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-rw-r--r--servers/rendering/dummy/storage/material_storage.h4
-rw-r--r--servers/rendering/renderer_geometry_instance.cpp4
-rw-r--r--servers/rendering/renderer_geometry_instance.h6
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp16
-rw-r--r--servers/rendering/renderer_rd/environment/fog.h2
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp51
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h7
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.cpp64
-rw-r--r--servers/rendering/renderer_rd/framebuffer_cache_rd.h310
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp39
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl34
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl32
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp8
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.h6
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp5
-rw-r--r--servers/rendering/renderer_rd/storage_rd/utilities.cpp5
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.h4
-rw-r--r--servers/rendering/renderer_scene.h8
-rw-r--r--servers/rendering/renderer_scene_cull.cpp60
-rw-r--r--servers/rendering/renderer_scene_cull.h16
-rw-r--r--servers/rendering/renderer_viewport.cpp6
-rw-r--r--servers/rendering/rendering_device.cpp1
-rw-r--r--servers/rendering/rendering_device.h11
-rw-r--r--servers/rendering/rendering_server_default.h10
-rw-r--r--servers/rendering/shader_compiler.cpp3
-rw-r--r--servers/rendering/shader_language.cpp42
-rw-r--r--servers/rendering/shader_preprocessor.cpp165
-rw-r--r--servers/rendering/shader_preprocessor.h37
-rw-r--r--servers/rendering/storage/material_storage.h4
51 files changed, 807 insertions, 219 deletions
diff --git a/servers/rendering/dummy/storage/material_storage.h b/servers/rendering/dummy/storage/material_storage.h
index 55c42330cf..e25a2ac3a9 100644
--- a/servers/rendering/dummy/storage/material_storage.h
+++ b/servers/rendering/dummy/storage/material_storage.h
@@ -66,7 +66,7 @@ public:
virtual void shader_set_path_hint(RID p_shader, const String &p_code) override {}
virtual String shader_get_code(RID p_shader) const override { return ""; }
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
+ virtual void shader_get_shader_uniform_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 { return RID(); }
@@ -89,7 +89,7 @@ public:
virtual bool material_is_animated(RID p_material) override { return false; }
virtual bool material_casts_shadows(RID p_material) override { return false; }
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
+ virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
};
diff --git a/servers/rendering/renderer_geometry_instance.cpp b/servers/rendering/renderer_geometry_instance.cpp
index 3a9bab022c..675659f4c8 100644
--- a/servers/rendering/renderer_geometry_instance.cpp
+++ b/servers/rendering/renderer_geometry_instance.cpp
@@ -117,8 +117,8 @@ void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
_mark_dirty();
}
-void RenderGeometryInstanceBase::set_instance_shader_parameters_offset(int32_t p_offset) {
- shader_parameters_offset = p_offset;
+void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
+ shader_uniforms_offset = p_offset;
_mark_dirty();
}
diff --git a/servers/rendering/renderer_geometry_instance.h b/servers/rendering/renderer_geometry_instance.h
index 279566d5c9..fecb9878c2 100644
--- a/servers/rendering/renderer_geometry_instance.h
+++ b/servers/rendering/renderer_geometry_instance.h
@@ -59,7 +59,7 @@ public:
virtual void set_use_dynamic_gi(bool p_enable) = 0;
virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0;
virtual void set_lightmap_capture(const Color *p_sh9) = 0;
- virtual void set_instance_shader_parameters_offset(int32_t p_offset) = 0;
+ virtual void set_instance_shader_uniforms_offset(int32_t p_offset) = 0;
virtual void set_cast_double_sided_shadows(bool p_enable) = 0;
virtual Transform3D get_transform() = 0;
@@ -104,7 +104,7 @@ public:
float parent_fade_alpha = 1.0;
float force_alpha = 1.0;
- int32_t shader_parameters_offset = -1;
+ int32_t shader_uniforms_offset = -1;
struct Data {
//data used less often goes into regular heap
@@ -140,7 +140,7 @@ public:
virtual void set_transparency(float p_transparency) override;
virtual void set_use_baked_light(bool p_enable) override;
virtual void set_use_dynamic_gi(bool p_enable) override;
- virtual void set_instance_shader_parameters_offset(int32_t p_offset) override;
+ virtual void set_instance_shader_uniforms_offset(int32_t p_offset) override;
virtual void set_cast_double_sided_shadows(bool p_enable) override;
virtual Transform3D get_transform() override;
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index a61d1c4d02..257b67cf04 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -378,7 +378,7 @@ void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID
}
}
-void Fog::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@@ -500,7 +500,7 @@ Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(fog_map, "Fog map");
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
Vector<uint8_t> dm;
dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
dm.fill(0);
@@ -643,7 +643,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -663,7 +663,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -675,7 +675,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -949,7 +949,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -960,7 +960,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
}
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -972,7 +972,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
{
RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
#else
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h
index 7002d6c872..171f9f3b88 100644
--- a/servers/rendering/renderer_rd/environment/fog.h
+++ b/servers/rendering/renderer_rd/environment/fog.h
@@ -200,7 +200,7 @@ private:
virtual void set_path_hint(const String &p_hint);
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_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_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index feafcc42c9..eaef5ba39c 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1140,6 +1140,7 @@ void GI::SDFGI::erase() {
RD::get_singleton()->free(lightprobe_data);
RD::get_singleton()->free(lightprobe_history_scroll);
+ RD::get_singleton()->free(lightprobe_average_scroll);
RD::get_singleton()->free(occlusion_data);
RD::get_singleton()->free(ambient_texture);
@@ -2427,18 +2428,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
if (last_probe_data_version != data_version) {
//need to re-create everything
- if (texture.is_valid()) {
- RD::get_singleton()->free(texture);
- RD::get_singleton()->free(write_buffer);
- mipmaps.clear();
- }
-
- for (int i = 0; i < dynamic_maps.size(); i++) {
- RD::get_singleton()->free(dynamic_maps[i].texture);
- RD::get_singleton()->free(dynamic_maps[i].depth);
- }
-
- dynamic_maps.clear();
+ free_resources();
Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
@@ -3130,6 +3120,37 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
last_probe_version = gi->voxel_gi_get_version(probe);
}
+void GI::VoxelGIInstance::free_resources() {
+ if (texture.is_valid()) {
+ RD::get_singleton()->free(texture);
+ RD::get_singleton()->free(write_buffer);
+
+ texture = RID();
+ write_buffer = RID();
+ mipmaps.clear();
+ }
+
+ for (int i = 0; i < dynamic_maps.size(); i++) {
+ RD::get_singleton()->free(dynamic_maps[i].texture);
+ RD::get_singleton()->free(dynamic_maps[i].depth);
+
+ // these only exist on the first level...
+ if (dynamic_maps[i].fb_depth.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].fb_depth);
+ }
+ if (dynamic_maps[i].albedo.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].albedo);
+ }
+ if (dynamic_maps[i].normal.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].normal);
+ }
+ if (dynamic_maps[i].orm.is_valid()) {
+ RD::get_singleton()->free(dynamic_maps[i].orm);
+ }
+ }
+ dynamic_maps.clear();
+}
+
void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3936,6 +3957,12 @@ RID GI::voxel_gi_instance_create(RID p_base) {
return rid;
}
+void GI::voxel_gi_instance_free(RID p_rid) {
+ GI::VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_rid);
+ voxel_gi->free_resources();
+ voxel_gi_instance_owner.free(p_rid);
+}
+
void GI::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND(!voxel_gi);
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index 304df1605b..8860445c3b 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -469,6 +469,7 @@ public:
void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render);
void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
+ void free_resources();
};
mutable RID_Owner<VoxelGIInstance> voxel_gi_instance_owner;
@@ -483,6 +484,12 @@ public:
return voxel_gi->texture;
};
+ bool voxel_gi_instance_owns(RID p_rid) const {
+ return voxel_gi_instance_owner.owns(p_rid);
+ }
+
+ void voxel_gi_instance_free(RID p_rid);
+
RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
/* SDFGI */
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index bef288a13b..d3601274b5 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -168,7 +168,7 @@ void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, R
}
}
-void SkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h
index c5a2e2c298..080165c112 100644
--- a/servers/rendering/renderer_rd/environment/sky.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -131,7 +131,7 @@ private:
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
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_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_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index c3af0868e0..8754e90647 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1076,7 +1076,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
instance_data.flags = inst->flags_cache;
instance_data.gi_offset = inst->gi_offset_cache;
instance_data.layer_mask = inst->layer_mask;
- instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+ instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
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 6f8b70d181..0911ee595f 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
@@ -392,7 +392,7 @@ void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const St
}
}
-void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index 579a252298..d6b526fa4a 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -183,7 +183,7 @@ public:
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
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_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index f74ad7617d..ffd47cc163 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1903,7 +1903,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
push_constant.flags = inst->flags_cache;
push_constant.gi_offset = inst->gi_offset_cache;
push_constant.layer_mask = inst->layer_mask;
- push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+ push_constant.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
// abuse lightmap_uv_scale[0] here, should not be needed here
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 8abfe5640a..85c9e1db2a 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
@@ -348,7 +348,7 @@ void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const Strin
}
}
-void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index 1bb8a08ccf..e208334547 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -142,7 +142,7 @@ public:
virtual void set_path_hint(const String &p_path);
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_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp
new file mode 100644
index 0000000000..9baa86a32d
--- /dev/null
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp
@@ -0,0 +1,64 @@
+/*************************************************************************/
+/* framebuffer_cache_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "framebuffer_cache_rd.h"
+
+FramebufferCacheRD *FramebufferCacheRD::singleton = nullptr;
+
+void FramebufferCacheRD::_invalidate(Cache *p_cache) {
+ if (p_cache->prev) {
+ p_cache->prev->next = p_cache->next;
+ } else {
+ // At beginning of table
+ uint32_t table_idx = p_cache->hash % HASH_TABLE_SIZE;
+ hash_table[table_idx] = p_cache->next;
+ }
+
+ if (p_cache->next) {
+ p_cache->next->prev = p_cache->prev;
+ }
+
+ cache_allocator.free(p_cache);
+ cache_instances_used--;
+}
+void FramebufferCacheRD::_framebuffer_invalidation_callback(void *p_userdata) {
+ singleton->_invalidate(reinterpret_cast<Cache *>(p_userdata));
+}
+
+FramebufferCacheRD::FramebufferCacheRD() {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+
+FramebufferCacheRD::~FramebufferCacheRD() {
+ if (cache_instances_used > 0) {
+ ERR_PRINT("At exit: " + itos(cache_instances_used) + " framebuffer cache instance(s) still in use.");
+ }
+}
diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
new file mode 100644
index 0000000000..f360e0fc6b
--- /dev/null
+++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h
@@ -0,0 +1,310 @@
+/*************************************************************************/
+/* framebuffer_cache_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef FRAMEBUFFER_CACHE_RD_H
+#define FRAMEBUFFER_CACHE_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/rendering_device.h"
+
+class FramebufferCacheRD : public Object {
+ GDCLASS(FramebufferCacheRD, Object)
+
+ struct Cache {
+ Cache *prev = nullptr;
+ Cache *next = nullptr;
+ uint32_t hash = 0;
+ RID cache;
+ LocalVector<RID> textures;
+ LocalVector<RD::FramebufferPass> passes;
+ uint32_t views = 0;
+ };
+
+ PagedAllocator<Cache> cache_allocator;
+
+ enum {
+ HASH_TABLE_SIZE = 16381 // Prime
+ };
+
+ Cache *hash_table[HASH_TABLE_SIZE] = {};
+
+ static _FORCE_INLINE_ uint32_t _hash_pass(const RD::FramebufferPass &p, uint32_t h) {
+ h = hash_murmur3_one_32(p.depth_attachment, h);
+ h = hash_murmur3_one_32(p.vrs_attachment, h);
+
+ h = hash_murmur3_one_32(p.color_attachments.size(), h);
+ for (int i = 0; i < p.color_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.color_attachments[i], h);
+ }
+
+ h = hash_murmur3_one_32(p.resolve_attachments.size(), h);
+ for (int i = 0; i < p.resolve_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.resolve_attachments[i], h);
+ }
+
+ h = hash_murmur3_one_32(p.preserve_attachments.size(), h);
+ for (int i = 0; i < p.preserve_attachments.size(); i++) {
+ h = hash_murmur3_one_32(p.preserve_attachments[i], h);
+ }
+
+ return h;
+ }
+
+ static _FORCE_INLINE_ bool _compare_pass(const RD::FramebufferPass &a, const RD::FramebufferPass &b) {
+ if (a.depth_attachment != b.depth_attachment) {
+ return false;
+ }
+
+ if (a.vrs_attachment != b.vrs_attachment) {
+ return false;
+ }
+
+ if (a.color_attachments.size() != b.color_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.color_attachments.size(); i++) {
+ if (a.color_attachments[i] != b.color_attachments[i]) {
+ return false;
+ }
+ }
+
+ if (a.resolve_attachments.size() != b.resolve_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.resolve_attachments.size(); i++) {
+ if (a.resolve_attachments[i] != b.resolve_attachments[i]) {
+ return false;
+ }
+ }
+
+ if (a.preserve_attachments.size() != b.preserve_attachments.size()) {
+ return false;
+ }
+
+ for (int i = 0; i < a.preserve_attachments.size(); i++) {
+ if (a.preserve_attachments[i] != b.preserve_attachments[i]) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ _FORCE_INLINE_ uint32_t _hash_rids(uint32_t h, const RID &arg) {
+ return hash_murmur3_one_64(arg.get_id(), h);
+ }
+
+ template <typename... Args>
+ uint32_t _hash_rids(uint32_t h, const RID &arg, Args... args) {
+ h = hash_murmur3_one_64(arg.get_id(), h);
+ return _hash_rids(h, args...);
+ }
+
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg) {
+ return textures[idx] == arg;
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RID> &textures, const RID &arg, Args... args) {
+ if (textures[idx] != arg) {
+ return false;
+ }
+ return _compare_args(idx + 1, textures, args...);
+ }
+
+ _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg) {
+ textures.push_back(arg);
+ }
+
+ template <typename... Args>
+ _FORCE_INLINE_ void _create_args(Vector<RID> &textures, const RID &arg, Args... args) {
+ textures.push_back(arg);
+ _create_args(textures, args...);
+ }
+
+ static FramebufferCacheRD *singleton;
+
+ uint32_t cache_instances_used = 0;
+
+ void _invalidate(Cache *p_cache);
+ static void _framebuffer_invalidation_callback(void *p_userdata);
+
+ RID _allocate_from_data(uint32_t p_views, uint32_t p_hash, uint32_t p_table_idx, const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes) {
+ RID rid;
+ if (p_passes.size()) {
+ rid = RD::get_singleton()->framebuffer_create_multipass(p_textures, p_passes, RD::INVALID_ID, p_views);
+ } else {
+ rid = RD::get_singleton()->framebuffer_create(p_textures, RD::INVALID_ID, p_views);
+ }
+
+ ERR_FAIL_COND_V(rid.is_null(), rid);
+
+ Cache *c = cache_allocator.alloc();
+ c->views = p_views;
+ c->cache = rid;
+ c->hash = p_hash;
+ c->textures.resize(p_textures.size());
+ for (uint32_t i = 0; i < c->textures.size(); i++) {
+ c->textures[i] = p_textures[i];
+ }
+ c->passes.resize(p_passes.size());
+ for (uint32_t i = 0; i < c->passes.size(); i++) {
+ c->passes[i] = p_passes[i];
+ }
+ c->prev = nullptr;
+ c->next = hash_table[p_table_idx];
+ if (hash_table[p_table_idx]) {
+ hash_table[p_table_idx]->prev = c;
+ }
+ hash_table[p_table_idx] = c;
+
+ RD::get_singleton()->framebuffer_set_invalidation_callback(rid, _framebuffer_invalidation_callback, c);
+
+ cache_instances_used++;
+
+ return rid;
+ }
+
+public:
+ template <typename... Args>
+ RID get_cache(Args... args) {
+ uint32_t h = hash_murmur3_one_32(1); //1 view
+ h = hash_murmur3_one_32(sizeof...(Args), h);
+ h = _hash_args(h, args...);
+ h = hash_murmur3_one_32(0, h); // 0 passes
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == 1 && _compare_args(0, c->textures, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RID> textures;
+ _create_args(textures, args...);
+
+ return _allocate_from_data(1, h, table_idx, textures, Vector<RD::FramebufferPass>());
+ }
+
+ template <typename... Args>
+ RID get_cache_multiview(uint32_t p_views, Args... args) {
+ uint32_t h = hash_murmur3_one_32(p_views);
+ h = hash_murmur3_one_32(sizeof...(Args), h);
+ h = _hash_args(h, args...);
+ h = hash_murmur3_one_32(0, h); // 0 passes
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->passes.size() == 0 && c->textures.size() == sizeof...(Args) && c->views == p_views && _compare_args(0, c->textures, args...)) {
+ return c->cache;
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+
+ Vector<RID> textures;
+ _create_args(textures, args...);
+
+ return _allocate_from_data(p_views, h, table_idx, textures, Vector<RD::FramebufferPass>());
+ }
+
+ RID get_cache_multipass(const Vector<RID> &p_textures, const Vector<RD::FramebufferPass> &p_passes, uint32_t p_views = 1) {
+ uint32_t h = hash_murmur3_one_32(p_views);
+ h = hash_murmur3_one_32(p_textures.size());
+ for (int i = 0; i < p_textures.size(); i++) {
+ h = hash_murmur3_one_64(p_textures[i].get_id(), h);
+ }
+ h = hash_murmur3_one_32(p_passes.size());
+ for (int i = 0; i < p_passes.size(); i++) {
+ h = _hash_pass(p_passes[i], h);
+ }
+
+ h = hash_fmix32(h);
+
+ uint32_t table_idx = h % HASH_TABLE_SIZE;
+ {
+ const Cache *c = hash_table[table_idx];
+
+ while (c) {
+ if (c->hash == h && c->views == p_views && c->textures.size() == (uint32_t)p_textures.size() && c->passes.size() == (uint32_t)p_passes.size()) {
+ bool all_ok = true;
+
+ for (int i = 0; i < p_textures.size(); i++) {
+ if (p_textures[i] != c->textures[i]) {
+ all_ok = false;
+ break;
+ }
+ }
+
+ if (all_ok) {
+ for (int i = 0; i < p_passes.size(); i++) {
+ if (!_compare_pass(p_passes[i], c->passes[i])) {
+ all_ok = false;
+ break;
+ }
+ }
+ }
+
+ if (all_ok) {
+ return c->cache;
+ }
+ }
+ c = c->next;
+ }
+ }
+
+ // Not in cache, create:
+ return _allocate_from_data(p_views, h, table_idx, p_textures, p_passes);
+ }
+
+ static FramebufferCacheRD *get_singleton() { return singleton; }
+
+ FramebufferCacheRD();
+ ~FramebufferCacheRD();
+};
+
+#endif // FRAMEBUFFER_CACHE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 50e60f4677..38a2340d40 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2180,7 +2180,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const S
}
}
-void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index e915c7861f..bcbbbaa1a0 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -181,7 +181,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
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_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_param_texture(const StringName &p_param) const;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index a61172c8f5..967b725b9e 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -249,6 +249,7 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
uniform_set_cache = memnew(UniformSetCacheRD);
+ framebuffer_cache = memnew(FramebufferCacheRD);
{
String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
@@ -316,5 +317,6 @@ RendererCompositorRD::RendererCompositorRD() {
RendererCompositorRD::~RendererCompositorRD() {
memdelete(uniform_set_cache);
+ memdelete(framebuffer_cache);
ShaderRD::set_shader_cache_dir(String());
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 564c26bfe4..a28335f800 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -37,6 +37,7 @@
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
@@ -50,6 +51,7 @@
class RendererCompositorRD : public RendererCompositor {
protected:
UniformSetCacheRD *uniform_set_cache = nullptr;
+ FramebufferCacheRD *framebuffer_cache = nullptr;
RendererCanvasRenderRD *canvas = nullptr;
RendererRD::Utilities *utilities = nullptr;
RendererRD::LightStorage *light_storage = nullptr;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index c6f38012a6..6c219933b0 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2459,8 +2459,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
p_internal_width = p_width;
}
- const float texture_mipmap_bias = -log2f(p_width / p_internal_width) + p_texture_mipmap_bias;
- material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
+ material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
update_uniform_sets();
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
@@ -2869,7 +2868,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
- light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
+ light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
@@ -2886,7 +2885,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
angular_diameter = 0.0;
}
- if (light_data.shadow_enabled) {
+ if (light_data.shadow_opacity > 0.001) {
RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
@@ -3040,19 +3039,26 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
+ float fade_shadow = 0.0;
float fade_length = 0.0;
real_t distance = 0.0;
float fade = 1.0;
+ float shadow_opacity_fade = 1.0;
if (light_storage->light_is_distance_fade_enabled(li->light)) {
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
+ fade_shadow = light_storage->light_get_distance_fade_shadow(li->light);
fade_length = light_storage->light_get_distance_fade_length(li->light);
distance = camera_plane.distance_to(li->transform.origin);
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
if (distance > fade_begin) {
- // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
+
+ if (distance > fade_shadow) {
+ shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
+ }
}
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
@@ -3120,7 +3126,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
bool in_shadow_range = true;
if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
- if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
+ if (distance > light_storage->light_get_distance_fade_shadow(li->light) + light_storage->light_get_distance_fade_length(li->light)) {
// Out of range, don't draw shadows to improve performance.
in_shadow_range = false;
}
@@ -3129,7 +3135,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
if (needs_shadow && in_shadow_range) {
// fill in the shadow information
- light_data.shadow_enabled = true;
+ light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
@@ -3189,7 +3195,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
} else {
- light_data.shadow_enabled = false;
+ light_data.shadow_opacity = 0.0;
}
li->cull_mask = light_storage->light_get_cull_mask(base);
@@ -3637,7 +3643,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
if (p_render_data->render_buffers.is_valid()) {
bool directional_shadows = false;
for (uint32_t i = 0; i < directional_light_count; i++) {
- if (cluster.directional_lights[i].shadow_enabled) {
+ if (cluster.directional_lights[i].shadow_opacity > 0.001) {
directional_shadows = true;
break;
}
@@ -4079,19 +4085,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
decal_instance_owner.free(p_rid);
} else if (lightmap_instance_owner.owns(p_rid)) {
lightmap_instance_owner.free(p_rid);
- } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
- RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
- if (voxel_gi->texture.is_valid()) {
- RD::get_singleton()->free(voxel_gi->texture);
- RD::get_singleton()->free(voxel_gi->write_buffer);
- }
-
- for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
- RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
- RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
- }
-
- gi.voxel_gi_instance_owner.free(p_rid);
+ } else if (gi.voxel_gi_instance_owns(p_rid)) {
+ gi.voxel_gi_instance_free(p_rid);
} else if (sky.sky_owner.owns(p_rid)) {
sky.update_dirty_skys();
sky.free_sky(p_rid);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 09ec2a9efd..22e9ead243 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -608,7 +608,7 @@ private:
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
- uint32_t shadow_enabled;
+ float shadow_opacity;
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
@@ -633,7 +633,7 @@ private:
float softshadow_angle;
float soft_shadow_scale;
uint32_t blend_splits;
- uint32_t shadow_enabled;
+ float shadow_opacity;
float fade_from;
float fade_to;
uint32_t pad[2];
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..0b43af7738 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a06cacfabe 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index e74cfad65c..6f79b9e771 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -377,7 +377,7 @@ void main() {
for (uint i = 0; i < params.directional_light_count; i++) {
vec3 shadow_attenuation = vec3(1.0);
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -view_pos.z;
vec4 pssm_coord;
@@ -486,7 +486,7 @@ void main() {
vec3 light = omni_lights.data[light_index].color;
- if (omni_lights.data[light_index].shadow_enabled) {
+ if (omni_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
vec2 flip_offset = omni_lights.data[light_index].direction.xy;
@@ -572,7 +572,7 @@ void main() {
vec3 light = spot_lights.data[light_index].color;
- if (spot_lights.data[light_index].shadow_enabled) {
+ if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
vec2 flip_offset = spot_lights.data[light_index].direction.xy;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 61c8488a05..799f7087b6 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
@@ -60,7 +60,7 @@ struct DirectionalLightData {
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 22058b3a06..e9515c7670 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -988,8 +988,10 @@ void fragment_shader(in SceneData scene_data) {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
@@ -1046,6 +1048,7 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= attenuation;
specular_light *= attenuation;
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
@@ -1203,6 +1206,7 @@ void fragment_shader(in SceneData scene_data) {
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(-view, normal));
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
@@ -1302,6 +1306,18 @@ void fragment_shader(in SceneData scene_data) {
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_reflection_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
@@ -1324,16 +1340,8 @@ void fragment_shader(in SceneData scene_data) {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1417,7 +1425,7 @@ void fragment_shader(in SceneData scene_data) {
float shadow = 1.0;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
@@ -1626,7 +1634,7 @@ void fragment_shader(in SceneData scene_data) {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
@@ -1681,6 +1689,8 @@ void fragment_shader(in SceneData scene_data) {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
#endif
blur_shadow(shadow);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index e27c81eaea..7299bb0576 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -395,7 +395,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (omni_lights.data[idx].shadow_enabled) {
+ if (omni_lights.data[idx].shadow_opacity > 0.001) {
// there is a shadowmap
vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
@@ -498,6 +498,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -516,7 +517,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec2 pos = shadow_sample.xy / shadow_sample.z;
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
depth *= omni_lights.data[idx].inv_radius;
- shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
+ shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -674,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (spot_lights.data[idx].shadow_enabled) {
+ if (spot_lights.data[idx].shadow_opacity > 0.001) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
@@ -735,6 +736,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -743,7 +745,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
//hard shadow
vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv);
+ shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -872,7 +874,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -880,8 +882,6 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo
return;
}
- vec3 ref_vec = normalize(reflect(-view, normal));
-
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
//make blend more rounded
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 26d0de46c2..6548793bee 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -889,8 +889,10 @@ void main() {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
@@ -940,6 +942,7 @@ void main() {
vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
float NoV = max(dot(n, view), 0.0001);
vec3 ref_vec = reflect(-view, n);
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
// The clear coat layer assumes an IOR of 1.5 (4% reflectance)
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
float attenuation = 1.0 - Fc;
@@ -1036,6 +1039,19 @@ void main() {
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
uint reflection_indices = draw_call.reflection_probes.x;
+
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = 0; i < 8; i++) {
uint reflection_index = reflection_indices & 0xFF;
if (i == 4) {
@@ -1047,16 +1063,8 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
@@ -1134,7 +1142,7 @@ void main() {
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
@@ -1286,7 +1294,7 @@ void main() {
#else
// Soft shadow disabled version
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index d3831b4618..882afdfa54 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -88,6 +88,7 @@ void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index e120424bbb..fa8406e7a1 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -2418,11 +2418,11 @@ String MaterialStorage::shader_get_code(RID p_shader) const {
return shader->code;
}
-void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
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);
+ return shader->data->get_shader_uniform_list(p_param_list);
}
}
@@ -2684,14 +2684,14 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
-void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
+void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) {
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->next_pass.is_valid()) {
- material_get_instance_shader_parameters(material->next_pass, r_parameters);
+ material_get_instance_shader_uniforms(material->next_pass, r_parameters);
}
}
}
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h
index cb98a78bf8..dbf7a92e23 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h
@@ -57,7 +57,7 @@ public:
virtual void set_code(const String &p_Code) = 0;
virtual void set_path_hint(const String &p_hint) = 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;
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
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;
@@ -362,7 +362,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) override;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) 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_get_shader_uniform_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;
@@ -394,7 +394,7 @@ public:
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
+ virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index dc3f35f942..585c42b2d8 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -416,7 +416,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
}
for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
- mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ const AABB &bone = p_surface.bone_aabbs[i];
+ if (!bone.has_no_volume()) {
+ mesh->bone_aabbs.write[i].merge_with(bone);
+ }
}
mesh->aabb.merge_with(p_surface.aabb);
}
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 3ca648b0d0..ba644e7eb9 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -1603,7 +1603,7 @@ void ParticlesStorage::ParticlesShaderData::set_default_texture_param(const Stri
}
}
-void ParticlesStorage::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void ParticlesStorage::ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index 8a69ee45f9..97d100e2da 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -337,7 +337,7 @@ private:
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
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_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_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index e20a04ff2a..84427e1c93 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -416,7 +416,10 @@ TextureStorage::TextureStorage() {
tformat.format = RD::DATA_FORMAT_R8_UINT;
tformat.width = 4;
tformat.height = 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ if (RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) {
+ tformat.usage_bits |= RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT;
+ }
tformat.texture_type = RD::TEXTURE_TYPE_2D;
Vector<uint8_t> pv;
diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
index 5a91046628..fcef2f24bf 100644
--- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp
@@ -290,9 +290,14 @@ bool Utilities::has_os_feature(const String &p_feature) const {
return true;
}
+#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
+ // Some Android devices report support for S3TC but we don't expect that and don't export the textures.
+ // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
+ // For good measure we do the same hack for iOS, just in case.
if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
+#endif
if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
index abf110730b..bca8b02178 100644
--- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
@@ -163,7 +163,7 @@ public:
const Cache *c = hash_table[table_idx];
while (c) {
- if (c->hash == h && c->set == p_set && c->shader == p_shader && _compare_args(0, c->uniforms, args...)) {
+ if (c->hash == h && c->set == p_set && c->shader == p_shader && sizeof...(Args) == c->uniforms.size() && _compare_args(0, c->uniforms, args...)) {
return c->cache;
}
c = c->next;
@@ -193,7 +193,7 @@ public:
const Cache *c = hash_table[table_idx];
while (c) {
- if (c->hash == h && c->set == p_set && c->shader == p_shader) {
+ if (c->hash == h && c->set == p_set && c->shader == p_shader && (uint32_t)p_uniforms.size() == c->uniforms.size()) {
bool all_ok = true;
for (int i = 0; i < p_uniforms.size(); i++) {
if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) {
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index 852fe89cd0..ba6fb71e67 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -100,10 +100,10 @@ public:
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
+ virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
+ virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
+ virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const = 0;
+ virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 368bbb63f5..0b20bb372a 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1423,62 +1423,62 @@ void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_l
}
}
-void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
+void RendererSceneCull::instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
- HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_parameters.find(p_parameter);
+ HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_uniforms.find(p_parameter);
if (!E) {
Instance::InstanceShaderParameter isp;
isp.index = -1;
isp.info = PropertyInfo();
isp.value = p_value;
- instance->instance_shader_parameters[p_parameter] = isp;
+ instance->instance_shader_uniforms[p_parameter] = isp;
} else {
E->value.value = p_value;
- if (E->value.index >= 0 && instance->instance_allocated_shader_parameters) {
+ if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) {
//update directly
RSG::material_storage->global_shader_uniforms_instance_update(p_instance, E->value.index, p_value);
}
}
}
-Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
+Variant RendererSceneCull::instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
- if (instance->instance_shader_parameters.has(p_parameter)) {
- return instance->instance_shader_parameters[p_parameter].value;
+ if (instance->instance_shader_uniforms.has(p_parameter)) {
+ return instance->instance_shader_uniforms[p_parameter].value;
}
return Variant();
}
-Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
+Variant RendererSceneCull::instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
- if (instance->instance_shader_parameters.has(p_parameter)) {
- return instance->instance_shader_parameters[p_parameter].default_value;
+ if (instance->instance_shader_uniforms.has(p_parameter)) {
+ return instance->instance_shader_uniforms[p_parameter].default_value;
}
return Variant();
}
-void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
+void RendererSceneCull::instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
const_cast<RendererSceneCull *>(this)->update_dirty_instances();
Vector<StringName> names;
- for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) {
+ for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_uniforms) {
names.push_back(E.key);
}
names.sort_custom<StringName::AlphCompare>();
for (int i = 0; i < names.size(); i++) {
- PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
+ PropertyInfo pinfo = instance->instance_shader_uniforms[names[i]].info;
p_parameters->push_back(pinfo);
}
}
@@ -3642,9 +3642,9 @@ void RendererSceneCull::render_particle_colliders() {
}
}
-void RendererSceneCull::_update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
+void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererMaterialStorage::InstanceShaderParam> plist;
- RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
+ RSG::material_storage->material_get_instance_shader_uniforms(p_material, &plist);
for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
StringName name = E.info.name;
if (isparams.has(name)) {
@@ -3724,7 +3724,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
can_cast_shadows = false;
}
is_animated = RSG::material_storage->material_is_animated(p_instance->material_override);
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
+ _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_override);
} else {
if (p_instance->base_type == RS::INSTANCE_MESH) {
RID mesh = p_instance->base;
@@ -3746,7 +3746,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+ _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@@ -3777,7 +3777,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+ _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@@ -3815,7 +3815,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+ _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@@ -3831,7 +3831,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->material_overlay.is_valid()) {
can_cast_shadows = can_cast_shadows || RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay);
+ _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay);
}
if (can_cast_shadows != geom->can_cast_shadows) {
@@ -3845,23 +3845,23 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
geom->material_is_animated = is_animated;
- p_instance->instance_shader_parameters = isparams;
+ p_instance->instance_shader_uniforms = isparams;
- if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
- p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
- if (p_instance->instance_allocated_shader_parameters) {
- p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
- geom->geometry_instance->set_instance_shader_parameters_offset(p_instance->instance_allocated_shader_parameters_offset);
+ if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) {
+ p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0);
+ if (p_instance->instance_allocated_shader_uniforms) {
+ p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
+ geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset);
- for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
+ for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) {
if (E.value.value.get_type() != Variant::NIL) {
RSG::material_storage->global_shader_uniforms_instance_update(p_instance->self, E.value.index, E.value.value);
}
}
} else {
RSG::material_storage->global_shader_uniforms_instance_free(p_instance->self);
- p_instance->instance_allocated_shader_parameters_offset = -1;
- geom->geometry_instance->set_instance_shader_parameters_offset(-1);
+ p_instance->instance_allocated_shader_uniforms_offset = -1;
+ geom->geometry_instance->set_instance_shader_uniforms_offset(-1);
}
}
}
@@ -3953,7 +3953,7 @@ bool RendererSceneCull::free(RID p_rid) {
instance_geometry_set_material_overlay(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
- if (instance->instance_allocated_shader_parameters) {
+ if (instance->instance_allocated_shader_uniforms) {
//free the used shader parameters
RSG::material_storage->global_shader_uniforms_instance_free(instance->self);
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 3a2b0a0fdf..540fb0e27a 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -426,9 +426,9 @@ public:
PropertyInfo info;
};
- HashMap<StringName, InstanceShaderParameter> instance_shader_parameters;
- bool instance_allocated_shader_parameters = false;
- int32_t instance_allocated_shader_parameters_offset = -1;
+ HashMap<StringName, InstanceShaderParameter> instance_shader_uniforms;
+ bool instance_allocated_shader_uniforms = false;
+ int32_t instance_allocated_shader_uniforms_offset = -1;
//
@@ -967,12 +967,12 @@ public:
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
- void _update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
+ void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
+ virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value);
+ virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
+ virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const;
+ virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const;
_FORCE_INLINE_ void _update_instance(Instance *p_instance);
_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 118bf532b3..73b03966c5 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -138,7 +138,11 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
p_viewport->internal_size = Size2(render_width, render_height);
- RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->texture_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
+ // At resolution scales lower than 1.0, use negative texture mipmap bias
+ // to compensate for the loss of sharpness.
+ const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
+
+ RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
}
}
}
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 0b76bb3051..c07a783302 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -387,6 +387,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("framebuffer_create_multipass", "textures", "passes", "validate_with_format", "view_count"), &RenderingDevice::_framebuffer_create_multipass, DEFVAL(INVALID_FORMAT_ID), DEFVAL(1));
ClassDB::bind_method(D_METHOD("framebuffer_create_empty", "size", "samples", "validate_with_format"), &RenderingDevice::framebuffer_create_empty, DEFVAL(TEXTURE_SAMPLES_1), DEFVAL(INVALID_FORMAT_ID));
ClassDB::bind_method(D_METHOD("framebuffer_get_format", "framebuffer"), &RenderingDevice::framebuffer_get_format);
+ ClassDB::bind_method(D_METHOD("framebuffer_is_valid", "framebuffer"), &RenderingDevice::framebuffer_is_valid);
ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 03aa6f7644..a864cfa74c 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -129,6 +129,8 @@ public:
typedef Vector<uint8_t> (*ShaderCompileToSPIRVFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const RenderingDevice *p_render_device);
typedef Vector<uint8_t> (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language);
+ typedef void (*InvalidationCallback)(void *);
+
private:
static ShaderCompileToSPIRVFunction compile_to_spirv_function;
static ShaderCacheFunction cache_function;
@@ -547,13 +549,15 @@ public:
int32_t vrs_attachment = ATTACHMENT_UNUSED; // density map for VRS, only used if supported
};
- virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1) = 0;
+ virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1) = 0;
virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1) = 0;
virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0) = 0;
virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
- virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
+ virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, const Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID) = 0;
+ virtual bool framebuffer_is_valid(RID p_framebuffer) const = 0;
+ virtual void framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata) = 0;
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer) = 0;
@@ -793,8 +797,7 @@ public:
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
- typedef void (*UniformSetInvalidatedCallback)(void *);
- virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
+ virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 21a94b88f2..cc79d09503 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -227,7 +227,7 @@ public:
FUNC2(shader_set_path_hint, RID, const String &)
FUNC1RC(String, shader_get_code, RID)
- FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
+ FUNC2SC(shader_get_shader_uniform_list, RID, List<PropertyInfo> *)
FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
@@ -773,10 +773,10 @@ public:
FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
FUNC2(instance_geometry_set_lod_bias, RID, float)
FUNC2(instance_geometry_set_transparency, RID, float)
- FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
- FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
- FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
- FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
+ FUNC3(instance_geometry_set_shader_uniform, RID, const StringName &, const Variant &)
+ FUNC2RC(Variant, instance_geometry_get_shader_uniform, RID, const StringName &)
+ FUNC2RC(Variant, instance_geometry_get_shader_uniform_default_value, RID, const StringName &)
+ FUNC2C(instance_geometry_get_shader_uniform_list, RID, List<PropertyInfo> *)
FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 5653d6bfe2..f14350305a 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1475,8 +1475,11 @@ void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) {
texture_functions.insert("textureLod");
texture_functions.insert("textureProjLod");
texture_functions.insert("textureGrad");
+ texture_functions.insert("textureProjGrad");
texture_functions.insert("textureGather");
texture_functions.insert("textureSize");
+ texture_functions.insert("textureQueryLod");
+ texture_functions.insert("textureQueryLevels");
texture_functions.insert("texelFetch");
}
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 36e644c1b1..cab92e6e20 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -2479,11 +2479,15 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
// reflect
+ { "reflect", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
{ "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
+ { "reflect", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
// refract
+ { "refract", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
{ "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
+ { "refract", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
// faceforward
@@ -2744,6 +2748,18 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
{ "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ // textureProjGrad
+
+ { "textureProjGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+ { "textureProjGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, false },
+
// textureGather
{ "textureGather", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
@@ -2761,6 +2777,32 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "textureGather", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
{ "textureGather", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "comp" }, TAG_GLOBAL, false },
+ // textureQueryLod
+
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLER2D, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_ISAMPLER2D, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_USAMPLER2D, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLER2DARRAY, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_ISAMPLER2DARRAY, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_USAMPLER2DARRAY, TYPE_VEC2 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLER3D, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_ISAMPLER3D, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_USAMPLER3D, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureQueryLod", TYPE_VEC2, { TYPE_SAMPLERCUBE, TYPE_VEC3 }, { "sampler", "coords" }, TAG_GLOBAL, true },
+
+ // textureQueryLevels
+
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLER2D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_ISAMPLER2D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_USAMPLER2D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLER2DARRAY }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_ISAMPLER2DARRAY }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_USAMPLER2DARRAY }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLER3D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_ISAMPLER3D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_USAMPLER3D }, { "sampler" }, TAG_GLOBAL, true },
+ { "textureQueryLevels", TYPE_INT, { TYPE_SAMPLERCUBE }, { "sampler" }, TAG_GLOBAL, true },
+
// dFdx
{ "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp
index a7b274b3e2..8755ee61cc 100644
--- a/servers/rendering/shader_preprocessor.cpp
+++ b/servers/rendering/shader_preprocessor.cpp
@@ -349,6 +349,8 @@ void ShaderPreprocessor::process_directive(Tokenizer *p_tokenizer) {
process_ifdef(p_tokenizer);
} else if (directive == "ifndef") {
process_ifndef(p_tokenizer);
+ } else if (directive == "elif") {
+ process_elif(p_tokenizer);
} else if (directive == "else") {
process_else(p_tokenizer);
} else if (directive == "endif") {
@@ -415,24 +417,83 @@ void ShaderPreprocessor::process_define(Tokenizer *p_tokenizer) {
}
}
+void ShaderPreprocessor::process_elif(Tokenizer *p_tokenizer) {
+ const int line = p_tokenizer->get_line();
+
+ if (state->current_branch == nullptr || state->current_branch->else_defined) {
+ set_error(RTR("Unmatched elif."), line);
+ return;
+ }
+ if (state->previous_region != nullptr) {
+ state->previous_region->to_line = line - 1;
+ }
+
+ String body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
+ if (body.is_empty()) {
+ set_error(RTR("Missing condition."), line);
+ return;
+ }
+
+ Error error = expand_macros(body, line, body);
+ if (error != OK) {
+ return;
+ }
+
+ Expression expression;
+ Vector<String> names;
+ error = expression.parse(body, names);
+ if (error != OK) {
+ set_error(expression.get_error_text(), line);
+ return;
+ }
+
+ Variant v = expression.execute(Array(), nullptr, false);
+ if (v.get_type() == Variant::NIL) {
+ set_error(RTR("Condition evaluation error."), line);
+ return;
+ }
+
+ bool skip = false;
+ for (int i = 0; i < state->current_branch->conditions.size(); i++) {
+ if (state->current_branch->conditions[i]) {
+ skip = true;
+ break;
+ }
+ }
+
+ bool success = !skip && v.booleanize();
+ start_branch_condition(p_tokenizer, success, true);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region->parent);
+ }
+}
+
void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) {
- if (state->skip_stack_else.is_empty()) {
- set_error(RTR("Unmatched else."), p_tokenizer->get_line());
+ const int line = p_tokenizer->get_line();
+
+ if (state->current_branch == nullptr || state->current_branch->else_defined) {
+ set_error(RTR("Unmatched else."), line);
return;
}
- p_tokenizer->advance('\n');
+ if (state->previous_region != nullptr) {
+ state->previous_region->to_line = line - 1;
+ }
- bool skip = state->skip_stack_else[state->skip_stack_else.size() - 1];
- state->skip_stack_else.remove_at(state->skip_stack_else.size() - 1);
+ p_tokenizer->advance('\n');
- Vector<SkippedCondition *> vec = state->skipped_conditions[state->current_include];
- int index = vec.size() - 1;
- if (index >= 0) {
- SkippedCondition *cond = vec[index];
- if (cond->end_line == -1) {
- cond->end_line = p_tokenizer->get_line();
+ bool skip = false;
+ for (int i = 0; i < state->current_branch->conditions.size(); i++) {
+ if (state->current_branch->conditions[i]) {
+ skip = true;
+ break;
}
}
+ state->current_branch->else_defined = true;
+
+ if (state->save_regions) {
+ add_region(line + 1, !skip, state->previous_region->parent);
+ }
if (skip) {
Vector<String> ends;
@@ -447,21 +508,19 @@ void ShaderPreprocessor::process_endif(Tokenizer *p_tokenizer) {
set_error(RTR("Unmatched endif."), p_tokenizer->get_line());
return;
}
-
- Vector<SkippedCondition *> vec = state->skipped_conditions[state->current_include];
- int index = vec.size() - 1;
- if (index >= 0) {
- SkippedCondition *cond = vec[index];
- if (cond->end_line == -1) {
- cond->end_line = p_tokenizer->get_line();
- }
+ if (state->previous_region != nullptr) {
+ state->previous_region->to_line = p_tokenizer->get_line() - 1;
+ state->previous_region = state->previous_region->parent;
}
p_tokenizer->advance('\n');
+
+ state->current_branch = state->current_branch->parent;
+ state->branches.pop_back();
}
void ShaderPreprocessor::process_if(Tokenizer *p_tokenizer) {
- int line = p_tokenizer->get_line();
+ const int line = p_tokenizer->get_line();
String body = tokens_to_string(p_tokenizer->advance('\n')).strip_edges();
if (body.is_empty()) {
@@ -490,6 +549,10 @@ void ShaderPreprocessor::process_if(Tokenizer *p_tokenizer) {
bool success = v.booleanize();
start_branch_condition(p_tokenizer, success);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region);
+ }
}
void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {
@@ -510,6 +573,10 @@ void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {
bool success = state->defines.has(label);
start_branch_condition(p_tokenizer, success);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region);
+ }
}
void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {
@@ -530,6 +597,10 @@ void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {
bool success = !state->defines.has(label);
start_branch_condition(p_tokenizer, success);
+
+ if (state->save_regions) {
+ add_region(line + 1, success, state->previous_region);
+ }
}
void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
@@ -594,15 +665,15 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
return;
}
- String old_include = state->current_include;
- state->current_include = real_path;
+ String old_filename = state->current_filename;
+ state->current_filename = real_path;
ShaderPreprocessor processor;
int prev_condition_depth = state->condition_depth;
state->condition_depth = 0;
FilePosition fp;
- fp.file = state->current_include;
+ fp.file = state->current_filename;
fp.line = line;
state->include_positions.push_back(fp);
@@ -614,7 +685,7 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
// Reset to last include if there are no errors. We want to use this as context.
if (state->error.is_empty()) {
- state->current_include = old_include;
+ state->current_filename = old_filename;
state->include_positions.pop_back();
} else {
return;
@@ -668,24 +739,28 @@ void ShaderPreprocessor::process_undef(Tokenizer *p_tokenizer) {
state->defines.erase(label);
}
-void ShaderPreprocessor::start_branch_condition(Tokenizer *p_tokenizer, bool p_success) {
- state->condition_depth++;
+void ShaderPreprocessor::add_region(int p_line, bool p_enabled, Region *p_parent_region) {
+ Region region;
+ region.file = state->current_filename;
+ region.enabled = p_enabled;
+ region.from_line = p_line;
+ region.parent = p_parent_region;
+ state->previous_region = &state->regions[region.file].push_back(region)->get();
+}
- if (p_success) {
- state->skip_stack_else.push_back(true);
+void ShaderPreprocessor::start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue) {
+ if (!p_continue) {
+ state->condition_depth++;
+ state->current_branch = &state->branches.push_back(Branch(p_success, state->current_branch))->get();
} else {
- SkippedCondition *cond = memnew(SkippedCondition());
- cond->start_line = p_tokenizer->get_line();
- state->skipped_conditions[state->current_include].push_back(cond);
-
+ state->current_branch->conditions.push_back(p_success);
+ }
+ if (!p_success) {
Vector<String> ends;
+ ends.push_back("elif");
ends.push_back("else");
ends.push_back("endif");
- if (next_directive(p_tokenizer, ends) == "else") {
- state->skip_stack_else.push_back(false);
- } else {
- state->skip_stack_else.push_back(true);
- }
+ next_directive(p_tokenizer, ends);
}
}
@@ -874,12 +949,6 @@ void ShaderPreprocessor::clear() {
memdelete(E->get());
}
- for (const RBMap<String, Vector<SkippedCondition *>>::Element *E = state->skipped_conditions.front(); E; E = E->next()) {
- for (SkippedCondition *condition : E->get()) {
- memdelete(condition);
- }
- }
-
memdelete(state);
}
state_owner = false;
@@ -969,8 +1038,12 @@ Error ShaderPreprocessor::preprocess(State *p_state, const String &p_code, Strin
return OK;
}
-Error ShaderPreprocessor::preprocess(const String &p_code, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, IncludeCompletionFunction p_include_completion_func) {
+Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, List<Region> *r_regions, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, IncludeCompletionFunction p_include_completion_func) {
State pp_state;
+ if (!p_filename.is_empty()) {
+ pp_state.current_filename = p_filename;
+ pp_state.save_regions = r_regions != nullptr;
+ }
Error err = preprocess(&pp_state, p_code, r_result);
if (err != OK) {
if (r_error_text) {
@@ -980,6 +1053,9 @@ Error ShaderPreprocessor::preprocess(const String &p_code, String &r_result, Str
*r_error_position = pp_state.include_positions;
}
}
+ if (r_regions) {
+ *r_regions = pp_state.regions[p_filename];
+ }
if (r_includes) {
*r_includes = pp_state.shader_includes;
}
@@ -1022,6 +1098,7 @@ Error ShaderPreprocessor::preprocess(const String &p_code, String &r_result, Str
void ShaderPreprocessor::get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords) {
r_keywords->push_back("define");
+ r_keywords->push_back("elif");
if (p_include_shader_keywords) {
r_keywords->push_back("else");
}
diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h
index a93fb680dd..71dd9a6ca8 100644
--- a/servers/rendering/shader_preprocessor.h
+++ b/servers/rendering/shader_preprocessor.h
@@ -58,6 +58,14 @@ public:
int line = 0;
};
+ struct Region {
+ String file;
+ int from_line = -1;
+ int to_line = -1;
+ bool enabled = false;
+ Region *parent = nullptr;
+ };
+
private:
struct Token {
char32_t text;
@@ -122,23 +130,34 @@ private:
String body;
};
- struct SkippedCondition {
- int start_line = -1;
- int end_line = -1;
+ struct Branch {
+ Vector<bool> conditions;
+ Branch *parent = nullptr;
+ bool else_defined = false;
+
+ Branch() {}
+
+ Branch(bool p_condition, Branch *p_parent) :
+ parent(p_parent) {
+ conditions.push_back(p_condition);
+ }
};
struct State {
RBMap<String, Define *> defines;
- Vector<bool> skip_stack_else;
+ List<Branch> branches;
+ Branch *current_branch = nullptr;
int condition_depth = 0;
RBSet<String> includes;
List<uint64_t> cyclic_include_hashes; // Holds code hash of includes.
int include_depth = 0;
- String current_include;
+ String current_filename;
String current_shader_type;
String error;
List<FilePosition> include_positions;
- RBMap<String, Vector<SkippedCondition *>> skipped_conditions;
+ bool save_regions = false;
+ RBMap<String, List<Region>> regions;
+ Region *previous_region = nullptr;
bool disabled = false;
CompletionType completion_type = COMPLETION_TYPE_NONE;
HashSet<Ref<ShaderInclude>> shader_includes;
@@ -158,6 +177,7 @@ private:
void process_directive(Tokenizer *p_tokenizer);
void process_define(Tokenizer *p_tokenizer);
+ void process_elif(Tokenizer *p_tokenizer);
void process_else(Tokenizer *p_tokenizer);
void process_endif(Tokenizer *p_tokenizer);
void process_if(Tokenizer *p_tokenizer);
@@ -167,7 +187,8 @@ private:
void process_pragma(Tokenizer *p_tokenizer);
void process_undef(Tokenizer *p_tokenizer);
- void start_branch_condition(Tokenizer *p_tokenizer, bool p_success);
+ void add_region(int p_line, bool p_enabled, Region *p_parent_region);
+ void start_branch_condition(Tokenizer *p_tokenizer, bool p_success, bool p_continue = false);
void expand_output_macros(int p_start, int p_line);
Error expand_macros(const String &p_string, int p_line, String &r_result);
@@ -188,7 +209,7 @@ private:
public:
typedef void (*IncludeCompletionFunction)(List<ScriptLanguage::CodeCompletionOption> *);
- Error preprocess(const String &p_code, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr);
+ Error preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, List<Region> *r_regions = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr);
static void get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords);
static void get_pragma_list(List<String> *r_pragmas);
diff --git a/servers/rendering/storage/material_storage.h b/servers/rendering/storage/material_storage.h
index 6347b22240..ad8e3e79bf 100644
--- a/servers/rendering/storage/material_storage.h
+++ b/servers/rendering/storage/material_storage.h
@@ -63,7 +63,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
+ virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const = 0;
@@ -94,7 +94,7 @@ public:
Variant default_value;
};
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
+ virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
};