summaryrefslogtreecommitdiff
path: root/drivers/gles3/storage/material_storage.h
blob: 91e1eee306dd7a252da28ed566dfae2da8984650 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
/*************************************************************************/
/*  material_storage.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 MATERIAL_STORAGE_GLES3_H
#define MATERIAL_STORAGE_GLES3_H

#ifdef GLES3_ENABLED

#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.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"

#include "../shaders/canvas.glsl.gen.h"
#include "../shaders/cubemap_filter.glsl.gen.h"
#include "../shaders/scene.glsl.gen.h"
#include "../shaders/sky.glsl.gen.h"

namespace GLES3 {

/* Shader Structs */

struct ShaderData {
	virtual void set_code(const String &p_Code) = 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_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
	virtual bool is_param_texture(const StringName &p_param) const = 0;
	virtual bool is_animated() const = 0;
	virtual bool casts_shadows() const = 0;
	virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
	virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }

	virtual ~ShaderData() {}
};

typedef ShaderData *(*ShaderDataRequestFunction)();

struct Material;

struct Shader {
	ShaderData *data = nullptr;
	String code;
	String path_hint;
	RS::ShaderMode mode;
	HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
	HashSet<Material *> owners;
};

/* Material structs */

struct MaterialData {
	void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
	void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);

	virtual void set_render_priority(int p_priority) = 0;
	virtual void set_next_pass(RID p_pass) = 0;
	virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
	virtual void bind_uniforms() = 0;
	virtual ~MaterialData();

	// Used internally by all Materials
	void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size);

protected:
	Vector<uint8_t> ubo_data;
	GLuint uniform_buffer = GLuint(0);
	Vector<RID> texture_cache;

private:
	friend class MaterialStorage;
	RID self;
	List<RID>::Element *global_buffer_E = nullptr;
	List<RID>::Element *global_texture_E = nullptr;
	uint64_t global_textures_pass = 0;
	HashMap<StringName, uint64_t> used_global_textures;

	//internally by update_parameters_internal
};

typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);

struct Material {
	RID self;
	MaterialData *data = nullptr;
	Shader *shader = nullptr;
	//shortcut to shader data and type
	RS::ShaderMode shader_mode = RS::SHADER_MAX;
	uint32_t shader_id = 0;
	bool uniform_dirty = false;
	bool texture_dirty = false;
	HashMap<StringName, Variant> params;
	int32_t priority = 0;
	RID next_pass;
	SelfList<Material> update_element;

	Dependency dependency;

	Material() :
			update_element(this) {}
};

/* CanvasItem Materials */

struct CanvasShaderData : public ShaderData {
	enum BlendMode { //used internally
		BLEND_MODE_MIX,
		BLEND_MODE_ADD,
		BLEND_MODE_SUB,
		BLEND_MODE_MUL,
		BLEND_MODE_PMALPHA,
		BLEND_MODE_DISABLED,
	};

	bool valid;
	RID version;
	String path;
	BlendMode blend_mode = BLEND_MODE_MIX;

	HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
	Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;

	Vector<uint32_t> ubo_offsets;
	uint32_t ubo_size;

	String code;
	HashMap<StringName, HashMap<int, RID>> default_texture_params;

	bool uses_screen_texture = false;
	bool uses_sdf = false;
	bool uses_time = false;

	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_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;
	virtual bool casts_shadows() const;
	virtual Variant get_default_parameter(const StringName &p_parameter) const;
	virtual RS::ShaderNativeSourceCode get_native_source_code() const;

	CanvasShaderData();
	virtual ~CanvasShaderData();
};

ShaderData *_create_canvas_shader_func();

struct CanvasMaterialData : public MaterialData {
	CanvasShaderData *shader_data = nullptr;

	virtual void set_render_priority(int p_priority) {}
	virtual void set_next_pass(RID p_pass) {}
	virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
	virtual void bind_uniforms();
	virtual ~CanvasMaterialData();
};

MaterialData *_create_canvas_material_func(ShaderData *p_shader);

/* Sky Materials */

struct SkyShaderData : public ShaderData {
	bool valid;
	RID version;

	HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
	Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;

	Vector<uint32_t> ubo_offsets;
	uint32_t ubo_size;

	String path;
	String code;
	HashMap<StringName, HashMap<int, RID>> default_texture_params;

	bool uses_time;
	bool uses_position;
	bool uses_half_res;
	bool uses_quarter_res;
	bool uses_light;

	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_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;
	virtual bool casts_shadows() const;
	virtual Variant get_default_parameter(const StringName &p_parameter) const;
	virtual RS::ShaderNativeSourceCode get_native_source_code() const;
	SkyShaderData();
	virtual ~SkyShaderData();
};

ShaderData *_create_sky_shader_func();

struct SkyMaterialData : public MaterialData {
	SkyShaderData *shader_data = nullptr;
	bool uniform_set_updated = false;

	virtual void set_render_priority(int p_priority) {}
	virtual void set_next_pass(RID p_pass) {}
	virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
	virtual void bind_uniforms();
	virtual ~SkyMaterialData();
};

MaterialData *_create_sky_material_func(ShaderData *p_shader);

/* Scene Materials */

struct SceneShaderData : public ShaderData {
	enum BlendMode { //used internally
		BLEND_MODE_MIX,
		BLEND_MODE_ADD,
		BLEND_MODE_SUB,
		BLEND_MODE_MUL,
		BLEND_MODE_ALPHA_TO_COVERAGE
	};

	enum DepthDraw {
		DEPTH_DRAW_DISABLED,
		DEPTH_DRAW_OPAQUE,
		DEPTH_DRAW_ALWAYS
	};

	enum DepthTest {
		DEPTH_TEST_DISABLED,
		DEPTH_TEST_ENABLED
	};

	enum Cull {
		CULL_DISABLED,
		CULL_FRONT,
		CULL_BACK
	};

	enum AlphaAntiAliasing {
		ALPHA_ANTIALIASING_OFF,
		ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
		ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
	};

	bool valid;
	RID version;

	String path;

	HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
	Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;

	Vector<uint32_t> ubo_offsets;
	uint32_t ubo_size;

	String code;
	HashMap<StringName, HashMap<int, RID>> default_texture_params;

	BlendMode blend_mode;
	AlphaAntiAliasing alpha_antialiasing_mode;
	DepthDraw depth_draw;
	DepthTest depth_test;
	Cull cull_mode;

	bool uses_point_size;
	bool uses_alpha;
	bool uses_blend_alpha;
	bool uses_alpha_clip;
	bool uses_depth_pre_pass;
	bool uses_discard;
	bool uses_roughness;
	bool uses_normal;
	bool uses_particle_trails;
	bool wireframe;

	bool unshaded;
	bool uses_vertex;
	bool uses_position;
	bool uses_sss;
	bool uses_transmittance;
	bool uses_screen_texture;
	bool uses_depth_texture;
	bool uses_normal_texture;
	bool uses_time;
	bool writes_modelview_or_projection;
	bool uses_world_coordinates;
	bool uses_tangent;
	bool uses_color;
	bool uses_uv;
	bool uses_uv2;
	bool uses_custom0;
	bool uses_custom1;
	bool uses_custom2;
	bool uses_custom3;
	bool uses_bones;
	bool uses_weights;

	uint32_t vertex_input_mask = 0;

	uint64_t last_pass = 0;
	uint32_t index = 0;

	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_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;
	virtual bool casts_shadows() const;
	virtual Variant get_default_parameter(const StringName &p_parameter) const;
	virtual RS::ShaderNativeSourceCode get_native_source_code() const;

	SceneShaderData();
	virtual ~SceneShaderData();
};

ShaderData *_create_scene_shader_func();

struct SceneMaterialData : public MaterialData {
	SceneShaderData *shader_data = nullptr;
	uint64_t last_pass = 0;
	uint32_t index = 0;
	RID next_pass;
	uint8_t priority = 0;
	virtual void set_render_priority(int p_priority);
	virtual void set_next_pass(RID p_pass);
	virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
	virtual void bind_uniforms();
	virtual ~SceneMaterialData();
};

MaterialData *_create_scene_material_func(ShaderData *p_shader);

/* Global variable structs */
struct GlobalVariables {
	enum {
		BUFFER_DIRTY_REGION_SIZE = 1024
	};
	struct Variable {
		HashSet<RID> texture_materials; // materials using this

		RS::GlobalVariableType type;
		Variant value;
		Variant override;
		int32_t buffer_index; //for vectors
		int32_t buffer_elements; //for vectors
	};

	HashMap<StringName, Variable> 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<RID> materials_using_buffer;
	List<RID> materials_using_texture;

	GLuint buffer = GLuint(0);
	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<RID, int32_t> instance_buffer_pos;
};

class MaterialStorage : public RendererMaterialStorage {
private:
	friend struct MaterialData;
	static MaterialStorage *singleton;

	/* GLOBAL VARIABLE API */

	GlobalVariables global_variables;

	int32_t _global_variable_allocate(uint32_t p_elements);
	void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
	void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements);

	/* SHADER API */

	ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
	mutable RID_Owner<Shader, true> shader_owner;

	/* MATERIAL API */
	MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
	mutable RID_Owner<Material, true> material_owner;

	SelfList<Material>::List material_update_list;

public:
	static MaterialStorage *get_singleton();

	MaterialStorage();
	virtual ~MaterialStorage();

	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_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_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.matrix[i][j];
			}
		}
	}

	struct Shaders {
		CanvasShaderGLES3 canvas_shader;
		SkyShaderGLES3 sky_shader;
		SceneShaderGLES3 scene_shader;
		CubemapFilterShaderGLES3 cubemap_filter_shader;

		ShaderCompiler compiler_canvas;
		ShaderCompiler compiler_scene;
		ShaderCompiler compiler_particles;
		ShaderCompiler compiler_sky;
	} shaders;

	/* GLOBAL VARIABLE API */

	void _update_global_variables();

	virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
	virtual void global_variable_remove(const StringName &p_name) override;
	virtual Vector<StringName> global_variable_get_list() const override;

	virtual void global_variable_set(const StringName &p_name, const Variant &p_value) override;
	virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
	virtual Variant global_variable_get(const StringName &p_name) const override;
	virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
	RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;

	virtual void global_variables_load_settings(bool p_load_textures = true) override;
	virtual void global_variables_clear() override;

	virtual int32_t global_variables_instance_allocate(RID p_instance) override;
	virtual void global_variables_instance_free(RID p_instance) override;
	virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;

	GLuint global_variables_get_uniform_buffer() const;

	/* SHADER API */

	Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
	bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };

	void _shader_make_dirty(Shader *p_shader);

	virtual RID shader_allocate() override;
	virtual void shader_initialize(RID p_rid) 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 shader_get_param_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;
	virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;

	virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;

	/* MATERIAL API */

	Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
	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_rid) override;
	virtual void material_free(RID p_rid) override;

	virtual void material_set_shader(RID p_material, RID p_shader) override;

	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<InstanceShaderParam> *r_parameters) override;

	virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;

	_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, RS::ShaderMode p_shader_mode) {
		Material *material = material_owner.get_or_null(p_material);
		if (!material || material->shader_mode != p_shader_mode) {
			return nullptr;
		} else {
			return material->data;
		}
	}
};

} // namespace GLES3

#endif // GLES3_ENABLED

#endif // MATERIAL_STORAGE_GLES3_H