/**************************************************************************/ /* material_storage.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 MATERIAL_STORAGE_RD_H #define MATERIAL_STORAGE_RD_H #include "texture_storage.h" #include "core/math/projection.h" #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/shader_compiler.h" #include "servers/rendering/shader_language.h" #include "servers/rendering/storage/material_storage.h" #include "servers/rendering/storage/utilities.h" namespace RendererRD { class MaterialStorage : public RendererMaterialStorage { public: enum ShaderType { SHADER_TYPE_2D, SHADER_TYPE_3D, SHADER_TYPE_PARTICLES, SHADER_TYPE_SKY, SHADER_TYPE_FOG, SHADER_TYPE_MAX }; struct ShaderData { String path; HashMap uniforms; HashMap> default_texture_params; virtual void set_path_hint(const String &p_hint); virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index); virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual void get_shader_uniform_list(List *p_param_list) const; virtual void get_instance_param_list(List *p_param_list) const; virtual bool is_parameter_texture(const StringName &p_param) const; virtual void set_code(const String &p_Code) = 0; virtual bool is_animated() const = 0; virtual bool casts_shadows() const = 0; virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); } virtual ~ShaderData() {} }; struct MaterialData { Vector render_target_cache; void update_uniform_buffer(const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); void update_textures(const HashMap &p_parameters, const HashMap> &p_default_textures, const Vector &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); void set_as_used(); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; virtual bool update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; virtual ~MaterialData(); //to be used internally by update_parameters, in the most common configuration of material parameters bool update_parameters_uniform_set(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS); void free_parameters_uniform_set(RID p_uniform_set); private: friend class MaterialStorage; RID self; List::Element *global_buffer_E = nullptr; List::Element *global_texture_E = nullptr; uint64_t global_textures_pass = 0; HashMap used_global_textures; //internally by update_parameters_uniform_set Vector ubo_data; RID uniform_buffer; Vector texture_cache; }; private: static MaterialStorage *singleton; /* Samplers */ RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; /* Buffers */ RID quad_index_buffer; RID quad_index_array; /* GLOBAL SHADER UNIFORM API */ struct GlobalShaderUniforms { enum { BUFFER_DIRTY_REGION_SIZE = 1024 }; struct Variable { HashSet texture_materials; // materials using this RS::GlobalShaderParameterType type; Variant value; Variant override; int32_t buffer_index; //for vectors int32_t buffer_elements; //for vectors }; HashMap variables; struct Value { float x; float y; float z; float w; }; struct ValueInt { int32_t x; int32_t y; int32_t z; int32_t w; }; struct ValueUInt { uint32_t x; uint32_t y; uint32_t z; uint32_t w; }; struct ValueUsage { uint32_t elements = 0; }; List materials_using_buffer; List materials_using_texture; RID buffer; Value *buffer_values = nullptr; ValueUsage *buffer_usage = nullptr; bool *buffer_dirty_regions = nullptr; uint32_t buffer_dirty_region_count = 0; uint32_t buffer_size; bool must_update_texture_materials = false; bool must_update_buffer_materials = false; HashMap instance_buffer_pos; } global_shader_uniforms; int32_t _global_shader_uniform_allocate(uint32_t p_elements); void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value); void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements); /* SHADER API */ struct Material; struct Shader { ShaderData *data = nullptr; String code; String path_hint; ShaderType type; HashMap> default_texture_parameter; HashSet owners; }; typedef ShaderData *(*ShaderDataRequestFunction)(); ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner shader_owner; Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); } /* MATERIAL API */ typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); struct Material { RID self; MaterialData *data = nullptr; Shader *shader = nullptr; //shortcut to shader data and type ShaderType shader_type = SHADER_TYPE_MAX; uint32_t shader_id = 0; bool uniform_dirty = false; bool texture_dirty = false; HashMap params; int32_t priority = 0; RID next_pass; SelfList update_element; Dependency dependency; Material() : update_element(this) {} }; MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner material_owner; Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }; SelfList::List material_update_list; static void _material_uniform_set_erased(void *p_material); public: static MaterialStorage *get_singleton(); MaterialStorage(); virtual ~MaterialStorage(); bool free(RID p_rid); /* Helpers */ static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.rows[0][0]; p_array[1] = p_mtx.basis.rows[1][0]; p_array[2] = p_mtx.basis.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.basis.rows[0][1]; p_array[5] = p_mtx.basis.rows[1][1]; p_array[6] = p_mtx.basis.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.basis.rows[0][2]; p_array[9] = p_mtx.basis.rows[1][2]; p_array[10] = p_mtx.basis.rows[2][2]; p_array[11] = 0; p_array[12] = p_mtx.origin.x; p_array[13] = p_mtx.origin.y; p_array[14] = p_mtx.origin.z; p_array[15] = 1; } static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.rows[0][0]; p_array[1] = p_mtx.rows[1][0]; p_array[2] = p_mtx.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.rows[0][1]; p_array[5] = p_mtx.rows[1][1]; p_array[6] = p_mtx.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.rows[0][2]; p_array[9] = p_mtx.rows[1][2]; p_array[10] = p_mtx.rows[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.rows[0][0]; p_array[1] = p_mtx.rows[1][0]; p_array[2] = p_mtx.rows[2][0]; p_array[3] = 0; p_array[4] = p_mtx.rows[0][1]; p_array[5] = p_mtx.rows[1][1]; p_array[6] = p_mtx.rows[2][1]; p_array[7] = 0; p_array[8] = p_mtx.rows[0][2]; p_array[9] = p_mtx.rows[1][2]; p_array[10] = p_mtx.rows[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.rows[0][0]; p_array[1] = p_mtx.basis.rows[0][1]; p_array[2] = p_mtx.basis.rows[0][2]; p_array[3] = p_mtx.origin.x; p_array[4] = p_mtx.basis.rows[1][0]; p_array[5] = p_mtx.basis.rows[1][1]; p_array[6] = p_mtx.basis.rows[1][2]; p_array[7] = p_mtx.origin.y; p_array[8] = p_mtx.basis.rows[2][0]; p_array[9] = p_mtx.basis.rows[2][1]; p_array[10] = p_mtx.basis.rows[2][2]; p_array[11] = p_mtx.origin.z; } static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.columns[i][j]; } } } static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) { for (int i = 0; i < 128; i++) { p_array[i] = p_kernel[i]; } } // http://andrewthall.org/papers/df64_qf128.pdf #ifdef REAL_T_IS_DOUBLE static _FORCE_INLINE_ void split_double(double a, float *a_hi, float *a_lo) { const double SPLITTER = (1 << 29) + 1; double t = a * SPLITTER; double t_hi = t - (t - a); double t_lo = a - t_hi; *a_hi = (float)t_hi; *a_lo = (float)t_lo; } #endif /* Samplers */ _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { return default_rd_samplers[p_filter][p_repeat]; } _FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { return custom_rd_samplers[p_filter][p_repeat]; } void sampler_rd_configure_custom(float mipmap_bias); // void sampler_rd_set_default(float p_mipmap_bias); /* Buffers */ RID get_quad_index_array() { return quad_index_array; } /* GLOBAL SHADER UNIFORM API */ void _update_global_shader_uniforms(); virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override; virtual void global_shader_parameter_remove(const StringName &p_name) override; virtual Vector global_shader_parameter_get_list() const override; virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override; virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override; virtual Variant global_shader_parameter_get(const StringName &p_name) const override; virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override; RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const; virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override; virtual void global_shader_parameters_clear() override; virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override; virtual void global_shader_parameters_instance_free(RID p_instance) override; virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override; RID global_shader_uniforms_get_storage_buffer() const; /* SHADER API */ bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }; virtual RID shader_allocate() override; virtual void shader_initialize(RID p_shader) override; virtual void shader_free(RID p_rid) override; 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 get_shader_parameter_list(RID p_shader, List *p_param_list) const override; virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override; virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override; virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_param) const override; void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override; /* MATERIAL API */ bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }; void _material_queue_update(Material *material, bool p_uniform, bool p_texture); void _update_queued_materials(); virtual RID material_allocate() override; virtual void material_initialize(RID p_material) override; virtual void material_free(RID p_rid) override; virtual void material_set_shader(RID p_material, RID p_shader) override; ShaderData *material_get_shader_data(RID p_material); virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override; virtual Variant material_get_param(RID p_material, const StringName &p_param) const override; virtual void material_set_next_pass(RID p_material, RID p_next_material) override; virtual void material_set_render_priority(RID p_material, int priority) override; 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 *r_parameters) override; virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override; void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); MaterialDataRequestFunction material_get_data_request_function(ShaderType p_shader_type); _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) { Material *material = material_owner.get_or_null(p_material); return material->shader_id; } _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) { Material *material = material_owner.get_or_null(p_material); if (!material || material->shader_type != p_shader_type) { return nullptr; } else { return material->data; } } }; } // namespace RendererRD #endif // MATERIAL_STORAGE_RD_H