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-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp5
-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_mobile/render_forward_mobile.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h4
-rw-r--r--servers/rendering/shader_compiler.cpp45
-rw-r--r--servers/rendering/shader_compiler.h1
-rw-r--r--servers/rendering/shader_language.cpp68
-rw-r--r--servers/rendering/shader_preprocessor.cpp145
-rw-r--r--servers/rendering/shader_preprocessor.h2
19 files changed, 275 insertions, 62 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 1dbad79477..814d145b66 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1648,7 +1648,10 @@ void SkyRD::update_dirty_skys() {
tf.mipmaps = MIN(mipmaps, layers);
tf.width = w;
tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
+ }
sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
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 ad63d3fd4b..1bba95f511 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -3768,6 +3768,7 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D
case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
+ static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata)->data->dirty_dependencies = true;
} break;
case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata);
@@ -3782,6 +3783,7 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D
}
void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
+ static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata)->data->dirty_dependencies = true;
}
RenderGeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) {
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 412406c0b4..2aaea4288b 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
@@ -717,6 +717,8 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.global_buffer_array_variable = "global_shader_uniforms.data";
actions.instance_uniform_index_variable = "instances.data[instance_index_interp].instance_uniforms_ofs";
+ actions.check_multiview_samplers = true; // make sure we check sampling multiview textures
+
compiler.initialize(actions);
}
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 25204f1abf..4065d253bb 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -2237,6 +2237,9 @@ RenderGeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base
ginstance->data->base = p_base;
ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
ginstance->_mark_dirty();
@@ -2673,6 +2676,7 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::Depe
case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
+ static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata)->data->dirty_dependencies = true;
} break;
case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata);
@@ -2687,6 +2691,7 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::Depe
}
void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
+ static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata)->data->dirty_dependencies = true;
}
/* misc */
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 3d1d78c63d..f9eecf4dc7 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
@@ -609,6 +609,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
+ actions.check_multiview_samplers = true; // make sure we check sampling multiview textures
compiler.initialize(actions);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 2a87c4fa8d..33f6ac0276 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -253,6 +253,11 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
+ if (!rb->has_internal_texture()) {
+ // We're likely rendering reflection probes where we can't use our backbuffers.
+ return;
+ }
+
RD::get_singleton()->draw_command_begin_label("Copy screen texture");
rb->allocate_blur_textures();
@@ -292,6 +297,11 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
+ if (!rb->has_depth_texture()) {
+ // We're likely rendering reflection probes where we can't use our backbuffers.
+ return;
+ }
+
RD::get_singleton()->draw_command_begin_label("Copy depth texture");
// note, this only creates our back depth texture if we haven't already created it.
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 91c2000c1a..c6a3c42e57 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -118,13 +118,13 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
-vec3 normal_roughness_uv(vec2 uv) {
+vec3 multiview_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
-vec2 normal_roughness_uv(vec2 uv) {
+vec2 multiview_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
@@ -550,13 +550,13 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
-vec3 normal_roughness_uv(vec2 uv) {
+vec3 multiview_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
-vec2 normal_roughness_uv(vec2 uv) {
+vec2 multiview_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 1f524313f2..8ff7a784dc 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -271,15 +271,16 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define multiviewSampler sampler2D
#else
-layout(set = 1, binding = 10) uniform texture2D depth_buffer;
-layout(set = 1, binding = 11) uniform texture2D color_buffer;
-
#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 10) uniform texture2DArray depth_buffer;
+layout(set = 1, binding = 11) uniform texture2DArray color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
+layout(set = 1, binding = 10) uniform texture2D depth_buffer;
+layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 2966a2ff65..90e902ca33 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -112,9 +112,15 @@ layout(location = 9) out highp float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -523,9 +529,15 @@ layout(location = 9) highp in float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 631ff0575b..78b39a356d 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -154,8 +154,15 @@ layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
// this needs to change to providing just the lightmap we're using..
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 9) uniform highp texture2DArray depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2DArray color_buffer;
+#define multiviewSampler sampler2DArray
+#else
layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
+#define multiviewSampler sampler2D
+#endif // USE_MULTIVIEW
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 33e35a7a64..cdecb3828b 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -1464,7 +1464,6 @@ bool LightStorage::reflection_probe_instance_begin_render(RID p_instance, RID p_
fb.push_back(atlas->depth_buffer);
atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
- atlas->render_buffers->cleanup();
atlas->render_buffers->configure_for_reflections(Size2i(atlas->size, atlas->size));
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 46a0d85ba8..2015a2fca0 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -842,7 +842,7 @@ void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int
}
void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
- for (const RendererRD::MeshStorage::MeshInstance::Surface surface : mi->surfaces) {
+ for (const RendererRD::MeshStorage::MeshInstance::Surface &surface : mi->surfaces) {
if (surface.versions) {
for (uint32_t j = 0; j < surface.version_count; j++) {
RD::get_singleton()->free(surface.versions[j].vertex_array);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index 7771f75a65..255719183f 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -490,6 +490,16 @@ Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const String
// Depth texture
+bool RenderSceneBuffersRD::has_depth_texture() {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RID depth = texture_storage->render_target_get_override_depth(render_target);
+ if (depth.is_valid()) {
+ return true;
+ } else {
+ return has_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH);
+ }
+}
+
RID RenderSceneBuffersRD::get_depth_texture() {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RID depth = texture_storage->render_target_get_override_depth(render_target);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
index dc849fd56a..50fb06c0d9 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
@@ -185,6 +185,9 @@ public:
// For our internal textures we provide some easy access methods.
+ _FORCE_INLINE_ bool has_internal_texture() const {
+ return has_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR);
+ }
_FORCE_INLINE_ RID get_internal_texture() const {
return get_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR);
}
@@ -192,6 +195,7 @@ public:
return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_COLOR, p_layer, 0);
}
+ bool has_depth_texture();
RID get_depth_texture();
RID get_depth_texture(const uint32_t p_layer);
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 68542f32af..2710724066 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1173,9 +1173,10 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code += "(";
- // if normal roughness texture is used, we will add logic to automatically switch between
+ // if color backbuffer, depth backbuffer or normal roughness texture is used,
+ // we will add logic to automatically switch between
// sampler2D and sampler2D array and vec2 UV and vec3 UV.
- bool normal_roughness_texture_used = false;
+ bool multiview_uv_needed = false;
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
@@ -1220,8 +1221,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (!RS::get_singleton()->is_low_end() && is_texture_func && i == 1) {
- //need to map from texture to sampler in order to sample when using Vulkan GLSL
+ if (is_texture_func && i == 1) {
+ // If we're doing a texture lookup we need to check our texture argument
StringName texture_uniform;
bool correct_texture_uniform = false;
@@ -1240,8 +1241,10 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
break;
}
- if (correct_texture_uniform) {
+ if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) {
+ // Need to map from texture to sampler in order to sample when using Vulkan GLSL.
String sampler_name;
+ bool is_depth_texture = false;
bool is_normal_roughness_texture = false;
if (actions.custom_samplers.has(texture_uniform)) {
@@ -1251,6 +1254,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
is_screen_texture = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ is_depth_texture = true;
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
is_normal_roughness_texture = true;
}
@@ -1281,24 +1286,40 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
String data_type_name = "";
- if (is_normal_roughness_texture) {
+ if (actions.check_multiview_samplers && (is_screen_texture || is_depth_texture || is_normal_roughness_texture)) {
data_type_name = "multiviewSampler";
- normal_roughness_texture_used = true;
+ multiview_uv_needed = true;
} else {
data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype());
}
code += data_type_name + "(" + node_code + ", " + sampler_name + ")";
+ } else if (actions.check_multiview_samplers && correct_texture_uniform && RS::get_singleton()->is_low_end()) {
+ // Texture function on low end hardware (i.e. OpenGL).
+ // We just need to know if the texture supports multiview.
+
+ if (shader->uniforms.has(texture_uniform)) {
+ const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
+ multiview_uv_needed = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ multiview_uv_needed = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
+ multiview_uv_needed = true;
+ }
+ }
+
+ code += node_code;
} else {
code += node_code;
}
- } else {
- if (normal_roughness_texture_used && i == 2) {
- // UV coordinate after using normal roughness texture.
- node_code = "normal_roughness_uv(" + node_code + ".xy)";
- }
+ } else if (multiview_uv_needed && i == 2) {
+ // UV coordinate after using color, depth or normal roughness texture.
+ node_code = "multiview_uv(" + node_code + ".xy)";
code += node_code;
+ } else {
+ code += node_code;
}
}
code += ")";
diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h
index 43bea213da..3bb29a545b 100644
--- a/servers/rendering/shader_compiler.h
+++ b/servers/rendering/shader_compiler.h
@@ -101,6 +101,7 @@ public:
String instance_uniform_index_variable;
uint32_t base_varying_index = 0;
bool apply_luminance_multiplier = false;
+ bool check_multiview_samplers = false;
};
private:
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index ba7ffda00a..7a4ac709f4 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -90,8 +90,9 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"IDENTIFIER",
"TRUE",
"FALSE",
- "REAL_CONSTANT",
+ "FLOAT_CONSTANT",
"INT_CONSTANT",
+ "UINT_CONSTANT",
"TYPE_VOID",
"TYPE_BOOL",
"TYPE_BVEC2",
@@ -126,6 +127,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"INTERPOLATION_FLAT",
"INTERPOLATION_SMOOTH",
"CONST",
+ "STRUCT",
"PRECISION_LOW",
"PRECISION_MID",
"PRECISION_HIGH",
@@ -169,6 +171,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"CF_DO",
"CF_SWITCH",
"CF_CASE",
+ "CF_DEFAULT",
"CF_BREAK",
"CF_CONTINUE",
"CF_RETURN",
@@ -185,19 +188,26 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"SEMICOLON",
"PERIOD",
"UNIFORM",
+ "UNIFORM_GROUP",
"INSTANCE",
"GLOBAL",
"VARYING",
- "IN",
- "OUT",
- "INOUT",
+ "ARG_IN",
+ "ARG_OUT",
+ "ARG_INOUT",
"RENDER_MODE",
- "SOURCE_COLOR",
"HINT_DEFAULT_WHITE_TEXTURE",
"HINT_DEFAULT_BLACK_TEXTURE",
"HINT_DEFAULT_TRANSPARENT_TEXTURE",
"HINT_NORMAL_TEXTURE",
+ "HINT_ROUGHNESS_NORMAL_TEXTURE",
+ "HINT_ROUGHNESS_R",
+ "HINT_ROUGHNESS_G",
+ "HINT_ROUGHNESS_B",
+ "HINT_ROUGHNESS_A",
+ "HINT_ROUGHNESS_GRAY",
"HINT_ANISOTROPY_TEXTURE",
+ "HINT_SOURCE_COLOR",
"HINT_RANGE",
"HINT_INSTANCE_INDEX",
"HINT_SCREEN_TEXTURE",
@@ -612,7 +622,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
char_idx += 2;
include_positions.resize(include_positions.size() - 1); // Pop back.
- tk_line = include_positions[include_positions.size() - 1].line; // Restore line.
+ tk_line = include_positions[include_positions.size() - 1].line - 1; // Restore line.
} else {
return _make_token(TK_ERROR, "Invalid include enter/exit hint token (@@> and @@<)");
@@ -2827,6 +2837,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
{ "dFdx", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
+ // dFdxCoarse
+
+ { "dFdxCoarse", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdxCoarse", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdxCoarse", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdxCoarse", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ // dFdxFine
+
+ { "dFdxFine", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdxFine", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdxFine", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdxFine", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
// dFdy
{ "dFdy", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
@@ -2834,6 +2858,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "dFdy", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
{ "dFdy", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
+ // dFdyCoarse
+
+ { "dFdyCoarse", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdyCoarse", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdyCoarse", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdyCoarse", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ // dFdyFine
+
+ { "dFdyFine", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdyFine", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdyFine", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdyFine", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
// fwidth
{ "fwidth", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
@@ -2841,6 +2879,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "fwidth", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
{ "fwidth", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, false },
+ // fwidthCoarse
+
+ { "fwidthCoarse", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidthCoarse", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidthCoarse", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidthCoarse", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ // fwidthFine
+
+ { "fwidthFine", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidthFine", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidthFine", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidthFine", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
// Sub-functions.
// array
@@ -8233,6 +8285,10 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
_set_error(vformat(RTR("Uniform instances are not yet implemented for '%s' shaders."), shader_type_identifier));
return ERR_PARSE_ERROR;
}
+ if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
+ _set_error(RTR("Uniform instances are not supported in gl_compatibility shaders."));
+ return ERR_PARSE_ERROR;
+ }
if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) {
tk = _get_token();
if (tk.type != TK_UNIFORM) {
diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp
index 97efd2df94..816d937e9f 100644
--- a/servers/rendering/shader_preprocessor.cpp
+++ b/servers/rendering/shader_preprocessor.cpp
@@ -78,19 +78,46 @@ char32_t ShaderPreprocessor::Tokenizer::peek() {
return 0;
}
+int ShaderPreprocessor::Tokenizer::consume_line_continuations(int p_offset) {
+ int skips = 0;
+
+ for (int i = index + p_offset; i < size; i++) {
+ char32_t c = code[i];
+ if (c == '\\') {
+ if (i + 1 < size && code[i + 1] == '\n') {
+ // This line ends with "\" and "\n" continuation.
+ add_generated(Token('\n', line));
+ line++;
+ skips++;
+
+ i = i + 2;
+ index = i;
+ } else {
+ break;
+ }
+ } else if (!is_whitespace(c)) {
+ break;
+ }
+ }
+ return skips;
+}
+
LocalVector<ShaderPreprocessor::Token> ShaderPreprocessor::Tokenizer::advance(char32_t p_what) {
LocalVector<ShaderPreprocessor::Token> tokens;
while (index < size) {
char32_t c = code[index++];
-
- tokens.push_back(ShaderPreprocessor::Token(c, line));
+ if (c == '\\' && consume_line_continuations(-1) > 0) {
+ continue;
+ }
if (c == '\n') {
add_generated(ShaderPreprocessor::Token('\n', line));
line++;
}
+ tokens.push_back(ShaderPreprocessor::Token(c, line));
+
if (c == p_what || c == 0) {
return tokens;
}
@@ -104,6 +131,11 @@ void ShaderPreprocessor::Tokenizer::skip_whitespace() {
}
}
+bool ShaderPreprocessor::Tokenizer::consume_empty_line() {
+ // Read until newline and return true if the content was all whitespace/empty.
+ return tokens_to_string(advance('\n')).strip_edges().size() == 0;
+}
+
String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_started) {
if (r_is_cursor != nullptr) {
*r_is_cursor = false;
@@ -113,6 +145,10 @@ String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_s
while (true) {
char32_t c = peek();
+ if (c == '\\' && consume_line_continuations(0) > 0) {
+ continue;
+ }
+
if (is_char_end(c) || c == '(' || c == ')' || c == ',' || c == ';') {
break;
}
@@ -146,8 +182,10 @@ String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_s
String ShaderPreprocessor::Tokenizer::peek_identifier() {
const int original = index;
+ const int original_line = line;
String id = get_identifier();
index = original;
+ line = original_line;
return id;
}
@@ -485,7 +523,9 @@ void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) {
state->previous_region->to_line = line - 1;
}
- p_tokenizer->advance('\n');
+ if (!p_tokenizer->consume_empty_line()) {
+ set_error(RTR("Invalid else."), p_tokenizer->get_line());
+ }
bool skip = false;
for (int i = 0; i < state->current_branch->conditions.size(); i++) {
@@ -508,17 +548,21 @@ void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) {
}
void ShaderPreprocessor::process_endif(Tokenizer *p_tokenizer) {
+ const int line = p_tokenizer->get_line();
+
state->condition_depth--;
if (state->condition_depth < 0) {
- set_error(RTR("Unmatched endif."), p_tokenizer->get_line());
+ set_error(RTR("Unmatched endif."), line);
return;
}
if (state->previous_region != nullptr) {
- state->previous_region->to_line = p_tokenizer->get_line() - 1;
+ state->previous_region->to_line = line - 1;
state->previous_region = state->previous_region->parent;
}
- p_tokenizer->advance('\n');
+ if (!p_tokenizer->consume_empty_line()) {
+ set_error(RTR("Invalid endif."), line);
+ }
state->current_branch = state->current_branch->parent;
state->branches.pop_back();
@@ -574,12 +618,10 @@ void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) {
return;
}
- p_tokenizer->skip_whitespace();
- if (!is_char_end(p_tokenizer->peek())) {
+ if (!p_tokenizer->consume_empty_line()) {
set_error(RTR("Invalid ifdef."), line);
return;
}
- p_tokenizer->advance('\n');
bool success = state->defines.has(label);
start_branch_condition(p_tokenizer, success);
@@ -598,12 +640,10 @@ void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) {
return;
}
- p_tokenizer->skip_whitespace();
- if (!is_char_end(p_tokenizer->peek())) {
+ if (!p_tokenizer->consume_empty_line()) {
set_error(RTR("Invalid ifndef."), line);
return;
}
- p_tokenizer->advance('\n');
bool success = !state->defines.has(label);
start_branch_condition(p_tokenizer, success);
@@ -628,9 +668,8 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) {
}
}
path = path.substr(0, path.length() - 1);
- p_tokenizer->skip_whitespace();
- if (path.is_empty() || !is_char_end(p_tokenizer->peek())) {
+ if (path.is_empty() || !p_tokenizer->consume_empty_line()) {
set_error(RTR("Invalid path."), line);
return;
}
@@ -728,25 +767,24 @@ void ShaderPreprocessor::process_pragma(Tokenizer *p_tokenizer) {
return;
}
- p_tokenizer->advance('\n');
+ if (!p_tokenizer->consume_empty_line()) {
+ set_error(RTR("Invalid pragma directive."), line);
+ return;
+ }
}
void ShaderPreprocessor::process_undef(Tokenizer *p_tokenizer) {
const int line = p_tokenizer->get_line();
const String label = p_tokenizer->get_identifier();
- if (label.is_empty() || !state->defines.has(label)) {
- set_error(RTR("Invalid name."), line);
- return;
- }
-
- p_tokenizer->skip_whitespace();
- if (!is_char_end(p_tokenizer->peek())) {
+ if (label.is_empty() || !p_tokenizer->consume_empty_line()) {
set_error(RTR("Invalid undef."), line);
return;
}
- memdelete(state->defines[label]);
- state->defines.erase(label);
+ if (state->defines.has(label)) {
+ memdelete(state->defines[label]);
+ state->defines.erase(label);
+ }
}
void ShaderPreprocessor::add_region(int p_line, bool p_enabled, Region *p_parent_region) {
@@ -957,15 +995,57 @@ bool ShaderPreprocessor::expand_macros_once(const String &p_line, int p_line_num
String body = define->body;
if (define->arguments.size() > 0) {
// Complex macro with arguments.
- int args_start = index + key.length();
- int args_end = p_line.find(")", args_start);
- if (args_start == -1 || args_end == -1) {
- set_error(RTR("Missing macro argument parenthesis."), p_line_number);
- return false;
+
+ int args_start = -1;
+ int args_end = -1;
+ int brackets_open = 0;
+ Vector<String> args;
+ for (int i = index_start - 1; i < p_line.length(); i++) {
+ bool add_argument = false;
+ bool reached_end = false;
+ char32_t c = p_line[i];
+
+ if (c == '(') {
+ brackets_open++;
+ if (brackets_open == 1) {
+ args_start = i + 1;
+ args_end = -1;
+ }
+ } else if (c == ')') {
+ brackets_open--;
+ if (brackets_open == 0) {
+ args_end = i;
+ add_argument = true;
+ reached_end = true;
+ }
+ } else if (c == ',') {
+ if (brackets_open == 1) {
+ args_end = i;
+ add_argument = true;
+ }
+ }
+
+ if (add_argument) {
+ if (args_start == -1 || args_end == -1) {
+ set_error(RTR("Invalid macro argument list."), p_line_number);
+ return false;
+ }
+
+ String arg = p_line.substr(args_start, args_end - args_start).strip_edges();
+ if (arg.is_empty()) {
+ set_error(RTR("Invalid macro argument."), p_line_number);
+ return false;
+ }
+ args.append(arg);
+
+ args_start = args_end + 1;
+ }
+
+ if (reached_end) {
+ break;
+ }
}
- String values = result.substr(args_start + 1, args_end - (args_start + 1));
- Vector<String> args = values.split(",");
if (args.size() != define->arguments.size()) {
set_error(RTR("Invalid macro argument count."), p_line_number);
return false;
@@ -987,9 +1067,6 @@ bool ShaderPreprocessor::expand_macros_once(const String &p_line, int p_line_num
result = result.substr(0, index) + " " + body + " " + result.substr(args_end + 1, result.length());
} else {
result = result.substr(0, index) + body + result.substr(index + key.length(), result.length() - (index + key.length()));
- // Manually reset index_start to where the body value of the define finishes.
- // This ensures we don't skip another instance of this macro in the string.
- index_start = index + body.length() + 1;
}
r_expanded = result;
diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h
index 6e5533c575..2b7d2c274e 100644
--- a/servers/rendering/shader_preprocessor.h
+++ b/servers/rendering/shader_preprocessor.h
@@ -93,11 +93,13 @@ private:
int get_line() const;
int get_index() const;
char32_t peek();
+ int consume_line_continuations(int p_offset);
void get_and_clear_generated(Vector<Token> *r_out);
void backtrack(char32_t p_what);
LocalVector<Token> advance(char32_t p_what);
void skip_whitespace();
+ bool consume_empty_line();
String get_identifier(bool *r_is_cursor = nullptr, bool p_started = false);
String peek_identifier();
Token get_token();