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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp765
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp126
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h1
7 files changed, 692 insertions, 216 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 0416b06d0d..a1c3481ed6 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -373,7 +373,7 @@ void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<Rende
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.hint);
+ 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);
}
}
@@ -398,7 +398,7 @@ Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const Str
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.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 4118735cf2..16d650a540 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -365,7 +365,7 @@ void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<Renderer
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.hint);
+ 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);
}
}
@@ -390,7 +390,7 @@ Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const String
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.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index b792ec9971..c69c9eeadf 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2161,7 +2161,7 @@ void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererSt
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.hint);
+ 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);
}
}
@@ -2186,7 +2186,7 @@ Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringNa
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.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 830b0e7bae..7925e735a0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -177,7 +177,7 @@ void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererSto
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.hint);
+ 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);
}
}
@@ -202,7 +202,7 @@ Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringNam
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.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 5ef1f46742..771be4bb3d 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -1691,73 +1691,183 @@ void RendererStorageRD::material_set_data_request_function(ShaderType p_shader_t
material_data_request_func[p_shader_type] = p_function;
}
-_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant &value, uint8_t *data, bool p_linear_color) {
+_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: {
- bool v = value;
-
uint32_t *gui = (uint32_t *)data;
- *gui = v ? 1 : 0;
+
+ 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: {
- int v = value;
uint32_t *gui = (uint32_t *)data;
- gui[0] = v & 1 ? 1 : 0;
- gui[1] = v & 2 ? 1 : 0;
+ 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: {
- int v = value;
uint32_t *gui = (uint32_t *)data;
- gui[0] = (v & 1) ? 1 : 0;
- gui[1] = (v & 2) ? 1 : 0;
- gui[2] = (v & 4) ? 1 : 0;
+ 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: {
- int v = value;
uint32_t *gui = (uint32_t *)data;
- gui[0] = (v & 1) ? 1 : 0;
- gui[1] = (v & 2) ? 1 : 0;
- gui[2] = (v & 4) ? 1 : 0;
- gui[3] = (v & 8) ? 1 : 0;
+ 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: {
- int v = value;
int32_t *gui = (int32_t *)data;
- gui[0] = v;
+ 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;
- const int *r = iv.ptr();
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
- for (int i = 0; i < 2; i++) {
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
if (i < s) {
- gui[i] = r[i];
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
} else {
- gui[i] = 0;
+ 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;
- const int *r = iv.ptr();
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 3 * p_array_size;
- for (int i = 0; i < 3; i++) {
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
if (i < s) {
- gui[i] = r[i];
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
} else {
- gui[i] = 0;
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
}
+ gui[j + 3] = 0; // ignored
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
@@ -1765,35 +1875,70 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
int s = iv.size();
int32_t *gui = (int32_t *)data;
- const int *r = iv.ptr();
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 4 * p_array_size;
- for (int i = 0; i < 4; i++) {
+ 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: {
- int v = value;
uint32_t *gui = (uint32_t *)data;
- gui[0] = v;
+ 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;
- const int *r = iv.ptr();
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 2 * p_array_size;
- for (int i = 0; i < 2; i++) {
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 2, j += 4) {
if (i < s) {
- gui[i] = r[i];
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
} else {
- gui[i] = 0;
+ gui[j] = 0;
+ gui[j + 1] = 0;
}
+ gui[j + 2] = 0; // ignored
+ gui[j + 3] = 0; // ignored
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
@@ -1801,141 +1946,370 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
int s = iv.size();
uint32_t *gui = (uint32_t *)data;
- const int *r = iv.ptr();
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 3 * p_array_size;
- for (int i = 0; i < 3; i++) {
+ const int *r = iv.ptr();
+ for (int i = 0, j = 0; i < count; i += 3, j += 4) {
if (i < s) {
- gui[i] = r[i];
+ gui[j] = r[i];
+ gui[j + 1] = r[i + 1];
+ gui[j + 2] = r[i + 2];
} else {
- gui[i] = 0;
+ 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;
- const int *r = iv.ptr();
+ if (p_array_size <= 0) {
+ p_array_size = 1;
+ }
+ int count = 4 * p_array_size;
- for (int i = 0; i < 4; i++) {
+ 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 v = value;
float *gui = (float *)data;
- gui[0] = v;
+ 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: {
- Vector2 v = value;
float *gui = (float *)data;
- gui[0] = v.x;
- gui[1] = v.y;
+ 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: {
- Vector3 v = value;
float *gui = (float *)data;
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
+ 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 (value.get_type() == Variant::COLOR) {
- Color v = value;
+ if (p_array_size > 0) {
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
- if (p_linear_color) {
- v = v.to_linear();
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ if (p_linear_color) {
+ color = color.to_linear();
+ }
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ gui[j + 3] = color.a;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ gui[j + 3] = 0;
+ }
+ }
+ } else {
+ const PackedFloat32Array &a = value;
+ int s = a.size();
+ int count = 4 * p_array_size;
+
+ for (int i = 0; i < count; i += 4) {
+ if (i + 3 < s) {
+ gui[i] = a[i];
+ gui[i + 1] = a[i + 1];
+ gui[i + 2] = a[i + 2];
+ gui[i + 3] = a[i + 3];
+ } else {
+ gui[i] = 0;
+ gui[i + 1] = 0;
+ gui[i + 2] = 0;
+ gui[i + 3] = 0;
+ }
+ }
}
+ } else {
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
- 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;
+ if (p_linear_color) {
+ v = v.to_linear();
+ }
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
- gui[3] = v.w;
- } else {
- Plane v = value;
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ gui[3] = v.a;
+ } else if (value.get_type() == Variant::RECT2) {
+ Rect2 v = value;
+
+ gui[0] = v.position.x;
+ gui[1] = v.position.y;
+ gui[2] = v.size.x;
+ gui[3] = v.size.y;
+ } else if (value.get_type() == Variant::QUATERNION) {
+ Quaternion v = value;
+
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ gui[3] = v.w;
+ } else {
+ Plane v = value;
- gui[0] = v.normal.x;
- gui[1] = v.normal.y;
- gui[2] = v.normal.z;
- gui[3] = v.d;
+ gui[0] = v.normal.x;
+ gui[1] = v.normal.y;
+ gui[2] = v.normal.z;
+ gui[3] = v.d;
+ }
}
} break;
case ShaderLanguage::TYPE_MAT2: {
- Transform2D v = value;
float *gui = (float *)data;
- //in std140 members of mat2 are treated as vec4s
- gui[0] = v.elements[0][0];
- gui[1] = v.elements[0][1];
- gui[2] = 0;
- gui[3] = 0;
- gui[4] = v.elements[1][0];
- gui[5] = v.elements[1][1];
- gui[6] = 0;
- gui[7] = 0;
+ 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: {
- Basis v = value;
float *gui = (float *)data;
- gui[0] = v.elements[0][0];
- gui[1] = v.elements[1][0];
- gui[2] = v.elements[2][0];
- gui[3] = 0;
- gui[4] = v.elements[0][1];
- gui[5] = v.elements[1][1];
- gui[6] = v.elements[2][1];
- gui[7] = 0;
- gui[8] = v.elements[0][2];
- gui[9] = v.elements[1][2];
- gui[10] = v.elements[2][2];
- gui[11] = 0;
+ 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: {
- Transform3D v = value;
float *gui = (float *)data;
- 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;
+ 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: {
}
@@ -2094,19 +2468,23 @@ _FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type,
}
}
-_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) {
+_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);
+ 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);
+ memset(data, 0, 8 * p_array_size);
} break;
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
@@ -2116,16 +2494,16 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4:
case ShaderLanguage::TYPE_VEC4: {
- memset(data, 0, 16);
+ memset(data, 0, 16 * p_array_size);
} break;
case ShaderLanguage::TYPE_MAT2: {
- memset(data, 0, 32);
+ memset(data, 0, 32 * p_array_size);
} break;
case ShaderLanguage::TYPE_MAT3: {
- memset(data, 0, 48);
+ memset(data, 0, 48 * p_array_size);
} break;
case ShaderLanguage::TYPE_MAT4: {
- memset(data, 0, 64);
+ memset(data, 0, 64 * p_array_size);
} break;
default: {
@@ -2175,7 +2553,7 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName
if (V) {
//user provided
- _fill_std140_variant_ubo_value(E.value.type, V->get(), data, p_use_linear_color);
+ _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
@@ -2185,10 +2563,10 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName
//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, Color(0, 0, 0, 1), data, p_use_linear_color);
+ _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, data);
+ _fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
}
}
}
@@ -2241,10 +2619,11 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
bool uses_global_textures = false;
global_textures_pass++;
- for (int i = 0; i < p_texture_uniforms.size(); i++) {
+ 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;
- RID texture;
+ Vector<RID> textures;
if (p_texture_uniforms[i].global) {
RendererStorageRD *rs = base_singleton;
@@ -2265,31 +2644,51 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
E->get() = global_textures_pass;
}
- texture = v->override.get_type() != Variant::NIL ? v->override : v->value;
+ 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 {
- if (!texture.is_valid()) {
- const Map<StringName, Variant>::Element *V = p_parameters.find(uniform_name);
- if (V) {
- texture = V->get();
+ 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 (!texture.is_valid()) {
+ if (uniform_array_size > 0) {
+ if (textures.size() < uniform_array_size) {
+ const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
+ if (W) {
+ for (int j = textures.size(); j < uniform_array_size; j++) {
+ textures.push_back(W->get());
+ }
+ }
+ }
+ } else if (textures.is_empty()) {
const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
if (W) {
- texture = W->get();
+ textures.push_back(W->get());
}
}
}
RID rd_texture;
- if (texture.is_null()) {
+ if (textures.is_empty()) {
//check default usage
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK:
@@ -2306,45 +2705,56 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
} break;
}
+#ifdef TOOLS_ENABLED
+ if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) {
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
+ }
+#endif
+ if (uniform_array_size > 0) {
+ for (int j = 0; j < uniform_array_size; j++) {
+ p_textures[k++] = rd_texture;
+ }
+ } else {
+ p_textures[k] = rd_texture;
+ ++k;
+ }
} 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);
- Texture *tex = singleton->texture_owner.get_or_null(texture);
+ for (int j = 0; j < textures.size(); j++) {
+ Texture *tex = singleton->texture_owner.get_or_null(textures[j]);
- if (tex) {
- rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
+ if (tex) {
+ rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
#ifdef TOOLS_ENABLED
- if (tex->detect_3d_callback && p_use_linear_color) {
- tex->detect_3d_callback(tex->detect_3d_callback_ud);
- }
- if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {
- if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {
- normal_detect_texture = tex;
+ 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);
}
- tex->detect_normal_callback(tex->detect_normal_callback_ud);
+#endif
}
- 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);
+ if (rd_texture.is_null()) {
+ rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
+ }
+#ifdef TOOLS_ENABLED
+ if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) {
+ roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
}
-
#endif
- }
-
- if (rd_texture.is_null()) {
- //wtf
- rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
+ p_textures[k++] = rd_texture;
}
}
-
- p_textures[i] = rd_texture;
- }
-#ifdef TOOLS_ENABLED
- if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) {
- roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);
}
-#endif
{
//for textures no longer used, unregister them
List<Map<StringName, uint64_t>::Element *> to_delete;
@@ -2412,7 +2822,10 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
}
- uint32_t tex_uniform_count = p_texture_uniforms.size();
+ uint32_t tex_uniform_count = 0U;
+ for (int i = 0; i < p_texture_uniforms.size(); i++) {
+ tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);
+ }
if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
texture_cache.resize(tex_uniform_count);
@@ -2452,11 +2865,19 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St
}
const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {
+ const int array_size = p_texture_uniforms[i].array_size;
+
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
+ u.binding = 1 + k;
+ if (array_size > 0) {
+ for (int j = 0; j < array_size; j++) {
+ u.ids.push_back(textures[k++]);
+ }
+ } else {
+ u.ids.push_back(textures[k++]);
+ }
uniforms.push_back(u);
}
}
@@ -5327,7 +5748,7 @@ void RendererStorageRD::ParticlesShaderData::get_instance_param_list(List<Render
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.hint);
+ 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);
}
}
@@ -5352,7 +5773,7 @@ Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const Stri
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.hint);
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
@@ -8551,7 +8972,7 @@ void RendererStorageRD::global_variables_instance_update(RID p_instance, int p_i
pos += p_index;
- _fill_std140_variant_ubo_value(datatype, p_value, (uint8_t *)&global_variables.buffer_values[pos], true); //instances always use linear color in this renderer
+ _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);
}
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;
}
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 0fe9047967..2ab689c27c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -65,6 +65,7 @@ public:
ShaderLanguage::TextureFilter filter;
ShaderLanguage::TextureRepeat repeat;
bool global;
+ int array_size;
};
Vector<Texture> texture_uniforms;