@ public:
virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
virtual Variant global_variable_get(const StringName &p_name) const override;
virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
+ RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
virtual void global_variables_load_settings(bool p_load_textures = true) override;
virtual void global_variables_clear() override;
@@ -256,6 +314,8 @@ public:
virtual void global_variables_instance_free(RID p_instance) override;
virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
+ GLuint global_variables_get_uniform_buffer() const;
+
/* SHADER API */
Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
@@ -267,68 +327,56 @@ public:
virtual void shader_initialize(RID p_rid) override;
virtual void shader_free(RID p_rid) override;
- //RID shader_create() override;
-
virtual void shader_set_code(RID p_shader, const String &p_code) override;
virtual String shader_get_code(RID p_shader) const override;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
+ virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;
- virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
-
- void _update_shader(Shader *p_shader) const;
- void update_dirty_shaders();
-
- // new
- Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
/* MATERIAL API */
Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
- void _material_make_dirty(Material *p_material) const;
+ void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
+ void _update_queued_materials();
- // void _material_add_geometry(RID p_material, Geometry *p_geometry);
- // void _material_remove_geometry(RID p_material, Geometry *p_geometry);
-
- void _update_material(Material *p_material);
-
- // new
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
- virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override {}
-
- // old
virtual RID material_allocate() override;
virtual void material_initialize(RID p_rid) override;
-
virtual void material_free(RID p_rid) override;
- //RID material_create() override;
-
virtual void material_set_shader(RID p_material, RID p_shader) override;
- virtual RID material_get_shader(RID p_material) const;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
- virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
- void material_set_line_width(RID p_material, float p_width);
virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
+ virtual void material_set_render_priority(RID p_material, int priority) override;
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
- bool material_uses_tangents(RID p_material);
- bool material_uses_ensure_correct_normals(RID p_material);
- void material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
- void material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance);
+ virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
+
+ virtual void material_update_dependency(RID p_material, RendererStorage::DependencyTracker *p_instance) override;
- void material_set_render_priority(RID p_material, int priority) override;
+ _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ return material->shader_id;
+ }
- void update_dirty_materials();
+ _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
+ Material *material = material_owner.get_or_null(p_material);
+ if (!material || material->shader_mode != p_shader_mode) {
+ return nullptr;
+ } else {
+ return material->data;
+ }
+ }
};
} // namespace GLES3
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 2a63c7ccad..6f2dc391d8 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -41,87 +41,152 @@ TextureStorage *TextureStorage::get_singleton() {
return singleton;
}
+static const GLenum _cube_side_enum[6] = {
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+};
+
TextureStorage::TextureStorage() {
singleton = this;
system_fbo = 0;
- frame.count = 0;
- frame.delta = 0;
frame.current_rt = nullptr;
- frame.clear_request = false;
- Config *config = Config::get_singleton();
+ { //create default textures
+ { // White Textures
- //determine formats for depth textures (or renderbuffers)
- if (config->support_depth_texture) {
- // Will use texture for depth
- // have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
- // as there is no extension to test for this.
- GLuint fbo;
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- GLuint depth;
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 1, 1, 1));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ default_gl_textures[DEFAULT_GL_TEXTURE_WHITE] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_WHITE], image);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
+ Vector<Ref<Image>> images;
+ images.push_back(image);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE], images, RS::TEXTURE_LAYERED_2D_ARRAY);
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- glDeleteFramebuffers(1, &fbo);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDeleteTextures(1, &depth);
+ for (int i = 0; i < 3; i++) {
+ images.push_back(image);
+ }
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- // If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
- // This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
-#ifdef GLES_OVER_GL
- config->depth_internalformat = GL_DEPTH_COMPONENT16;
-#else
- // OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
- config->depth_internalformat = GL_DEPTH_COMPONENT;
-#endif
- config->depth_type = GL_UNSIGNED_SHORT;
+ default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE] = texture_allocate();
+ texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_WHITE], image->get_format(), 4, 4, 4, false, images);
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ for (int i = 0; i < 2; i++) {
+ images.push_back(image);
+ }
- glGenTextures(1, &depth);
- glBindTexture(GL_TEXTURE_2D, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr);
+ default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_WHITE], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ { // black
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(0, 0, 0, 1));
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_BLACK] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
+
+ Vector<Ref<Image>> images;
+
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK] = texture_allocate();
+ texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_BLACK], image->get_format(), 4, 4, 4, false, images);
+
+ for (int i = 0; i < 2; i++) {
+ images.push_back(image);
+ }
+ default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
+ texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK], images, RS::TEXTURE_LAYERED_CUBEMAP);
+ }
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
+ {
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(0.5, 0.5, 1, 1));
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_NORMAL], image);
+ }
+
+ {
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1.0, 0.5, 1, 1));
+
+ default_gl_textures[DEFAULT_GL_TEXTURE_ANISO] = texture_allocate();
+ texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_ANISO], image);
+ }
+
+ {
+ unsigned char pixel_data[4 * 4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i * 4 + 0] = 0;
+ pixel_data[i * 4 + 1] = 0;
+ pixel_data[i * 4 + 2] = 0;
+ pixel_data[i * 4 + 3] = 0;
+ }
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- //if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
- config->support_depth_texture = false;
- config->use_rgba_3d_shadows = true;
+ default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT] = texture_allocate();
+ Texture texture;
+ texture.width = 4;
+ texture.height = 4;
+ texture.format = Image::FORMAT_RGBA8;
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_2D_UINT], texture);
+
+ glBindTexture(GL_TEXTURE_2D, texture.tex_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 4, 4, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, pixel_data);
+ texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ }
+ {
+ uint16_t pixel_data[4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i] = Math::make_half_float(1.0f);
}
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
- glDeleteFramebuffers(1, &fbo);
- glBindTexture(GL_TEXTURE_2D, 0);
- glDeleteTextures(1, &depth);
+ default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH] = texture_allocate();
+ Texture texture;
+ texture.width = 4;
+ texture.height = 4;
+ texture.format = Image::FORMAT_RGBA8;
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ texture_owner.initialize_rid(default_gl_textures[DEFAULT_GL_TEXTURE_DEPTH], texture);
+
+ glBindTexture(GL_TEXTURE_2D, texture.tex_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 4, 4, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixel_data);
+ texture.gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
}
}
}
TextureStorage::~TextureStorage() {
singleton = nullptr;
+ for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
+ texture_free(default_gl_textures[i]);
+ }
}
void TextureStorage::set_main_thread_id(Thread::ID p_id) {
@@ -189,15 +254,6 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
/* Texture API */
-static const GLenum _cube_side_enum[6] = {
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
- GL_TEXTURE_CUBE_MAP_POSITIVE_X,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
-};
-
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
Config *config = Config::get_singleton();
r_gl_format = 0;
@@ -547,251 +603,152 @@ Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, I
return p_image;
}
-void TextureStorage::_texture_set_state_from_flags(Texture *p_tex) {
- // Config *config = Config::get_singleton();
-
- if ((p_tex->flags & TEXTURE_FLAG_MIPMAPS) && !p_tex->ignore_mipmaps) {
- if (p_tex->flags & TEXTURE_FLAG_FILTER) {
- // these do not exactly correspond ...
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
- //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR);
- } else {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
- //texture->glTexParam_MinFilter(texture->target, config->use_fast_texture_filter ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_LINEAR);
- }
- } else {
- if (p_tex->flags & TEXTURE_FLAG_FILTER) {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
- //texture->glTexParam_MinFilter(texture->target, GL_LINEAR);
- } else {
- p_tex->GLSetFilter(p_tex->target, RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
- //texture->glTexParam_MinFilter(texture->target, GL_NEAREST);
- }
- }
-
- if (((p_tex->flags & TEXTURE_FLAG_REPEAT) || (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT)) && p_tex->target != GL_TEXTURE_CUBE_MAP) {
- if (p_tex->flags & TEXTURE_FLAG_MIRRORED_REPEAT) {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
- } else {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- }
- } else {
- p_tex->GLSetRepeat(p_tex->target, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- }
+RID TextureStorage::texture_allocate() {
+ return texture_owner.allocate_rid();
}
-void TextureStorage::_texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags) {
- // GLenum format;
- // GLenum internal_format;
- // GLenum type;
+void TextureStorage::texture_free(RID p_texture) {
+ Texture *t = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!t);
+ ERR_FAIL_COND(t->is_render_target);
- // bool compressed = false;
-
- // Config *config = Config::get_singleton();
-
- if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- p_flags &= ~TEXTURE_FLAG_MIPMAPS; // no mipies for video
+ if (t->canvas_texture) {
+ memdelete(t->canvas_texture);
}
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
- texture->width = p_width;
- texture->height = p_height;
- texture->format = p_format;
- texture->flags = p_flags;
- texture->stored_cube_sides = 0;
- texture->type = p_type;
-
- switch (p_type) {
- case RenderingDevice::TEXTURE_TYPE_2D: {
- texture->target = GL_TEXTURE_2D;
- texture->images.resize(1);
- } break;
- // case RenderingDevice::TEXTURE_TYPE_EXTERNAL: {
- //#ifdef ANDROID_ENABLED
- // texture->target = _GL_TEXTURE_EXTERNAL_OES;
- //#else
- // texture->target = GL_TEXTURE_2D;
- //#endif
- // texture->images.resize(0);
- // } break;
- case RenderingDevice::TEXTURE_TYPE_CUBE: {
- texture->target = GL_TEXTURE_CUBE_MAP;
- texture->images.resize(6);
- } break;
- case RenderingDevice::TEXTURE_TYPE_2D_ARRAY:
- case RenderingDevice::TEXTURE_TYPE_3D: {
- texture->target = GL_TEXTURE_3D;
- ERR_PRINT("3D textures and Texture Arrays are not supported in OpenGL. Please switch to the Vulkan backend.");
- return;
- } break;
- default: {
- ERR_PRINT("Unknown texture type!");
- return;
- }
+ if (t->tex_id != 0) {
+ glDeleteTextures(1, &t->tex_id);
+ t->tex_id = 0;
}
-#if 0
- // if (p_type != RS::TEXTURE_TYPE_EXTERNAL) {
- if (p_type == RenderingDevice::TEXTURE_TYPE_2D) {
- texture->alloc_width = texture->width;
- texture->alloc_height = texture->height;
- texture->resize_to_po2 = false;
- if (!config->support_npot_repeat_mipmap) {
- int po2_width = next_power_of_2(p_width);
- int po2_height = next_power_of_2(p_height);
-
- bool is_po2 = p_width == po2_width && p_height == po2_height;
-
- if (!is_po2 && (p_flags & TEXTURE_FLAG_REPEAT || p_flags & TEXTURE_FLAG_MIPMAPS)) {
- if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- //not supported
- ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled.");
- texture->flags &= ~(TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS);
- } else {
- texture->alloc_height = po2_height;
- texture->alloc_width = po2_width;
- texture->resize_to_po2 = true;
- }
- }
+ if (t->is_proxy && t->proxy_to.is_valid()) {
+ Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
+ if (proxy_to) {
+ proxy_to->proxies.erase(p_texture);
}
-
- GLenum format;
- GLenum internal_format;
- GLenum type;
- bool compressed = false;
-
- Image::Format real_format;
- _get_gl_image_and_format(Ref<Image>(),
- texture->format,
- texture->flags,
- real_format,
- format,
- internal_format,
- type,
- compressed,
- texture->resize_to_po2);
-
- texture->gl_format_cache = format;
- texture->gl_type_cache = type;
- texture->gl_internal_format_cache = internal_format;
- texture->data_size = 0;
- texture->mipmaps = 1;
-
- texture->compressed = compressed;
}
-#endif
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- // if (p_type == RS::TEXTURE_TYPE_EXTERNAL) {
- // glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- // glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- // glTexParameteri(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- // glTexParameteri(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- // } else if (p_flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- // //prealloc if video
- // glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL);
- // }
-
- texture->active = true;
-}
-
-RID TextureStorage::texture_create() {
- ERR_FAIL_COND_V(!_is_main_thread(), RID());
-
- Texture *texture = memnew(Texture);
- ERR_FAIL_COND_V(!texture, RID());
- glGenTextures(1, &texture->tex_id);
- texture->active = false;
- texture->total_data_size = 0;
-
- return texture_owner.make_rid(texture);
-}
-RID TextureStorage::texture_allocate() {
- RID id = texture_create();
- ERR_FAIL_COND_V(id == RID(), id);
- return id;
-}
-
-void TextureStorage::texture_free(RID p_rid) {
- Texture *t = texture_owner.get_or_null(p_rid);
+ //decal_atlas_remove_texture(p_texture);
- // can't free a render target texture
- ERR_FAIL_COND(t->render_target);
- if (t->canvas_texture) {
- memdelete(t->canvas_texture);
+ for (int i = 0; i < t->proxies.size(); i++) {
+ Texture *p = texture_owner.get_or_null(t->proxies[i]);
+ ERR_CONTINUE(!p);
+ p->proxy_to = RID();
+ p->tex_id = 0;
}
- // info.texture_mem -= t->total_data_size; // TODO make this work again!!
- texture_owner.free(p_rid);
- memdelete(t);
+ texture_owner.free(p_texture);
}
void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
- Texture *tex = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!tex);
-
- int w = p_image->get_width();
- int h = p_image->get_height();
-
- _texture_allocate_internal(p_texture, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
+ Texture texture;
+ texture.width = p_image->get_width();
+ texture.height = p_image->get_height();
+ texture.format = p_image->get_format();
+ texture.type = Texture::TYPE_2D;
+ texture.target = GL_TEXTURE_2D;
+ texture.image_cache_2d = p_image; //TODO, remove this once texture_2d_get is implemented
+ texture.active = true;
+ glGenTextures(1, &texture.tex_id);
+ texture_owner.initialize_rid(p_texture, texture);
texture_set_data(p_texture, p_image);
}
void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+ texture_owner.initialize_rid(p_texture, Texture());
}
void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ texture_owner.initialize_rid(p_texture, Texture());
}
+// Called internally when texture_proxy_create(p_base) is called.
+// Note: p_base is the root and p_texture is the proxy.
void TextureStorage::texture_proxy_initialize(RID p_texture, RID p_base) {
- texture_set_proxy(p_texture, p_base);
+ Texture *texture = texture_owner.get_or_null(p_base);
+ ERR_FAIL_COND(!texture);
+ Texture proxy_tex;
+ proxy_tex.copy_from(*texture);
+ proxy_tex.proxy_to = p_base;
+ proxy_tex.is_render_target = false;
+ proxy_tex.is_proxy = true;
+ proxy_tex.proxies.clear();
+ texture->proxies.push_back(p_texture);
+ texture_owner.initialize_rid(p_texture, proxy_tex);
}
-//RID TextureStorage::texture_2d_create(const Ref<Image> &p_image) {
-// RID id = texture_create();
-// ERR_FAIL_COND_V(id == RID(), id);
-
-// int w = p_image->get_width();
-// int h = p_image->get_height();
-
-// texture_allocate(id, w, h, 1, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D, 0);
-
-// texture_set_data(id, p_image);
-
-// return id;
-//}
-
-//RID TextureStorage::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
-// return RID();
-//}
-
-//void TextureStorage::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
-// // only 1 layer so far
-// texture_set_data(p_texture, p_image);
-//}
-
void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
// only 1 layer so far
texture_set_data(p_texture, p_image);
+#ifdef TOOLS_ENABLED
+ Texture *tex = texture_owner.get_or_null(p_texture);
+
+ tex->image_cache_2d.unref();
+#endif
+}
+
+void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) {
}
void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ texture_2d_initialize(p_texture, image);
}
void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ Vector<Ref<Image>> images;
+ if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) {
+ images.push_back(image);
+ } else {
+ //cube
+ for (int i = 0; i < 6; i++) {
+ images.push_back(image);
+ }
+ }
+
+ texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) {
+ //this could be better optimized to reuse an existing image , done this way
+ //for now to get it working
+ Ref<Image> image;
+ image.instantiate();
+ image->create(4, 4, false, Image::FORMAT_RGBA8);
+ image->fill(Color(1, 0, 1, 1));
+
+ Vector<Ref<Image>> images;
+ //cube
+ for (int i = 0; i < 4; i++) {
+ images.push_back(image);
+ }
+
+ texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!tex, Ref<Image>());
+#ifdef TOOLS_ENABLED
+ if (tex->image_cache_2d.is_valid() && !tex->is_render_target) {
+ return tex->image_cache_2d;
+ }
+#endif
+
/*
#ifdef TOOLS_ENABLED
if (tex->image_cache_2d.is_valid()) {
@@ -814,39 +771,70 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const {
}
#endif
*/
- ERR_FAIL_COND_V(!tex->images.size(), Ref<Image>());
- return tex->images[0];
+ /*
+ #ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) {
+ tex->image_cache_2d = image;
+ }
+ #endif
+ */
// return image;
- // return Ref<Image>();
+ return Ref<Image>();
}
void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
Texture *tex_to = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex_to);
+ ERR_FAIL_COND(tex_to->is_proxy); //can't replace proxy
Texture *tex_from = texture_owner.get_or_null(p_by_texture);
ERR_FAIL_COND(!tex_from);
+ ERR_FAIL_COND(tex_from->is_proxy); //can't replace proxy
+
+ if (tex_to == tex_from) {
+ return;
+ }
+
+ if (tex_to->canvas_texture) {
+ memdelete(tex_to->canvas_texture);
+ tex_to->canvas_texture = nullptr;
+ }
+
+ if (tex_to->tex_id) {
+ glDeleteTextures(1, &tex_to->tex_id);
+ tex_to->tex_id = 0;
+ }
+
+ Vector<RID> proxies_to_update = tex_to->proxies;
+ Vector<RID> proxies_to_redirect = tex_from->proxies;
- tex_to->destroy();
tex_to->copy_from(*tex_from);
- // copy image data and upload to GL
- tex_to->images.resize(tex_from->images.size());
+ tex_to->proxies = proxies_to_update; //restore proxies, so they can be updated
- for (int n = 0; n < tex_from->images.size(); n++) {
- texture_set_data(p_texture, tex_from->images[n], n);
+ if (tex_to->canvas_texture) {
+ tex_to->canvas_texture->diffuse = p_texture; //update
}
- texture_free(p_by_texture);
+ for (int i = 0; i < proxies_to_update.size(); i++) {
+ texture_proxy_update(proxies_to_update[i], p_texture);
+ }
+ for (int i = 0; i < proxies_to_redirect.size(); i++) {
+ texture_proxy_update(proxies_to_redirect[i], p_texture);
+ }
+ //delete last, so proxies can be updated
+ texture_owner.free(p_by_texture);
+
+ //decal_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- ERR_FAIL_COND(texture->render_target);
+ ERR_FAIL_COND(texture->is_render_target);
ERR_FAIL_COND(p_width <= 0 || p_width > 16384);
ERR_FAIL_COND(p_height <= 0 || p_height > 16384);
@@ -873,8 +861,8 @@ void TextureStorage::texture_set_detect_3d_callback(RID p_texture, RS::TextureDe
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- texture->detect_3d = p_callback;
- texture->detect_3d_ud = p_userdata;
+ texture->detect_3d_callback = p_callback;
+ texture->detect_3d_callback_ud = p_userdata;
}
void TextureStorage::texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
@@ -889,8 +877,16 @@ void TextureStorage::texture_set_detect_normal_callback(RID p_texture, RS::Textu
Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!texture);
- texture->detect_normal = p_callback;
- texture->detect_normal_ud = p_userdata;
+ texture->detect_normal_callback = p_callback;
+ texture->detect_normal_callback_ud = p_userdata;
+}
+
+void TextureStorage::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
+ Texture *texture = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!texture);
+
+ texture->detect_roughness_callback = p_callback;
+ texture->detect_roughness_callback_ud = p_userdata;
}
void TextureStorage::texture_debug_usage(List<RS::TextureInfo> *r_info) {
@@ -923,55 +919,24 @@ void TextureStorage::texture_set_force_redraw_if_visible(RID p_texture, bool p_e
Size2 TextureStorage::texture_size_with_proxy(RID p_texture) {
const Texture *texture = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!texture, Size2());
- if (texture->proxy) {
- return Size2(texture->proxy->width, texture->proxy->height);
+ if (texture->is_proxy) {
+ const Texture *proxy = texture_owner.get_or_null(texture->proxy_to);
+ return Size2(proxy->width, proxy->height);
} else {
return Size2(texture->width, texture->height);
}
}
-// example use in 3.2
-// VS::get_singleton()->texture_set_proxy(default_texture->proxy, texture_rid);
-
-// p_proxy is the source (pre-existing) texture?
-// and p_texture is the one that is being made into a proxy?
-//This naming is confusing. Comments!!!
-
-// The naming of the parameters seemed to be reversed?
-// The p_proxy is the source texture
-// and p_texture is actually the proxy????
-
-void TextureStorage::texture_set_proxy(RID p_texture, RID p_proxy) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- if (texture->proxy) {
- texture->proxy->proxy_owners.erase(texture);
- texture->proxy = nullptr;
- }
-
- if (p_proxy.is_valid()) {
- Texture *proxy = texture_owner.get_or_null(p_proxy);
- ERR_FAIL_COND(!proxy);
- ERR_FAIL_COND(proxy == texture);
- proxy->proxy_owners.insert(texture);
- texture->proxy = proxy;
- }
-}
-
void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- Config *config = Config::get_singleton();
Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!_is_main_thread());
-
ERR_FAIL_COND(!texture);
if (texture->target == GL_TEXTURE_3D) {
// Target is set to a 3D texture or array texture, exit early to avoid spamming errors
return;
}
ERR_FAIL_COND(!texture->active);
- ERR_FAIL_COND(texture->render_target);
+ ERR_FAIL_COND(texture->is_render_target);
ERR_FAIL_COND(p_image.is_null());
ERR_FAIL_COND(texture->format != p_image->get_format());
@@ -985,14 +950,10 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
GLenum internal_format;
bool compressed = false;
- if (config->keep_original_textures && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
- texture->images.write[p_layer] = p_image;
- }
-
// print_line("texture_set_data width " + itos (p_image->get_width()) + " height " + itos(p_image->get_height()));
Image::Format real_format;
- Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), texture->flags, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
+ Ref<Image> img = _get_gl_image_and_format(p_image, p_image->get_format(), 0, real_format, format, internal_format, type, compressed, texture->resize_to_po2);
if (texture->resize_to_po2) {
if (p_image->is_compressed()) {
@@ -1005,29 +966,16 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
img->resize_to_po2(false);
}
- if (config->shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING)) {
- texture->alloc_height = MAX(1, texture->alloc_height / 2);
- texture->alloc_width = MAX(1, texture->alloc_width / 2);
-
- if (texture->alloc_width == img->get_width() / 2 && texture->alloc_height == img->get_height() / 2) {
- img->shrink_x2();
- } else if (img->get_format() <= Image::FORMAT_RGBA8) {
- img->resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
- }
- }
-
GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP) ? _cube_side_enum[p_layer] : GL_TEXTURE_2D;
- texture->data_size = img->get_data().size();
Vector<uint8_t> read = img->get_data();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex_id);
- texture->ignore_mipmaps = compressed && !img->has_mipmaps();
-
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
+ // set filtering and repeat state to default
+ texture->gl_set_filter(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
+ texture->gl_set_repeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
//set swizle for older format compatibility
#ifdef GLES_OVER_GL
@@ -1055,7 +1003,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
}
#endif
- int mipmaps = ((texture->flags & TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1;
+ int mipmaps = img->has_mipmaps() ? img->get_mipmap_count() + 1 : 1;
int w = img->get_width();
int h = img->get_height();
@@ -1075,11 +1023,7 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
glCompressedTexImage2D(blit_target, i, internal_format, bw, bh, 0, size, &read[ofs]);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- if (texture->flags & TEXTURE_FLAG_USED_FOR_STREAMING) {
- glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]);
- } else {
- glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
- }
+ glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]);
}
tsize += size;
@@ -1096,17 +1040,16 @@ void TextureStorage::texture_set_data(RID p_texture, const Ref<Image> &p_image,
texture->stored_cube_sides |= (1 << p_layer);
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) {
- //generate mipmaps if they were requested and the image does not contain them
- glGenerateMipmap(texture->target);
- }
+ //if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RenderingDevice::TEXTURE_TYPE_CUBE || texture->stored_cube_sides == (1 << 6) - 1)) {
+ //generate mipmaps if they were requested and the image does not contain them
+ // glGenerateMipmap(texture->target);
+ //}
texture->mipmaps = mipmaps;
}
void TextureStorage::texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer) {
- // TODO
- ERR_PRINT("Not implemented (ask Karroffel to do it :p)");
+ ERR_PRINT("Not implemented yet, sorry :(");
}
/*
@@ -1117,9 +1060,6 @@ Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
ERR_FAIL_COND_V(!texture->active, Ref<Image>());
ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>());
- if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) {
- return texture->images[p_layer];
- }
#ifdef GLES_OVER_GL
@@ -1234,35 +1174,6 @@ Ref<Image> TextureStorage::texture_get_data(RID p_texture, int p_layer) const {
}
*/
-void TextureStorage::texture_set_flags(RID p_texture, uint32_t p_flags) {
- Texture *texture = texture_owner.get_or_null(p_texture);
- ERR_FAIL_COND(!texture);
-
- bool had_mipmaps = texture->flags & TEXTURE_FLAG_MIPMAPS;
-
- texture->flags = p_flags;
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(texture->target, texture->tex_id);
-
- // set filtering and repeat state
- _texture_set_state_from_flags(texture);
-
- if ((texture->flags & TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) {
- if (!had_mipmaps && texture->mipmaps == 1) {
- glGenerateMipmap(texture->target);
- }
- }
-}
-
-uint32_t TextureStorage::texture_get_flags(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, 0);
-
- return texture->flags;
-}
-
Image::Format TextureStorage::texture_get_format(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
@@ -1271,14 +1182,6 @@ Image::Format TextureStorage::texture_get_format(RID p_texture) const {
return texture->format;
}
-RenderingDevice::TextureType TextureStorage::texture_get_type(RID p_texture) const {
- Texture *texture = texture_owner.get_or_null(p_texture);
-
- ERR_FAIL_COND_V(!texture, RenderingDevice::TEXTURE_TYPE_2D);
-
- return texture->type;
-}
-
uint32_t TextureStorage::texture_get_texid(RID p_texture) const {
Texture *texture = texture_owner.get_or_null(p_texture);
@@ -1320,18 +1223,10 @@ void TextureStorage::texture_bind(RID p_texture, uint32_t p_texture_no) {
glBindTexture(texture->target, texture->tex_id);
}
-void TextureStorage::texture_set_shrink_all_x2_on_set_data(bool p_enable) {
- Config::get_singleton()->shrink_textures_x2 = p_enable;
-}
-
RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resolution) const {
return RID();
}
-void TextureStorage::textures_keep_original(bool p_enable) {
- Config::get_singleton()->keep_original_textures = p_enable;
-}
-
/* DECAL API */
RID TextureStorage::decal_allocate() {
@@ -1382,32 +1277,29 @@ void TextureStorage::_set_current_render_target(RID p_render_target) {
if (rt) {
if (rt->allocate_is_dirty) {
rt->allocate_is_dirty = false;
- _render_target_allocate(rt);
+ //_clear_render_target(rt);
+ //_update_render_target(rt);
}
frame.current_rt = rt;
ERR_FAIL_COND(!rt);
- frame.clear_request = false;
- glViewport(0, 0, rt->width, rt->height);
+ glViewport(rt->position.x, rt->position.y, rt->size.x, rt->size.y);
- _dims.rt_width = rt->width;
- _dims.rt_height = rt->height;
- _dims.win_width = rt->width;
- _dims.win_height = rt->height;
+ _dims.rt_width = rt->size.x;
+ _dims.rt_height = rt->size.y;
+ _dims.win_width = rt->size.x;
+ _dims.win_height = rt->size.y;
} else {
frame.current_rt = nullptr;
- frame.clear_request = false;
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
}
-void TextureStorage::_render_target_allocate(RenderTarget *rt) {
- Config *config = Config::get_singleton();
-
+void TextureStorage::_update_render_target(RenderTarget *rt) {
// do not allocate a render target with no size
- if (rt->width <= 0 || rt->height <= 0) {
+ if (rt->size.x <= 0 || rt->size.y <= 0) {
return;
}
@@ -1417,31 +1309,13 @@ void TextureStorage::_render_target_allocate(RenderTarget *rt) {
return;
}
- GLuint color_internal_format;
- GLuint color_format;
- GLuint color_type = GL_UNSIGNED_BYTE;
- Image::Format image_format;
-
- if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) {
-#ifdef GLES_OVER_GL
- color_internal_format = GL_RGBA8;
-#else
- color_internal_format = GL_RGBA;
-#endif
- color_format = GL_RGBA;
- image_format = Image::FORMAT_RGBA8;
- } else {
-#ifdef GLES_OVER_GL
- color_internal_format = GL_RGB8;
-#else
- color_internal_format = GL_RGB;
-#endif
- color_format = GL_RGB;
- image_format = Image::FORMAT_RGB8;
- }
+ rt->color_internal_format = rt->flags[RENDER_TARGET_TRANSPARENT] ? GL_RGBA8 : GL_RGB10_A2;
+ rt->color_format = GL_RGBA;
+ rt->image_format = Image::FORMAT_RGBA8;
- rt->used_dof_blur_near = false;
- rt->mip_maps_allocated = false;
+ glDisable(GL_SCISSOR_TEST);
+ glColorMask(1, 1, 1, 1);
+ glDepthMask(GL_FALSE);
{
/* Front FBO */
@@ -1457,180 +1331,52 @@ void TextureStorage::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
- glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr);
+ glTexImage2D(GL_TEXTURE_2D, 0, rt->color_internal_format, rt->size.x, rt->size.y, 0, rt->color_format, rt->color_type, nullptr);
- if (texture->flags & TEXTURE_FLAG_FILTER) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
- // depth
-
- if (config->support_depth_texture) {
- glGenTextures(1, &rt->depth);
- glBindTexture(GL_TEXTURE_2D, rt->depth);
- glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glGenRenderbuffers(1, &rt->depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
-
- glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, rt->width, rt->height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
-
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
- if (config->support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
- } else {
- glDeleteRenderbuffers(1, &rt->depth);
- }
-
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
- rt->width = 0;
- rt->height = 0;
+ rt->size.x = 0;
+ rt->size.y = 0;
rt->color = 0;
- rt->depth = 0;
texture->tex_id = 0;
texture->active = false;
- WARN_PRINT("Could not create framebuffer!!");
+ WARN_PRINT("Could not create render target, status: " + get_framebuffer_error(status));
return;
}
- texture->format = image_format;
- texture->gl_format_cache = color_format;
+ texture->format = rt->image_format;
+ texture->gl_format_cache = rt->color_format;
texture->gl_type_cache = GL_UNSIGNED_BYTE;
- texture->gl_internal_format_cache = color_internal_format;
+ texture->gl_internal_format_cache = rt->color_internal_format;
texture->tex_id = rt->color;
- texture->width = rt->width;
- texture->alloc_width = rt->width;
- texture->height = rt->height;
- texture->alloc_height = rt->height;
+ texture->width = rt->size.x;
+ texture->alloc_width = rt->size.x;
+ texture->height = rt->size.y;
+ texture->alloc_height = rt->size.y;
texture->active = true;
-
- texture_set_flags(rt->texture, texture->flags);
- }
-
- /* BACK FBO */
- /* For MSAA */
-
-#ifndef JAVASCRIPT_ENABLED
- if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
- rt->multisample_active = true;
-
- static const int msaa_value[] = { 0, 2, 4, 8, 16 };
- int msaa = msaa_value[rt->msaa];
-
- int max_samples = 0;
- glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
- if (msaa > max_samples) {
- WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
- msaa = max_samples;
- }
-
- //regular fbo
- glGenFramebuffers(1, &rt->multisample_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo);
-
- glGenRenderbuffers(1, &rt->multisample_depth);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config->depth_buffer_internalformat, rt->width, rt->height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
-
- glGenRenderbuffers(1, &rt->multisample_color);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
-
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- // Delete allocated resources and default to no MSAA
- WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
- printf("err status: %x\n", status);
- rt->multisample_active = false;
-
- glDeleteFramebuffers(1, &rt->multisample_fbo);
- rt->multisample_fbo = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_depth);
- rt->multisample_depth = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_color);
- rt->multisample_color = 0;
- }
-
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
-
- } else
-#endif // JAVASCRIPT_ENABLED
- {
- rt->multisample_active = false;
}
glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- // copy texscreen buffers
- // if (!(rt->flags[TextureStorage::RENDER_TARGET_NO_SAMPLING])) {
- if (true) {
- glGenTextures(1, &rt->copy_screen_effect.color);
- glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
-
- if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
-
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT);
-
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- _render_target_clear(rt);
- ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
- }
- }
+ glClear(GL_COLOR_BUFFER_BIT);
- // Allocate mipmap chains for post_process effects
- // if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
- if (rt->width >= 2 && rt->height >= 2) {
+ // Allocate mipmap chains for full screen blur
+ if (rt->size.x >= 2 && rt->size.y >= 2) {
for (int i = 0; i < 2; i++) {
ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
- int w = rt->width;
- int h = rt->height;
+ int w = rt->size.x;
+ int h = rt->size.y;
if (i > 0) {
w >>= 1;
@@ -1638,8 +1384,8 @@ void TextureStorage::_render_target_allocate(RenderTarget *rt) {
}
int level = 0;
- int fb_w = w;
- int fb_h = h;
+ GLsizei width = w;
+ GLsizei height = h;
while (true) {
RenderTarget::MipMaps::Size mm;
@@ -1657,97 +1403,52 @@ void TextureStorage::_render_target_allocate(RenderTarget *rt) {
level++;
}
- GLsizei width = fb_w;
- GLsizei height = fb_h;
+ glGenTextures(1, &rt->mip_maps[i].color);
+ glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
- if (config->render_to_mipmap_supported) {
- glGenTextures(1, &rt->mip_maps[i].color);
- glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
-
- for (int l = 0; l < level + 1; l++) {
- glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, nullptr);
- width = MAX(1, (width / 2));
- height = MAX(1, (height / 2));
- }
+ for (int l = 0; l < level + 1; l++) {
+ glTexImage2D(GL_TEXTURE_2D, l, rt->color_internal_format, width, height, 0, rt->color_format, rt->color_type, nullptr);
+ width = MAX(1, (width / 2));
+ height = MAX(1, (height / 2));
+ }
#ifdef GLES_OVER_GL
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
#endif
- } else {
- // Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
- for (int l = 0; l < level + 1; l++) {
- glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color);
- glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color);
- glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, nullptr);
- width = MAX(1, (width / 2));
- height = MAX(1, (height / 2));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- }
-
- glDisable(GL_SCISSOR_TEST);
- glColorMask(1, 1, 1, 1);
- glDepthMask(GL_TRUE);
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
glGenFramebuffers(1, &mm.fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
-
- if (config->render_to_mipmap_supported) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
- } else {
- glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0);
- }
+ bind_framebuffer(mm.fbo);
- bool used_depth = false;
- if (j == 0 && i == 0) { //use always
- if (config->support_depth_texture) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
- used_depth = true;
- }
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
- WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects");
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ WARN_PRINT_ONCE("Cannot allocate mipmaps for canvas screen blur. Status: " + get_framebuffer_error(status));
+ bind_framebuffer_system();
return;
}
glClearColor(1.0, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
- if (used_depth) {
- glClearDepth(1.0);
- glClear(GL_DEPTH_BUFFER_BIT);
- }
}
rt->mip_maps[i].levels = level;
- if (config->render_to_mipmap_supported) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
rt->mip_maps_allocated = true;
}
- glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ bind_framebuffer_system();
}
-void TextureStorage::_render_target_clear(RenderTarget *rt) {
- Config *config = Config::get_singleton();
-
+void TextureStorage::_clear_render_target(RenderTarget *rt) {
// there is nothing to clear when DIRECT_TO_SCREEN is used
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
return;
@@ -1757,8 +1458,9 @@ void TextureStorage::_render_target_clear(RenderTarget *rt) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
+ rt->color = 0;
}
-
+ /*
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
@@ -1775,16 +1477,7 @@ void TextureStorage::_render_target_clear(RenderTarget *rt) {
rt->external.fbo = 0;
}
-
- if (rt->depth) {
- if (config->support_depth_texture) {
- glDeleteTextures(1, &rt->depth);
- } else {
- glDeleteRenderbuffers(1, &rt->depth);
- }
-
- rt->depth = 0;
- }
+ */
Texture *tex = get_texture(rt->texture);
tex->alloc_height = 0;
@@ -1793,19 +1486,10 @@ void TextureStorage::_render_target_clear(RenderTarget *rt) {
tex->height = 0;
tex->active = false;
- if (rt->copy_screen_effect.color) {
- glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
- rt->copy_screen_effect.fbo = 0;
-
- glDeleteTextures(1, &rt->copy_screen_effect.color);
- rt->copy_screen_effect.color = 0;
- }
-
for (int i = 0; i < 2; i++) {
if (rt->mip_maps[i].sizes.size()) {
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
- glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color);
}
glDeleteTextures(1, &rt->mip_maps[i].color);
@@ -1814,86 +1498,62 @@ void TextureStorage::_render_target_clear(RenderTarget *rt) {
rt->mip_maps[i].color = 0;
}
}
+}
- if (rt->multisample_active) {
- glDeleteFramebuffers(1, &rt->multisample_fbo);
- rt->multisample_fbo = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_depth);
- rt->multisample_depth = 0;
-
- glDeleteRenderbuffers(1, &rt->multisample_color);
+RID TextureStorage::render_target_create() {
+ RenderTarget render_target;
+ //render_target.was_used = false;
+ render_target.clear_requested = false;
- rt->multisample_color = 0;
+ for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
+ render_target.flags[i] = false;
}
-}
+ Texture t;
+ t.active = true;
+ t.render_target = &render_target;
+ t.is_render_target = true;
-RID TextureStorage::render_target_create() {
- RenderTarget *rt = memnew(RenderTarget);
- Texture *t = memnew(Texture);
-
- t->type = RenderingDevice::TEXTURE_TYPE_2D;
- t->flags = 0;
- t->width = 0;
- t->height = 0;
- t->alloc_height = 0;
- t->alloc_width = 0;
- t->format = Image::FORMAT_R8;
- t->target = GL_TEXTURE_2D;
- t->gl_format_cache = 0;
- t->gl_internal_format_cache = 0;
- t->gl_type_cache = 0;
- t->data_size = 0;
- t->total_data_size = 0;
- t->ignore_mipmaps = false;
- t->compressed = false;
- t->mipmaps = 1;
- t->active = true;
- t->tex_id = 0;
- t->render_target = rt;
-
- rt->texture = make_rid(t);
- return render_target_owner.make_rid(rt);
+ render_target.texture = texture_owner.make_rid(t);
+ _update_render_target(&render_target);
+ return render_target_owner.make_rid(render_target);
}
void TextureStorage::render_target_free(RID p_rid) {
RenderTarget *rt = render_target_owner.get_or_null(p_rid);
- _render_target_clear(rt);
+ _clear_render_target(rt);
Texture *t = get_texture(rt->texture);
if (t) {
+ t->is_render_target = false;
texture_free(rt->texture);
- memdelete(t);
+ //memdelete(t);
}
render_target_owner.free(p_rid);
- memdelete(rt);
}
void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
- rt->x = p_x;
- rt->y = p_y;
+ rt->position = Point2i(p_x, p_y);
}
void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
- if (p_width == rt->width && p_height == rt->height) {
+ if (p_width == rt->size.x && p_height == rt->size.y) {
return;
}
- _render_target_clear(rt);
+ _clear_render_target(rt);
- rt->width = p_width;
- rt->height = p_height;
+ rt->size = Size2i(p_width, p_height);
// print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height));
rt->allocate_is_dirty = true;
- //_render_target_allocate(rt);
+ _update_render_target(rt);
}
// TODO: convert to Size2i internally
@@ -1901,7 +1561,7 @@ Size2i TextureStorage::render_target_get_size(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Size2());
- return Size2i(rt->width, rt->height);
+ return rt->size;
}
RID TextureStorage::render_target_get_texture(RID p_render_target) {
@@ -1919,8 +1579,6 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
- Config *config = Config::get_singleton();
-
if (p_texture_id == 0) {
if (rt->external.fbo != 0) {
// free this
@@ -1939,7 +1597,7 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
t->height = 0;
t->active = false;
texture_free(rt->external.texture);
- memdelete(t);
+ //memdelete(t);
rt->external.fbo = 0;
rt->external.color = 0;
@@ -1956,8 +1614,7 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
// allocate a texture
t = memnew(Texture);
- t->type = RenderingDevice::TEXTURE_TYPE_2D;
- t->flags = 0;
+ t->type = Texture::TYPE_2D;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
@@ -1967,17 +1624,15 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
- t->data_size = 0;
- t->compressed = false;
t->srgb = false;
t->total_data_size = 0;
- t->ignore_mipmaps = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
+ t->is_render_target = true;
- rt->external.texture = make_rid(t);
+ //rt->external.texture = make_rid(t);
} else {
// bind our frame buffer
@@ -1992,22 +1647,15 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
rt->external.color = p_texture_id;
// size shouldn't be different
- t->width = rt->width;
- t->height = rt->height;
- t->alloc_height = rt->width;
- t->alloc_width = rt->height;
+ t->width = rt->size.x;
+ t->height = rt->size.y;
+ t->alloc_height = rt->size.x;
+ t->alloc_width = rt->size.y;
// Switch our texture on our frame buffer
{
// set our texture as the destination for our framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
-
- // seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
- if (config->support_depth_texture) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
- } else {
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
- }
}
// check status and unbind
@@ -2015,7 +1663,7 @@ void TextureStorage::render_target_set_external_texture(RID p_render_target, uns
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
- printf("framebuffer fail, status: %x\n", status);
+ WARN_PRINT("framebuffer fail, status: " + get_framebuffer_error(status));
}
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
@@ -2029,26 +1677,19 @@ void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFla
// When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
// those functions change how they operate depending on the value of DIRECT_TO_SCREEN
if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
- _render_target_clear(rt);
+ _clear_render_target(rt);
rt->flags[p_flag] = p_value;
- _render_target_allocate(rt);
+ _update_render_target(rt);
}
rt->flags[p_flag] = p_value;
switch (p_flag) {
- case RENDER_TARGET_TRANSPARENT:
- /*
- case RENDER_TARGET_HDR:
- case RENDER_TARGET_NO_3D:
- case RENDER_TARGET_NO_SAMPLING:
- case RENDER_TARGET_NO_3D_EFFECTS: */
- {
- //must reset for these formats
- _render_target_clear(rt);
- _render_target_allocate(rt);
- }
- break;
+ case RENDER_TARGET_TRANSPARENT: {
+ //must reset for these formats
+ _clear_render_target(rt);
+ _update_render_target(rt);
+ } break;
default: {
}
}
@@ -2068,46 +1709,11 @@ void TextureStorage::render_target_clear_used(RID p_render_target) {
rt->used_in_frame = false;
}
-void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- if (rt->msaa == p_msaa) {
- return;
- }
-
- _render_target_clear(rt);
- rt->msaa = p_msaa;
- _render_target_allocate(rt);
-}
-
-void TextureStorage::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- rt->use_fxaa = p_fxaa;
-}
-
-void TextureStorage::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
- RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
- ERR_FAIL_COND(!rt);
-
- if (p_debanding) {
- WARN_PRINT_ONCE("Debanding is not supported in the OpenGL backend. Switch to the Vulkan backend and make sure HDR is enabled.");
- }
-
- rt->use_debanding = p_debanding;
-}
-
void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = true;
rt->clear_color = p_clear_color;
-
- // ERR_FAIL_COND(!frame.current_rt);
- // frame.clear_request = true;
- // frame.clear_request_color = p_color;
}
bool TextureStorage::render_target_is_clear_requested(RID p_render_target) {
@@ -2128,6 +1734,14 @@ void TextureStorage::render_target_disable_clear_request(RID p_render_target) {
}
void TextureStorage::render_target_do_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (!rt->clear_requested) {
+ return;
+ }
+
+ glClearBufferfv(GL_COLOR, 0, rt->clear_color.components);
+ rt->clear_requested = false;
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 7a5140a290..1e1cd3f9bf 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -49,6 +49,9 @@
namespace GLES3 {
+#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
@@ -86,15 +89,20 @@ namespace GLES3 {
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL
-enum OpenGLTextureFlags {
- TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
- TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
- TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
- TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
- TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
- TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
- TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
- TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
+enum DefaultGLTexture {
+ DEFAULT_GL_TEXTURE_WHITE,
+ DEFAULT_GL_TEXTURE_BLACK,
+ DEFAULT_GL_TEXTURE_NORMAL,
+ DEFAULT_GL_TEXTURE_ANISO,
+ DEFAULT_GL_TEXTURE_DEPTH,
+ DEFAULT_GL_TEXTURE_CUBEMAP_BLACK,
+ //DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0
+ DEFAULT_GL_TEXTURE_CUBEMAP_WHITE,
+ DEFAULT_GL_TEXTURE_3D_WHITE,
+ DEFAULT_GL_TEXTURE_3D_BLACK,
+ DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE,
+ DEFAULT_GL_TEXTURE_2D_UINT,
+ DEFAULT_GL_TEXTURE_MAX
};
struct CanvasTexture {
@@ -118,99 +126,81 @@ struct RenderTarget;
struct Texture {
RID self;
- Texture *proxy = nullptr;
- Set<Texture *> proxy_owners;
+ bool is_proxy = false;
+ bool is_render_target = false;
+
+ RID proxy_to = RID();
+ Vector<RID> proxies;
String path;
- uint32_t flags;
- int width, height, depth;
- int alloc_width, alloc_height;
- Image::Format format;
- RenderingDevice::TextureType type;
+ int width = 0;
+ int height = 0;
+ int depth = 0;
+ int mipmaps = 1;
+ int layers = 1;
+ int alloc_width = 0;
+ int alloc_height = 0;
+ Image::Format format = Image::FORMAT_R8;
+
+ enum Type {
+ TYPE_2D,
+ TYPE_LAYERED,
+ TYPE_3D
+ };
- GLenum target;
- GLenum gl_format_cache;
- GLenum gl_internal_format_cache;
- GLenum gl_type_cache;
+ Type type;
+ RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
- int data_size;
- int total_data_size;
- bool ignore_mipmaps;
+ GLenum target = GL_TEXTURE_2D;
+ GLenum gl_format_cache = 0;
+ GLenum gl_internal_format_cache = 0;
+ GLenum gl_type_cache = 0;
- bool compressed;
+ int total_data_size = 0;
- bool srgb;
+ bool compressed = false;
- int mipmaps;
+ bool srgb = false;
- bool resize_to_po2;
+ bool resize_to_po2 = false;
- bool active;
- GLenum tex_id;
+ bool active = false;
+ GLuint tex_id = 0;
- uint16_t stored_cube_sides;
+ uint16_t stored_cube_sides = 0;
RenderTarget *render_target = nullptr;
- Vector<Ref<Image>> images;
+ Ref<Image> image_cache_2d;
- bool redraw_if_visible;
+ bool redraw_if_visible = false;
- RS::TextureDetectCallback detect_3d;
- void *detect_3d_ud = nullptr;
+ RS::TextureDetectCallback detect_3d_callback = nullptr;
+ void *detect_3d_callback_ud = nullptr;
- RS::TextureDetectCallback detect_srgb;
+ RS::TextureDetectCallback detect_srgb = nullptr;
void *detect_srgb_ud = nullptr;
- RS::TextureDetectCallback detect_normal;
- void *detect_normal_ud = nullptr;
-
- CanvasTexture *canvas_texture = nullptr;
-
- // some silly opengl shenanigans where
- // texture coords start from bottom left, means we need to draw render target textures upside down
- // to be compatible with vulkan etc.
- bool is_upside_down() const {
- if (proxy) {
- return proxy->is_upside_down();
- }
+ RS::TextureDetectCallback detect_normal_callback = nullptr;
+ void *detect_normal_callback_ud = nullptr;
- return render_target != nullptr;
- }
-
- Texture() {
- create();
- }
+ RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
+ void *detect_roughness_callback_ud = nullptr;
- _ALWAYS_INLINE_ Texture *get_ptr() {
- if (proxy) {
- return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
- } else {
- return this;
- }
- }
-
- ~Texture() {
- destroy();
-
- if (tex_id != 0) {
- glDeleteTextures(1, &tex_id);
- }
- }
+ CanvasTexture *canvas_texture = nullptr;
void copy_from(const Texture &o) {
- proxy = o.proxy;
- flags = o.flags;
+ proxy_to = o.proxy_to;
+ is_proxy = o.is_proxy;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
+ layered_type = o.layered_type;
target = o.target;
- data_size = o.data_size;
total_data_size = o.total_data_size;
- ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
@@ -218,102 +208,95 @@ struct Texture {
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
+ is_render_target = o.is_render_target;
redraw_if_visible = o.redraw_if_visible;
- detect_3d = o.detect_3d;
- detect_3d_ud = o.detect_3d_ud;
+ detect_3d_callback = o.detect_3d_callback;
+ detect_3d_callback_ud = o.detect_3d_callback_ud;
detect_srgb = o.detect_srgb;
detect_srgb_ud = o.detect_srgb_ud;
- detect_normal = o.detect_normal;
- detect_normal_ud = o.detect_normal_ud;
-
- images.clear();
- }
-
- void create() {
- proxy = nullptr;
- flags = 0;
- width = 0;
- height = 0;
- alloc_width = 0;
- alloc_height = 0;
- format = Image::FORMAT_L8;
- type = RenderingDevice::TEXTURE_TYPE_2D;
- target = 0;
- data_size = 0;
- total_data_size = 0;
- ignore_mipmaps = false;
- compressed = false;
- mipmaps = 0;
- resize_to_po2 = false;
- active = false;
- tex_id = 0;
- stored_cube_sides = 0;
- render_target = nullptr;
- redraw_if_visible = false;
- detect_3d = nullptr;
- detect_3d_ud = nullptr;
- detect_srgb = nullptr;
- detect_srgb_ud = nullptr;
- detect_normal = nullptr;
- detect_normal_ud = nullptr;
- }
- void destroy() {
- images.clear();
-
- for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
- E->get()->proxy = nullptr;
- }
-
- if (proxy) {
- proxy->proxy_owners.erase(this);
- }
+ detect_normal_callback = o.detect_normal_callback;
+ detect_normal_callback_ud = o.detect_normal_callback_ud;
+ detect_roughness_callback = o.detect_roughness_callback;
+ detect_roughness_callback_ud = o.detect_roughness_callback_ud;
}
// texture state
- void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
+ void gl_set_filter(RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
+ Config *config = Config::get_singleton();
state_filter = p_filter;
- GLint pmin = GL_LINEAR; // param min
- GLint pmag = GL_LINEAR; // param mag
+ GLenum pmin = GL_NEAREST; // param min
+ GLenum pmag = GL_NEAREST; // param mag
+ GLint max_lod = 1000;
+ bool use_anisotropy = false;
switch (state_filter) {
- default: {
- } break;
- case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
- pmin = GL_LINEAR_MIPMAP_LINEAR;
- pmag = GL_LINEAR;
- } break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
+ max_lod = 0;
} break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
+ pmin = GL_LINEAR;
+ pmag = GL_LINEAR;
+ max_lod = 0;
+ } break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
+ use_anisotropy = true;
+ };
+ [[fallthrough]];
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
- pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
+ if (config->use_nearest_mip_filter) {
+ pmin = GL_NEAREST_MIPMAP_NEAREST;
+ } else {
+ pmin = GL_NEAREST_MIPMAP_LINEAR;
+ }
} break;
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
+ use_anisotropy = true;
+ };
+ [[fallthrough]];
+ case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
+ pmag = GL_LINEAR;
+ if (config->use_nearest_mip_filter) {
+ pmin = GL_LINEAR_MIPMAP_NEAREST;
+
+ } else {
+ pmin = GL_LINEAR_MIPMAP_LINEAR;
+ }
+ } break;
+ default: {
+ } break;
+ }
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, pmin);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, pmag);
+ glTexParameteri(target, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, max_lod);
+ if (config->support_anisotropic_filter && use_anisotropy) {
+ glTexParameterf(target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config->anisotropic_level);
}
- glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
- glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
- void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
+ void gl_set_repeat(RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
- GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
+ GLenum prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
- default: {
- } break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
+ default: {
+ } break;
}
- glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
- glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, prep);
+ glTexParameteri(target, GL_TEXTURE_WRAP_R, prep);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, prep);
}
private:
@@ -322,54 +305,46 @@ private:
};
struct RenderTarget {
- RID self;
- GLuint fbo = 0;
- GLuint color = 0;
- GLuint depth = 0;
-
- GLuint multisample_fbo = 0;
- GLuint multisample_color = 0;
- GLuint multisample_depth = 0;
- bool multisample_active = false;
-
- struct Effect {
- GLuint fbo = 0;
- int width = 0;
- int height = 0;
-
- GLuint color = 0;
- };
-
- Effect copy_screen_effect;
-
struct MipMaps {
struct Size {
- GLuint fbo = 0;
- GLuint color = 0;
- int width = 0;
- int height = 0;
+ GLuint fbo;
+ int width;
+ int height;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
- };
- MipMaps mip_maps[2];
+ MipMaps() {
+ }
+ };
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
+
+ External() {
+ }
} external;
- int x = 0;
- int y = 0;
- int width = 0;
- int height = 0;
+ Point2i position = Point2i(0, 0);
+ Size2i size = Size2i(0, 0);
+ RID self;
+ GLuint fbo = 0;
+ GLuint color = 0;
+
+ GLuint color_internal_format = GL_RGBA8;
+ GLuint color_format = GL_RGBA;
+ GLuint color_type = GL_UNSIGNED_BYTE;
+ Image::Format image_format = Image::FORMAT_RGBA8;
+
+ MipMaps mip_maps[2];
+ bool mip_maps_allocated = false;
- bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX] = {};
+ bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX];
// instead of allocating sized render targets immediately,
// defer this for faster startup
@@ -377,14 +352,8 @@ struct RenderTarget {
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
- bool use_fxaa = false;
- bool use_debanding = false;
-
RID texture;
- bool used_dof_blur_near = false;
- bool mip_maps_allocated = false;
-
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
@@ -392,7 +361,6 @@ struct RenderTarget {
for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
- external.fbo = 0;
}
};
@@ -400,6 +368,8 @@ class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
+ RID default_gl_textures[DEFAULT_GL_TEXTURE_MAX];
+
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
@@ -409,16 +379,13 @@ private:
/* Texture API */
- mutable RID_PtrOwner<Texture> texture_owner;
+ mutable RID_Owner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
- void _texture_set_state_from_flags(Texture *p_tex);
-
- void texture_set_proxy(RID p_texture, RID p_proxy);
/* Render Target API */
- mutable RID_PtrOwner<RenderTarget> render_target_owner;
+ mutable RID_Owner<RenderTarget> render_target_owner;
// make access easier to these
struct Dimensions {
@@ -443,6 +410,10 @@ public:
TextureStorage();
virtual ~TextureStorage();
+ _FORCE_INLINE_ RID texture_gl_get_default(DefaultGLTexture p_texture) {
+ return default_gl_textures[p_texture];
+ }
+
/* Canvas Texture API */
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
@@ -460,16 +431,20 @@ public:
/* Texture API */
- Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
+ Texture *get_texture(RID p_rid) {
+ Texture *texture = texture_owner.get_or_null(p_rid);
+ if (texture && texture->is_proxy) {
+ return texture_owner.get_or_null(texture->proxy_to);
+ }
+ return texture;
+ };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
- RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
void set_main_thread_id(Thread::ID p_id);
virtual bool can_create_resources_async() const override;
RID texture_create();
- void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
virtual RID texture_allocate() override;
virtual void texture_free(RID p_rid) override;
@@ -481,7 +456,7 @@ public:
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
- virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
+ virtual void texture_proxy_update(RID p_proxy, RID p_base) override;
//these two APIs can be used together or in combination with the others.
virtual void texture_2d_placeholder_initialize(RID p_texture) override;
@@ -501,7 +476,7 @@ public:
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
- virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
+ virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override;
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
@@ -512,18 +487,14 @@ public:
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
- void texture_set_flags(RID p_texture, uint32_t p_flags);
- uint32_t texture_get_flags(RID p_texture) const;
+ void texture_set_sampler(RID p_texture, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat);
Image::Format texture_get_format(RID p_texture) const;
- RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_bind(RID p_texture, uint32_t p_texture_no);
- void texture_set_shrink_all_x2_on_set_data(bool p_enable);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
- void textures_keep_original(bool p_enable);
/* DECAL API */
@@ -550,29 +521,18 @@ public:
static GLuint system_fbo;
+ // TODO this should be moved back to storage or removed
struct Frame {
GLES3::RenderTarget *current_rt;
-
- // these 2 may have been superseded by the equivalents in the render target.
- // these may be able to be removed.
- bool clear_request;
- Color clear_request_color;
-
- float time;
- float delta;
- uint64_t count;
-
- Frame() {
- // current_rt = nullptr;
- // clear_request = false;
- }
} frame;
RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
- void _render_target_clear(RenderTarget *rt);
- void _render_target_allocate(RenderTarget *rt);
+ // TODO these internals should be private
+ void _clear_render_target(RenderTarget *rt);
+ void _update_render_target(RenderTarget *rt);
+ void _create_render_target_backbuffer(RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
virtual RID render_target_create() override;
@@ -586,9 +546,6 @@ public:
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
virtual bool render_target_was_used(RID p_render_target) override;
void render_target_clear_used(RID p_render_target);
- void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
- void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
- void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
// new
void render_target_set_as_unused(RID p_render_target) override {
@@ -604,8 +561,33 @@ public:
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
+
+ void bind_framebuffer(GLuint framebuffer) {
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
+ }
+
+ void bind_framebuffer_system() {
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
+
+ String get_framebuffer_error(GLenum p_status);
};
+inline String TextureStorage::get_framebuffer_error(GLenum p_status) {
+#ifdef DEBUG_ENABLED
+ if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
+ } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
+ } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
+ } else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
+ return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
+ }
+#endif
+ return itos(p_status);
+}
+
} // namespace GLES3
#endif // !GLES3_ENABLED