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/*************************************************************************/
/* 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/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/storage/material_storage.h"
#include "drivers/gles3/shaders/copy.glsl.gen.h"
#include "../shaders/canvas.glsl.gen.h"
#include "../shaders/sky.glsl.gen.h"
namespace GLES3 {
/* SHADER Structs */
struct Shaders {
CanvasShaderGLES3 canvas_shader;
SkyShaderGLES3 sky_shader;
ShaderCompiler compiler_canvas;
ShaderCompiler compiler_scene;
ShaderCompiler compiler_particles;
ShaderCompiler compiler_sky;
};
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;
RS::ShaderMode mode;
Map<StringName, Map<int, RID>> default_texture_parameter;
Set<Material *> owners;
};
/* Material structs */
struct MaterialData {
void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<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 Map<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 Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<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;
Map<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;
Map<StringName, Variant> params;
int32_t priority = 0;
RID next_pass;
SelfList<Material> update_element;
RendererStorage::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;
//PipelineVariants pipeline_variants;
String path;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
Map<StringName, Map<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 Map<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);
/* Global variable structs */
struct GlobalVariables {
enum {
BUFFER_DIRTY_REGION_SIZE = 1024
};
struct Variable {
Set<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;
//static void _material_uniform_set_erased(void *p_material);
public:
static MaterialStorage *get_singleton();
MaterialStorage();
virtual ~MaterialStorage();
Shaders 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 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, RendererStorage::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
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