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-rw-r--r--drivers/gles3/storage/config.cpp2
-rw-r--r--drivers/gles3/storage/config.h2
-rw-r--r--drivers/gles3/storage/material_storage.cpp465
-rw-r--r--drivers/gles3/storage/material_storage.h57
4 files changed, 110 insertions, 416 deletions
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp
index 9b496c0999..46dc2b806e 100644
--- a/drivers/gles3/storage/config.cpp
+++ b/drivers/gles3/storage/config.cpp
@@ -90,8 +90,6 @@ Config::Config() {
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
- glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment);
-
support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
if (support_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h
index 87202fde84..1a93b4b8ef 100644
--- a/drivers/gles3/storage/config.h
+++ b/drivers/gles3/storage/config.h
@@ -67,8 +67,6 @@ public:
int max_renderable_lights = 0;
int max_lights_per_object = 0;
- int uniform_buffer_offset_alignment = 0;
-
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 19e841f466..e7eeacf576 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -923,6 +923,104 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
}
///////////////////////////////////////////////////////////////////////////
+// ShaderData
+
+void ShaderData::set_path_hint(const String &p_hint) {
+ path = p_hint;
+}
+
+void ShaderData::set_default_texture_parameter(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 (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] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+Variant ShaderData::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 ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
+ LocalVector<Pair<StringName, int>> filtered_uniforms;
+
+ 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) {
+ filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
+ } else {
+ filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
+ }
+ }
+ int uniform_count = filtered_uniforms.size();
+ sorter.sort(filtered_uniforms.ptr(), uniform_count);
+
+ String last_group;
+ for (int i = 0; i < uniform_count; i++) {
+ const StringName &uniform_name = filtered_uniforms[i].first;
+ const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
+
+ String group = uniform.group;
+ if (!uniform.subgroup.is_empty()) {
+ group += "::" + uniform.subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
+ pi.name = uniform_name;
+ p_param_list->push_back(pi);
+ }
+}
+
+void ShaderData::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;
+ }
+
+ 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);
+ }
+}
+
+bool ShaderData::is_parameter_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+///////////////////////////////////////////////////////////////////////////
// MaterialData
// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*
@@ -2806,10 +2904,6 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
/* Canvas Shader Data */
-void CanvasShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
void CanvasShaderData::set_code(const String &p_code) {
// compile the shader
@@ -2890,85 +2984,6 @@ void CanvasShaderData::set_code(const String &p_code) {
valid = true;
}
-void CanvasShaderData::set_default_texture_parameter(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 (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] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
- HashMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
- continue;
- }
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
-
- String last_group;
- for (const KeyValue<int, StringName> &E : order) {
- String group = uniforms[E.value].group;
- if (!uniforms[E.value].subgroup.is_empty()) {
- group += "::" + uniforms[E.value].subgroup;
- }
-
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
-
- last_group = group;
- }
-
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-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;
- }
-
- 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);
- }
-}
-
-bool CanvasShaderData::is_parameter_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
bool CanvasShaderData::is_animated() const {
return false;
}
@@ -2977,15 +2992,6 @@ bool CanvasShaderData::casts_shadows() const {
return false;
}
-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();
-}
-
RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);
}
@@ -3044,10 +3050,6 @@ GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
-void SkyShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
void SkyShaderData::set_code(const String &p_code) {
//compile
@@ -3138,83 +3140,6 @@ void SkyShaderData::set_code(const String &p_code) {
valid = true;
}
-void SkyShaderData::set_default_texture_parameter(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 (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] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
- RBMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
-
- String last_group;
- for (const KeyValue<int, StringName> &E : order) {
- String group = uniforms[E.value].group;
- if (!uniforms[E.value].subgroup.is_empty()) {
- group += "::" + uniforms[E.value].subgroup;
- }
-
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
-
- last_group = group;
- }
-
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-void SkyShaderData::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;
- }
-
- 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);
- }
-}
-
-bool SkyShaderData::is_parameter_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
bool SkyShaderData::is_animated() const {
return false;
}
@@ -3223,15 +3148,6 @@ bool SkyShaderData::casts_shadows() const {
return false;
}
-Variant SkyShaderData::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();
-}
-
RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);
}
@@ -3291,10 +3207,6 @@ void SkyMaterialData::bind_uniforms() {
////////////////////////////////////////////////////////////////////////////////
// Scene SHADER
-void SceneShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
void SceneShaderData::set_code(const String &p_code) {
//compile
@@ -3471,86 +3383,6 @@ void SceneShaderData::set_code(const String &p_code) {
valid = true;
}
-void SceneShaderData::set_default_texture_parameter(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 (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] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
- RBMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
- E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
- continue;
- }
-
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
-
- String last_group;
- for (const KeyValue<int, StringName> &E : order) {
- String group = uniforms[E.value].group;
- if (!uniforms[E.value].subgroup.is_empty()) {
- group += "::" + uniforms[E.value].subgroup;
- }
-
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
-
- last_group = group;
- }
-
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-void SceneShaderData::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;
- }
-
- 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);
- }
-}
-
-bool SceneShaderData::is_parameter_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
bool SceneShaderData::is_animated() const {
return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
@@ -3563,15 +3395,6 @@ bool SceneShaderData::casts_shadows() const {
return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
-Variant SceneShaderData::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();
-}
-
RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
}
@@ -3636,10 +3459,6 @@ void SceneMaterialData::bind_uniforms() {
/* Particles SHADER */
-void ParticlesShaderData::set_path_hint(const String &p_path) {
- path = p_path;
-}
-
void ParticlesShaderData::set_code(const String &p_code) {
//compile
@@ -3696,83 +3515,6 @@ void ParticlesShaderData::set_code(const String &p_code) {
valid = true;
}
-void ParticlesShaderData::set_default_texture_parameter(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 (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] = HashMap<int, RID>();
- }
- default_texture_params[p_name][p_index] = p_texture;
- }
-}
-
-void ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
- HashMap<int, StringName> order;
-
- for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E.value.texture_order >= 0) {
- order[E.value.texture_order + 100000] = E.key;
- } else {
- order[E.value.order] = E.key;
- }
- }
-
- String last_group;
- for (const KeyValue<int, StringName> &E : order) {
- String group = uniforms[E.value].group;
- if (!uniforms[E.value].subgroup.is_empty()) {
- group += "::" + uniforms[E.value].subgroup;
- }
-
- if (group != last_group) {
- PropertyInfo pi;
- pi.usage = PROPERTY_USAGE_GROUP;
- pi.name = group;
- p_param_list->push_back(pi);
-
- last_group = group;
- }
-
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
- pi.name = E.value;
- p_param_list->push_back(pi);
- }
-}
-
-void ParticlesShaderData::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;
- }
-
- 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);
- }
-}
-
-bool ParticlesShaderData::is_parameter_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
bool ParticlesShaderData::is_animated() const {
return false;
}
@@ -3781,15 +3523,6 @@ bool ParticlesShaderData::casts_shadows() const {
return false;
}
-Variant ParticlesShaderData::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();
-}
-
RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
}
@@ -3827,7 +3560,7 @@ void ParticleProcessMaterialData::bind_uniforms() {
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); // Start at GL_TEXTURE1 becuase texture slot 0 is reserved for the heightmap texture.
+ glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture.
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
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 8ae5e5eb9c..9965d23070 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -53,16 +53,20 @@ namespace GLES3 {
/* Shader Structs */
struct ShaderData {
- virtual void set_code(const String &p_Code) = 0;
- virtual void set_path_hint(const String &p_hint) = 0;
- virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0;
- virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
+ String path;
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
- virtual bool is_parameter_texture(const StringName &p_param) const = 0;
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_parameter_texture(const StringName &p_param) const;
+
+ virtual void set_code(const String &p_Code) = 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(); }
virtual ~ShaderData() {}
@@ -149,17 +153,14 @@ struct CanvasShaderData : public ShaderData {
bool valid;
RID version;
- String path;
BlendMode blend_mode = BLEND_MODE_MIX;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_screen_texture_mipmaps = false;
@@ -167,15 +168,8 @@ struct CanvasShaderData : public ShaderData {
bool uses_time = false;
virtual void set_code(const String &p_Code);
- virtual void set_path_hint(const String &p_hint);
- virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
-
- virtual bool is_parameter_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();
@@ -202,15 +196,12 @@ struct SkyShaderData : public ShaderData {
bool valid;
RID version;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
- String path;
String code;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time;
bool uses_position;
@@ -219,14 +210,8 @@ struct SkyShaderData : public ShaderData {
bool uses_light;
virtual void set_code(const String &p_Code);
- virtual void set_path_hint(const String &p_hint);
- virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_parameter_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;
SkyShaderData();
virtual ~SkyShaderData();
@@ -284,16 +269,12 @@ struct SceneShaderData : public ShaderData {
bool valid;
RID version;
- String path;
-
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
BlendMode blend_mode;
AlphaAntiAliasing alpha_antialiasing_mode;
@@ -343,15 +324,8 @@ struct SceneShaderData : public ShaderData {
uint32_t index = 0;
virtual void set_code(const String &p_Code);
- virtual void set_path_hint(const String &p_hint);
- virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
-
- virtual bool is_parameter_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;
SceneShaderData();
@@ -386,15 +360,12 @@ struct ParticlesShaderData : public ShaderData {
RID version;
bool uses_collision = false;
- HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
- String path;
String code;
- HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time = false;
@@ -402,14 +373,8 @@ struct ParticlesShaderData : public ShaderData {
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
- virtual void set_path_hint(const String &p_hint);
- virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
- virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
- virtual bool is_parameter_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;
ParticlesShaderData() {}