diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shader_compiler_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/shader_compiler_rd.cpp | 126 |
1 files changed, 90 insertions, 36 deletions
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp index cddb679eba..2f4671785a 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp @@ -91,7 +91,7 @@ static int _get_datatype_size(SL::DataType p_type) { case SL::TYPE_VEC4: return 16; case SL::TYPE_MAT2: - return 32; //4 * 4 + 4 * 4 + return 32; // 4 * 4 + 4 * 4 case SL::TYPE_MAT3: return 48; // 4 * 4 + 4 * 4 + 4 * 4 case SL::TYPE_MAT4: @@ -608,7 +608,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge continue; // Instances are indexed directly, don't need index uniforms. } if (SL::is_sampler_type(uniform.type)) { - ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_order) + ") uniform "; + ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_binding) + ") uniform "; } bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL; @@ -622,6 +622,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge } ucode += " " + _mkid(uniform_name); + if (uniform.array_size > 0) { + ucode += "["; + ucode += itos(uniform.array_size); + ucode += "]"; + } ucode += ";\n"; if (SL::is_sampler_type(uniform.type)) { for (int j = 0; j < STAGE_MAX; j++) { @@ -635,6 +640,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge texture.filter = uniform.filter; texture.repeat = uniform.repeat; texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL; + texture.array_size = uniform.array_size; if (texture.global) { r_gen_code.uses_global_textures = true; } @@ -650,7 +656,16 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT); uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT); } else { - uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type); + if (uniform.array_size > 0) { + int size = _get_datatype_size(uniform.type) * uniform.array_size; + int m = (16 * uniform.array_size); + if ((size % m) != 0) { + size += m - (size % m); + } + uniform_sizes.write[uniform.order] = size; + } else { + uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type); + } uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type); } } @@ -1074,10 +1089,32 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge if (p_default_actions.renames.has(anode->name)) { code = p_default_actions.renames[anode->name]; } else { - if (use_fragment_varying) { - code = "frag_to_light."; + if (shader->uniforms.has(anode->name)) { + //its a uniform! + const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[anode->name]; + if (u.texture_order >= 0) { + code = _mkid(anode->name); //texture, use as is + } else { + //a scalar or vector + if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { + code = actions.base_uniform_string + _mkid(anode->name); //texture, use as is + //global variable, this means the code points to an index to the global table + code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type); + } else if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + //instance variable, index it as such + code = "(" + p_default_actions.instance_uniform_index_variable + "+" + itos(u.instance_index) + ")"; + code = _get_global_variable_from_type_and_index(p_default_actions.global_buffer_array_variable, code, u.type); + } else { + //regular uniform, index from UBO + code = actions.base_uniform_string + _mkid(anode->name); + } + } + } else { + if (use_fragment_varying) { + code = "frag_to_light."; + } + code += _mkid(anode->name); } - code += _mkid(anode->name); } if (anode->call_expression != nullptr) { @@ -1193,46 +1230,63 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge code += ", "; } String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) { + if (is_texture_func && i == 1 && (onode->arguments[i]->type == SL::Node::TYPE_VARIABLE || onode->arguments[i]->type == SL::Node::TYPE_OPERATOR)) { //need to map from texture to sampler in order to sample - const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]); + StringName texture_uniform; + bool correct_texture_uniform = false; + + if (onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) { + const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]); + texture_uniform = varnode->name; + correct_texture_uniform = true; + } else { // array indexing operator handling + const SL::OperatorNode *opnode = static_cast<const SL::OperatorNode *>(onode->arguments[i]); + if (opnode->op == SL::Operator::OP_INDEX && opnode->arguments[0]->type == SL::Node::TYPE_ARRAY) { + const SL::ArrayNode *anode = static_cast<const SL::ArrayNode *>(opnode->arguments[0]); + texture_uniform = anode->name; + correct_texture_uniform = true; + } + } - StringName texture_uniform = varnode->name; - is_screen_texture = (texture_uniform == "SCREEN_TEXTURE"); + if (correct_texture_uniform) { + is_screen_texture = (texture_uniform == "SCREEN_TEXTURE"); - String sampler_name; + String sampler_name; - if (actions.custom_samplers.has(texture_uniform)) { - sampler_name = actions.custom_samplers[texture_uniform]; - } else { - if (shader->uniforms.has(texture_uniform)) { - sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat); + if (actions.custom_samplers.has(texture_uniform)) { + sampler_name = actions.custom_samplers[texture_uniform]; } else { - bool found = false; - - for (int j = 0; j < function->arguments.size(); j++) { - if (function->arguments[j].name == texture_uniform) { - if (function->arguments[j].tex_builtin_check) { - ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin)); - sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin]; - found = true; - break; - } - if (function->arguments[j].tex_argument_check) { - sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat); - found = true; - break; + if (shader->uniforms.has(texture_uniform)) { + sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat); + } else { + bool found = false; + + for (int j = 0; j < function->arguments.size(); j++) { + if (function->arguments[j].name == texture_uniform) { + if (function->arguments[j].tex_builtin_check) { + ERR_CONTINUE(!actions.custom_samplers.has(function->arguments[j].tex_builtin)); + sampler_name = actions.custom_samplers[function->arguments[j].tex_builtin]; + found = true; + break; + } + if (function->arguments[j].tex_argument_check) { + sampler_name = _get_sampler_name(function->arguments[j].tex_argument_filter, function->arguments[j].tex_argument_repeat); + found = true; + break; + } } } - } - if (!found) { - //function was most likely unused, so use anything (compiler will remove it anyway) - sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT); + if (!found) { + //function was most likely unused, so use anything (compiler will remove it anyway) + sampler_name = _get_sampler_name(ShaderLanguage::FILTER_DEFAULT, ShaderLanguage::REPEAT_DEFAULT); + } } } - } - code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")"; + code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")"; + } else { + code += node_code; + } } else { code += node_code; } |