Path: blob/master/drivers/gles3/storage/material_storage.cpp
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/**************************************************************************/1/* material_storage.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#ifdef GLES3_ENABLED3132#include "core/config/project_settings.h"3334#include "config.h"35#include "material_storage.h"36#include "particles_storage.h"37#include "texture_storage.h"3839#include "drivers/gles3/rasterizer_canvas_gles3.h"40#include "drivers/gles3/rasterizer_gles3.h"41#include "servers/rendering/storage/variant_converters.h"4243using namespace GLES3;4445///////////////////////////////////////////////////////////////////////////46// UBI helper functions4748static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, int p_array_size, const Variant &value, uint8_t *data) {49switch (type) {50case ShaderLanguage::TYPE_BOOL: {51uint32_t *gui = (uint32_t *)data;5253if (p_array_size > 0) {54PackedInt32Array ba = value;55for (int i = 0; i < ba.size(); i++) {56ba.set(i, ba[i] ? 1 : 0);57}58write_array_std140<int32_t>(ba, gui, p_array_size, 4);59} else {60bool v = value;61gui[0] = v ? 1 : 0;62}63} break;64case ShaderLanguage::TYPE_BVEC2: {65uint32_t *gui = (uint32_t *)data;6667if (p_array_size > 0) {68PackedInt32Array ba = convert_array_std140<Vector2i, int32_t>(value);69for (int i = 0; i < ba.size(); i++) {70ba.set(i, ba[i] ? 1 : 0);71}72write_array_std140<Vector2i>(ba, gui, p_array_size, 4);73} else {74uint32_t v = value;75gui[0] = v & 1 ? 1 : 0;76gui[1] = v & 2 ? 1 : 0;77}78} break;79case ShaderLanguage::TYPE_BVEC3: {80uint32_t *gui = (uint32_t *)data;8182if (p_array_size > 0) {83PackedInt32Array ba = convert_array_std140<Vector3i, int32_t>(value);84for (int i = 0; i < ba.size(); i++) {85ba.set(i, ba[i] ? 1 : 0);86}87write_array_std140<Vector3i>(ba, gui, p_array_size, 4);88} else {89uint32_t v = value;90gui[0] = (v & 1) ? 1 : 0;91gui[1] = (v & 2) ? 1 : 0;92gui[2] = (v & 4) ? 1 : 0;93}94} break;95case ShaderLanguage::TYPE_BVEC4: {96uint32_t *gui = (uint32_t *)data;9798if (p_array_size > 0) {99PackedInt32Array ba = convert_array_std140<Vector4i, int32_t>(value);100for (int i = 0; i < ba.size(); i++) {101ba.set(i, ba[i] ? 1 : 0);102}103write_array_std140<Vector4i>(ba, gui, p_array_size, 4);104} else {105uint32_t v = value;106gui[0] = (v & 1) ? 1 : 0;107gui[1] = (v & 2) ? 1 : 0;108gui[2] = (v & 4) ? 1 : 0;109gui[3] = (v & 8) ? 1 : 0;110}111} break;112case ShaderLanguage::TYPE_INT: {113int32_t *gui = (int32_t *)data;114115if (p_array_size > 0) {116const PackedInt32Array &iv = value;117write_array_std140<int32_t>(iv, gui, p_array_size, 4);118} else {119int v = value;120gui[0] = v;121}122} break;123case ShaderLanguage::TYPE_IVEC2: {124int32_t *gui = (int32_t *)data;125126if (p_array_size > 0) {127const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);128write_array_std140<Vector2i>(iv, gui, p_array_size, 4);129} else {130Vector2i v = convert_to_vector<Vector2i>(value);131gui[0] = v.x;132gui[1] = v.y;133}134} break;135case ShaderLanguage::TYPE_IVEC3: {136int32_t *gui = (int32_t *)data;137138if (p_array_size > 0) {139const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);140write_array_std140<Vector3i>(iv, gui, p_array_size, 4);141} else {142Vector3i v = convert_to_vector<Vector3i>(value);143gui[0] = v.x;144gui[1] = v.y;145gui[2] = v.z;146}147} break;148case ShaderLanguage::TYPE_IVEC4: {149int32_t *gui = (int32_t *)data;150151if (p_array_size > 0) {152const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);153write_array_std140<Vector4i>(iv, gui, p_array_size, 4);154} else {155Vector4i v = convert_to_vector<Vector4i>(value);156gui[0] = v.x;157gui[1] = v.y;158gui[2] = v.z;159gui[3] = v.w;160}161} break;162case ShaderLanguage::TYPE_UINT: {163uint32_t *gui = (uint32_t *)data;164165if (p_array_size > 0) {166const PackedInt32Array &iv = value;167write_array_std140<uint32_t>(iv, gui, p_array_size, 4);168} else {169int v = value;170gui[0] = v;171}172} break;173case ShaderLanguage::TYPE_UVEC2: {174uint32_t *gui = (uint32_t *)data;175176if (p_array_size > 0) {177const PackedInt32Array &iv = convert_array_std140<Vector2i, int32_t>(value);178write_array_std140<Vector2i>(iv, gui, p_array_size, 4);179} else {180Vector2i v = convert_to_vector<Vector2i>(value);181gui[0] = v.x;182gui[1] = v.y;183}184} break;185case ShaderLanguage::TYPE_UVEC3: {186uint32_t *gui = (uint32_t *)data;187188if (p_array_size > 0) {189const PackedInt32Array &iv = convert_array_std140<Vector3i, int32_t>(value);190write_array_std140<Vector3i>(iv, gui, p_array_size, 4);191} else {192Vector3i v = convert_to_vector<Vector3i>(value);193gui[0] = v.x;194gui[1] = v.y;195gui[2] = v.z;196}197} break;198case ShaderLanguage::TYPE_UVEC4: {199uint32_t *gui = (uint32_t *)data;200201if (p_array_size > 0) {202const PackedInt32Array &iv = convert_array_std140<Vector4i, int32_t>(value);203write_array_std140<Vector4i>(iv, gui, p_array_size, 4);204} else {205Vector4i v = convert_to_vector<Vector4i>(value);206gui[0] = v.x;207gui[1] = v.y;208gui[2] = v.z;209gui[3] = v.w;210}211} break;212case ShaderLanguage::TYPE_FLOAT: {213float *gui = (float *)data;214215if (p_array_size > 0) {216const PackedFloat32Array &a = value;217write_array_std140<float>(a, gui, p_array_size, 4);218} else {219float v = value;220gui[0] = v;221}222} break;223case ShaderLanguage::TYPE_VEC2: {224float *gui = (float *)data;225226if (p_array_size > 0) {227const PackedFloat32Array &a = convert_array_std140<Vector2, float>(value);228write_array_std140<Vector2>(a, gui, p_array_size, 4);229} else {230Vector2 v = convert_to_vector<Vector2>(value);231gui[0] = v.x;232gui[1] = v.y;233}234} break;235case ShaderLanguage::TYPE_VEC3: {236float *gui = (float *)data;237238if (p_array_size > 0) {239const PackedFloat32Array &a = convert_array_std140<Vector3, float>(value);240write_array_std140<Vector3>(a, gui, p_array_size, 4);241} else {242Vector3 v = convert_to_vector<Vector3>(value);243gui[0] = v.x;244gui[1] = v.y;245gui[2] = v.z;246}247} break;248case ShaderLanguage::TYPE_VEC4: {249float *gui = (float *)data;250251if (p_array_size > 0) {252const PackedFloat32Array &a = convert_array_std140<Vector4, float>(value);253write_array_std140<Vector4>(a, gui, p_array_size, 4);254} else {255Vector4 v = convert_to_vector<Vector4>(value);256gui[0] = v.x;257gui[1] = v.y;258gui[2] = v.z;259gui[3] = v.w;260}261} break;262case ShaderLanguage::TYPE_MAT2: {263float *gui = (float *)data;264265if (p_array_size > 0) {266const PackedFloat32Array &a = value;267int s = a.size();268269for (int i = 0, j = 0; i < p_array_size * 4; i += 4, j += 8) {270if (i + 3 < s) {271gui[j] = a[i];272gui[j + 1] = a[i + 1];273274gui[j + 4] = a[i + 2];275gui[j + 5] = a[i + 3];276} else {277gui[j] = 1;278gui[j + 1] = 0;279280gui[j + 4] = 0;281gui[j + 5] = 1;282}283gui[j + 2] = 0; // ignored284gui[j + 3] = 0; // ignored285gui[j + 6] = 0; // ignored286gui[j + 7] = 0; // ignored287}288} else {289Transform2D v = value;290291//in std140 members of mat2 are treated as vec4s292gui[0] = v.columns[0][0];293gui[1] = v.columns[0][1];294gui[2] = 0; // ignored295gui[3] = 0; // ignored296297gui[4] = v.columns[1][0];298gui[5] = v.columns[1][1];299gui[6] = 0; // ignored300gui[7] = 0; // ignored301}302} break;303case ShaderLanguage::TYPE_MAT3: {304float *gui = (float *)data;305306if (p_array_size > 0) {307const PackedFloat32Array &a = convert_array_std140<Basis, float>(value);308const Basis default_basis;309const int s = a.size();310311for (int i = 0, j = 0; i < p_array_size * 9; i += 9, j += 12) {312if (i + 8 < s) {313gui[j] = a[i];314gui[j + 1] = a[i + 1];315gui[j + 2] = a[i + 2];316gui[j + 3] = 0; // Ignored.317318gui[j + 4] = a[i + 3];319gui[j + 5] = a[i + 4];320gui[j + 6] = a[i + 5];321gui[j + 7] = 0; // Ignored.322323gui[j + 8] = a[i + 6];324gui[j + 9] = a[i + 7];325gui[j + 10] = a[i + 8];326gui[j + 11] = 0; // Ignored.327} else {328convert_item_std140(default_basis, gui + j);329}330}331} else {332convert_item_std140<Basis>(value, gui);333}334} break;335case ShaderLanguage::TYPE_MAT4: {336float *gui = (float *)data;337338if (p_array_size > 0) {339const PackedFloat32Array &a = convert_array_std140<Projection, float>(value);340write_array_std140<Projection>(a, gui, p_array_size, 16);341} else {342convert_item_std140<Projection>(value, gui);343}344} break;345default: {346}347}348}349350_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::Scalar> &value, uint8_t *data) {351switch (type) {352case ShaderLanguage::TYPE_BOOL: {353uint32_t *gui = (uint32_t *)data;354gui[0] = value[0].boolean ? 1 : 0;355} break;356case ShaderLanguage::TYPE_BVEC2: {357uint32_t *gui = (uint32_t *)data;358gui[0] = value[0].boolean ? 1 : 0;359gui[1] = value[1].boolean ? 1 : 0;360361} break;362case ShaderLanguage::TYPE_BVEC3: {363uint32_t *gui = (uint32_t *)data;364gui[0] = value[0].boolean ? 1 : 0;365gui[1] = value[1].boolean ? 1 : 0;366gui[2] = value[2].boolean ? 1 : 0;367368} break;369case ShaderLanguage::TYPE_BVEC4: {370uint32_t *gui = (uint32_t *)data;371gui[0] = value[0].boolean ? 1 : 0;372gui[1] = value[1].boolean ? 1 : 0;373gui[2] = value[2].boolean ? 1 : 0;374gui[3] = value[3].boolean ? 1 : 0;375376} break;377case ShaderLanguage::TYPE_INT: {378int32_t *gui = (int32_t *)data;379gui[0] = value[0].sint;380381} break;382case ShaderLanguage::TYPE_IVEC2: {383int32_t *gui = (int32_t *)data;384385for (int i = 0; i < 2; i++) {386gui[i] = value[i].sint;387}388389} break;390case ShaderLanguage::TYPE_IVEC3: {391int32_t *gui = (int32_t *)data;392393for (int i = 0; i < 3; i++) {394gui[i] = value[i].sint;395}396397} break;398case ShaderLanguage::TYPE_IVEC4: {399int32_t *gui = (int32_t *)data;400401for (int i = 0; i < 4; i++) {402gui[i] = value[i].sint;403}404405} break;406case ShaderLanguage::TYPE_UINT: {407uint32_t *gui = (uint32_t *)data;408gui[0] = value[0].uint;409410} break;411case ShaderLanguage::TYPE_UVEC2: {412int32_t *gui = (int32_t *)data;413414for (int i = 0; i < 2; i++) {415gui[i] = value[i].uint;416}417} break;418case ShaderLanguage::TYPE_UVEC3: {419int32_t *gui = (int32_t *)data;420421for (int i = 0; i < 3; i++) {422gui[i] = value[i].uint;423}424425} break;426case ShaderLanguage::TYPE_UVEC4: {427int32_t *gui = (int32_t *)data;428429for (int i = 0; i < 4; i++) {430gui[i] = value[i].uint;431}432} break;433case ShaderLanguage::TYPE_FLOAT: {434float *gui = (float *)data;435gui[0] = value[0].real;436437} break;438case ShaderLanguage::TYPE_VEC2: {439float *gui = (float *)data;440441for (int i = 0; i < 2; i++) {442gui[i] = value[i].real;443}444445} break;446case ShaderLanguage::TYPE_VEC3: {447float *gui = (float *)data;448449for (int i = 0; i < 3; i++) {450gui[i] = value[i].real;451}452453} break;454case ShaderLanguage::TYPE_VEC4: {455float *gui = (float *)data;456457for (int i = 0; i < 4; i++) {458gui[i] = value[i].real;459}460} break;461case ShaderLanguage::TYPE_MAT2: {462float *gui = (float *)data;463464//in std140 members of mat2 are treated as vec4s465gui[0] = value[0].real;466gui[1] = value[1].real;467gui[2] = 0;468gui[3] = 0;469gui[4] = value[2].real;470gui[5] = value[3].real;471gui[6] = 0;472gui[7] = 0;473} break;474case ShaderLanguage::TYPE_MAT3: {475float *gui = (float *)data;476477gui[0] = value[0].real;478gui[1] = value[1].real;479gui[2] = value[2].real;480gui[3] = 0;481gui[4] = value[3].real;482gui[5] = value[4].real;483gui[6] = value[5].real;484gui[7] = 0;485gui[8] = value[6].real;486gui[9] = value[7].real;487gui[10] = value[8].real;488gui[11] = 0;489} break;490case ShaderLanguage::TYPE_MAT4: {491float *gui = (float *)data;492493for (int i = 0; i < 16; i++) {494gui[i] = value[i].real;495}496} break;497default: {498}499}500}501502_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, int p_array_size, uint8_t *data) {503if (p_array_size <= 0) {504p_array_size = 1;505}506507switch (type) {508case ShaderLanguage::TYPE_BOOL:509case ShaderLanguage::TYPE_INT:510case ShaderLanguage::TYPE_UINT:511case ShaderLanguage::TYPE_FLOAT: {512memset(data, 0, 4 * p_array_size);513} break;514case ShaderLanguage::TYPE_BVEC2:515case ShaderLanguage::TYPE_IVEC2:516case ShaderLanguage::TYPE_UVEC2:517case ShaderLanguage::TYPE_VEC2: {518memset(data, 0, 8 * p_array_size);519} break;520case ShaderLanguage::TYPE_BVEC3:521case ShaderLanguage::TYPE_IVEC3:522case ShaderLanguage::TYPE_UVEC3:523case ShaderLanguage::TYPE_VEC3: {524memset(data, 0, 12 * p_array_size);525} break;526case ShaderLanguage::TYPE_BVEC4:527case ShaderLanguage::TYPE_IVEC4:528case ShaderLanguage::TYPE_UVEC4:529case ShaderLanguage::TYPE_VEC4: {530memset(data, 0, 16 * p_array_size);531} break;532case ShaderLanguage::TYPE_MAT2: {533memset(data, 0, 32 * p_array_size);534} break;535case ShaderLanguage::TYPE_MAT3: {536memset(data, 0, 48 * p_array_size);537} break;538case ShaderLanguage::TYPE_MAT4: {539memset(data, 0, 64 * p_array_size);540} break;541542default: {543}544}545}546547///////////////////////////////////////////////////////////////////////////548// ShaderData549550void ShaderData::set_path_hint(const String &p_hint) {551path = p_hint;552}553554void ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {555if (!p_texture.is_valid()) {556if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {557default_texture_params[p_name].erase(p_index);558559if (default_texture_params[p_name].is_empty()) {560default_texture_params.erase(p_name);561}562}563} else {564if (!default_texture_params.has(p_name)) {565default_texture_params[p_name] = HashMap<int, RID>();566}567default_texture_params[p_name][p_index] = p_texture;568}569}570571Variant ShaderData::get_default_parameter(const StringName &p_parameter) const {572if (uniforms.has(p_parameter)) {573ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];574Vector<ShaderLanguage::Scalar> default_value = uniform.default_value;575if (default_value.is_empty()) {576return ShaderLanguage::get_default_datatype_value(uniform.type, uniform.array_size, uniform.hint);577}578return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);579}580return Variant();581}582583void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {584SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;585LocalVector<Pair<StringName, int>> filtered_uniforms;586587for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {588if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {589continue;590}591filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.prop_order));592}593int uniform_count = filtered_uniforms.size();594sorter.sort(filtered_uniforms.ptr(), uniform_count);595596String last_group;597for (int i = 0; i < uniform_count; i++) {598const StringName &uniform_name = filtered_uniforms[i].first;599const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];600601String group = uniform.group;602if (!uniform.subgroup.is_empty()) {603group += "::" + uniform.subgroup;604}605606if (group != last_group) {607PropertyInfo pi;608pi.usage = PROPERTY_USAGE_GROUP;609pi.name = group;610p_param_list->push_back(pi);611612last_group = group;613}614615PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);616pi.name = uniform_name;617p_param_list->push_back(pi);618}619}620621void ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {622for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {623if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {624continue;625}626627RendererMaterialStorage::InstanceShaderParam p;628p.info = ShaderLanguage::uniform_to_property_info(E.value);629p.info.name = E.key; //supply name630p.index = E.value.instance_index;631p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);632p_param_list->push_back(p);633}634}635636bool ShaderData::is_parameter_texture(const StringName &p_param) const {637if (!uniforms.has(p_param)) {638return false;639}640641return uniforms[p_param].is_texture();642}643644///////////////////////////////////////////////////////////////////////////645// MaterialData646647// Look up table to translate ShaderLanguage::DataType to GL_TEXTURE_*648static const GLenum target_from_type[ShaderLanguage::TYPE_MAX] = {649GL_TEXTURE_2D, // TYPE_VOID,650GL_TEXTURE_2D, // TYPE_BOOL,651GL_TEXTURE_2D, // TYPE_BVEC2,652GL_TEXTURE_2D, // TYPE_BVEC3,653GL_TEXTURE_2D, // TYPE_BVEC4,654GL_TEXTURE_2D, // TYPE_INT,655GL_TEXTURE_2D, // TYPE_IVEC2,656GL_TEXTURE_2D, // TYPE_IVEC3,657GL_TEXTURE_2D, // TYPE_IVEC4,658GL_TEXTURE_2D, // TYPE_UINT,659GL_TEXTURE_2D, // TYPE_UVEC2,660GL_TEXTURE_2D, // TYPE_UVEC3,661GL_TEXTURE_2D, // TYPE_UVEC4,662GL_TEXTURE_2D, // TYPE_FLOAT,663GL_TEXTURE_2D, // TYPE_VEC2,664GL_TEXTURE_2D, // TYPE_VEC3,665GL_TEXTURE_2D, // TYPE_VEC4,666GL_TEXTURE_2D, // TYPE_MAT2,667GL_TEXTURE_2D, // TYPE_MAT3,668GL_TEXTURE_2D, // TYPE_MAT4,669GL_TEXTURE_2D, // TYPE_SAMPLER2D,670GL_TEXTURE_2D, // TYPE_ISAMPLER2D,671GL_TEXTURE_2D, // TYPE_USAMPLER2D,672GL_TEXTURE_2D_ARRAY, // TYPE_SAMPLER2DARRAY,673GL_TEXTURE_2D_ARRAY, // TYPE_ISAMPLER2DARRAY,674GL_TEXTURE_2D_ARRAY, // TYPE_USAMPLER2DARRAY,675GL_TEXTURE_3D, // TYPE_SAMPLER3D,676GL_TEXTURE_3D, // TYPE_ISAMPLER3D,677GL_TEXTURE_3D, // TYPE_USAMPLER3D,678GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBE,679GL_TEXTURE_CUBE_MAP, // TYPE_SAMPLERCUBEARRAY,680_GL_TEXTURE_EXTERNAL_OES, // TYPE_SAMPLEREXT681GL_TEXTURE_2D, // TYPE_STRUCT682};683684static const RS::CanvasItemTextureRepeat repeat_from_uniform[ShaderLanguage::REPEAT_DEFAULT + 1] = {685RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE,686RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE,687RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT,688};689690static const RS::CanvasItemTextureRepeat repeat_from_uniform_canvas[ShaderLanguage::REPEAT_DEFAULT + 1] = {691RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DISABLE,692RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, // ShaderLanguage::TextureRepeat::REPEAT_ENABLE,693RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, // ShaderLanguage::TextureRepeat::REPEAT_DEFAULT,694};695696static const RS::CanvasItemTextureFilter filter_from_uniform[ShaderLanguage::FILTER_DEFAULT + 1] = {697RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST,698RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR,699RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP,700RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP,701RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC,702RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC,703RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_DEFAULT,704};705706static const RS::CanvasItemTextureFilter filter_from_uniform_canvas[ShaderLanguage::FILTER_DEFAULT + 1] = {707RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, // ShaderLanguage::TextureFilter::FILTER_NEAREST,708RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_LINEAR,709RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP,710RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP,711RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_NEAREST_MIPMAP_ANISOTROPIC,712RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, // ShaderLanguage::TextureFilter::FILTER_LINEAR_MIPMAP_ANISOTROPIC,713RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, // ShaderLanguage::TextureFilter::FILTER_DEFAULT,714};715716void MaterialData::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) {717MaterialStorage *material_storage = MaterialStorage::get_singleton();718bool uses_global_buffer = false;719720for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {721if (E.value.is_texture()) {722continue; // texture, does not go here723}724725if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {726continue; //instance uniforms don't appear in the buffer727}728729if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {730//this is a global variable, get the index to it731GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);732uint32_t index = 0;733if (gv) {734index = gv->buffer_index;735} else {736WARN_PRINT("Shader uses global parameter '" + E.key + "', but it was removed at some point. Material will not display correctly.");737}738739uint32_t offset = p_uniform_offsets[E.value.order];740uint32_t *intptr = (uint32_t *)&p_buffer[offset];741*intptr = index;742uses_global_buffer = true;743continue;744}745746//regular uniform747uint32_t offset = p_uniform_offsets[E.value.order];748#ifdef DEBUG_ENABLED749uint32_t size = 0U;750// The following code enforces a 16-byte alignment of uniform arrays.751if (E.value.array_size > 0) {752size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size;753int m = (16 * E.value.array_size);754if ((size % m) != 0U) {755size += m - (size % m);756}757} else {758size = ShaderLanguage::get_datatype_size(E.value.type);759}760ERR_CONTINUE(offset + size > p_buffer_size);761#endif762uint8_t *data = &p_buffer[offset];763HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(E.key);764765if (V) {766//user provided767_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, V->value, data);768769} else if (E.value.default_value.size()) {770//default value771_fill_std140_ubo_value(E.value.type, E.value.default_value, data);772//value=E.value.default_value;773} else {774//zero because it was not provided775if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {776//colors must be set as black, with alpha as 1.0777_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);778} else if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {779//colors must be set as black, with alpha as 1.0780_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);781} else if (E.value.type == ShaderLanguage::TYPE_MAT2) {782// mat uniforms are identity matrix by default.783_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Transform2D(), data);784} else if (E.value.type == ShaderLanguage::TYPE_MAT3) {785_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Basis(), data);786} else if (E.value.type == ShaderLanguage::TYPE_MAT4) {787_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Projection(), data);788} else {789//else just zero it out790_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);791}792}793}794795if (uses_global_buffer != (global_buffer_E != nullptr)) {796if (uses_global_buffer) {797global_buffer_E = material_storage->global_shader_uniforms.materials_using_buffer.push_back(self);798} else {799material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);800global_buffer_E = nullptr;801}802}803}804805MaterialData::~MaterialData() {806MaterialStorage *material_storage = MaterialStorage::get_singleton();807808if (global_buffer_E) {809//unregister global buffers810material_storage->global_shader_uniforms.materials_using_buffer.erase(global_buffer_E);811}812813if (global_texture_E) {814//unregister global textures815816for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {817GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);818if (v) {819v->texture_materials.erase(self);820}821}822//unregister material from those using global textures823material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);824}825826if (uniform_buffer) {827glDeleteBuffers(1, &uniform_buffer);828uniform_buffer = 0;829}830}831832void MaterialData::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_is_3d_shader_type) {833TextureStorage *texture_storage = TextureStorage::get_singleton();834MaterialStorage *material_storage = MaterialStorage::get_singleton();835836#ifdef TOOLS_ENABLED837Texture *roughness_detect_texture = nullptr;838RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;839Texture *normal_detect_texture = nullptr;840#endif841842bool uses_global_textures = false;843global_textures_pass++;844845for (int i = 0, k = 0; i < p_texture_uniforms.size(); i++) {846const StringName &uniform_name = p_texture_uniforms[i].name;847int uniform_array_size = p_texture_uniforms[i].array_size;848849Vector<RID> textures;850851if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||852p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||853p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {854continue;855}856857if (p_texture_uniforms[i].global) {858uses_global_textures = true;859860GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(uniform_name);861if (v) {862if (v->buffer_index >= 0) {863WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it changed type and is no longer a texture!");864865} else {866HashMap<StringName, uint64_t>::Iterator E = used_global_textures.find(uniform_name);867if (!E) {868E = used_global_textures.insert(uniform_name, global_textures_pass);869v->texture_materials.insert(self);870} else {871E->value = global_textures_pass;872}873874RID override_rid = v->override;875if (override_rid.is_valid()) {876textures.push_back(override_rid);877} else {878RID value_rid = v->value;879if (value_rid.is_valid()) {880textures.push_back(value_rid);881}882}883}884885} else {886WARN_PRINT("Shader uses global parameter texture '" + String(uniform_name) + "', but it was removed at some point. Material will not display correctly.");887}888} else {889HashMap<StringName, Variant>::ConstIterator V = p_parameters.find(uniform_name);890if (V) {891if (V->value.is_array()) {892Array array = (Array)V->value;893if (uniform_array_size > 0) {894int size = MIN(uniform_array_size, array.size());895for (int j = 0; j < size; j++) {896textures.push_back(array[j]);897}898} else {899if (array.size() > 0) {900textures.push_back(array[0]);901}902}903} else {904textures.push_back(V->value);905}906}907908if (uniform_array_size > 0) {909if (textures.size() < uniform_array_size) {910HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);911for (int j = textures.size(); j < uniform_array_size; j++) {912if (W && W->value.has(j)) {913textures.push_back(W->value[j]);914} else {915textures.push_back(RID());916}917}918}919} else if (textures.is_empty()) {920HashMap<StringName, HashMap<int, RID>>::ConstIterator W = p_default_textures.find(uniform_name);921if (W && W->value.has(0)) {922textures.push_back(W->value[0]);923}924}925}926927RID gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);928929if (textures.is_empty()) {930//check default usage931switch (p_texture_uniforms[i].type) {932case ShaderLanguage::TYPE_ISAMPLER2D:933case ShaderLanguage::TYPE_USAMPLER2D:934case ShaderLanguage::TYPE_SAMPLER2D: {935switch (p_texture_uniforms[i].hint) {936case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {937gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_BLACK);938} break;939case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {940gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_TRANSPARENT);941} break;942case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {943gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_ANISO);944} break;945case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {946gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);947} break;948case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {949gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_NORMAL);950} break;951default: {952gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_WHITE);953} break;954}955} break;956957case ShaderLanguage::TYPE_SAMPLERCUBE: {958switch (p_texture_uniforms[i].hint) {959case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {960gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);961} break;962default: {963gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);964} break;965}966} break;967case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {968ERR_PRINT_ONCE("Type: SamplerCubeArray is not supported in the Compatibility renderer, please use another type.");969} break;970case ShaderLanguage::TYPE_SAMPLEREXT: {971gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_EXT);972} break;973974case ShaderLanguage::TYPE_ISAMPLER3D:975case ShaderLanguage::TYPE_USAMPLER3D:976case ShaderLanguage::TYPE_SAMPLER3D: {977switch (p_texture_uniforms[i].hint) {978case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {979gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);980} break;981default: {982gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);983} break;984}985} break;986987case ShaderLanguage::TYPE_ISAMPLER2DARRAY:988case ShaderLanguage::TYPE_USAMPLER2DARRAY:989case ShaderLanguage::TYPE_SAMPLER2DARRAY: {990gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);991} break;992993default: {994}995}996#ifdef TOOLS_ENABLED997if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {998roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);999}1000#endif1001if (uniform_array_size > 0) {1002for (int j = 0; j < uniform_array_size; j++) {1003p_textures[k++] = gl_texture;1004}1005} else {1006p_textures[k++] = gl_texture;1007}1008} else {1009for (int j = 0; j < textures.size(); j++) {1010Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);10111012if (tex) {1013gl_texture = textures[j];1014#ifdef TOOLS_ENABLED1015if (tex->detect_3d_callback && p_is_3d_shader_type) {1016tex->detect_3d_callback(tex->detect_3d_callback_ud);1017}1018if (tex->detect_normal_callback && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL)) {1019if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {1020normal_detect_texture = tex;1021}1022tex->detect_normal_callback(tex->detect_normal_callback_ud);1023}1024if (tex->detect_roughness_callback && (p_texture_uniforms[i].hint >= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R || p_texture_uniforms[i].hint <= ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_GRAY)) {1025//find the normal texture1026roughness_detect_texture = tex;1027roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);1028}1029#endif1030}1031#ifdef TOOLS_ENABLED1032if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {1033roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);1034}1035#endif1036p_textures[k++] = gl_texture;1037}1038}1039}1040{1041//for textures no longer used, unregister them1042List<StringName> to_delete;1043for (KeyValue<StringName, uint64_t> &E : used_global_textures) {1044if (E.value != global_textures_pass) {1045to_delete.push_back(E.key);10461047GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);1048if (v) {1049v->texture_materials.erase(self);1050}1051}1052}10531054while (to_delete.front()) {1055used_global_textures.erase(to_delete.front()->get());1056to_delete.pop_front();1057}1058//handle registering/unregistering global textures1059if (uses_global_textures != (global_texture_E != nullptr)) {1060if (uses_global_textures) {1061global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);1062} else {1063material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);1064global_texture_E = nullptr;1065}1066}1067}1068}10691070void MaterialData::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, bool p_is_3d_shader_type) {1071if ((uint32_t)ubo_data.size() != p_ubo_size) {1072p_uniform_dirty = true;1073if (!uniform_buffer) {1074glGenBuffers(1, &uniform_buffer);1075}10761077ubo_data.resize(p_ubo_size);1078if (ubo_data.size()) {1079ERR_FAIL_COND(p_ubo_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size));1080memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear1081}1082}10831084//check whether buffer changed1085if (p_uniform_dirty && ubo_data.size()) {1086update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size());1087glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);1088glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);1089glBindBuffer(GL_UNIFORM_BUFFER, 0);1090}10911092uint32_t tex_uniform_count = 0U;1093for (int i = 0; i < p_texture_uniforms.size(); i++) {1094tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);1095}10961097if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {1098texture_cache.resize(tex_uniform_count);1099p_textures_dirty = true;1100}11011102if (p_textures_dirty && tex_uniform_count) {1103update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type);1104}1105}11061107///////////////////////////////////////////////////////////////////////////1108// Material Storage11091110MaterialStorage *MaterialStorage::singleton = nullptr;11111112MaterialStorage *MaterialStorage::get_singleton() {1113return singleton;1114}11151116MaterialStorage::MaterialStorage() {1117singleton = this;11181119shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;1120shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;1121shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;1122shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;1123shader_data_request_func[RS::SHADER_FOG] = nullptr;11241125material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;1126material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;1127material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;1128material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;1129material_data_request_func[RS::SHADER_FOG] = nullptr;11301131static_assert(sizeof(GlobalShaderUniforms::Value) == 16);11321133global_shader_uniforms.buffer_size = MAX(16, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));1134if (global_shader_uniforms.buffer_size * sizeof(GlobalShaderUniforms::Value) > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {1135// Limit to maximum support UBO size.1136global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size) / sizeof(GlobalShaderUniforms::Value);1137}11381139global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);1140memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);1141global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);1142global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE));1143memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * (1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE)));1144glGenBuffers(1, &global_shader_uniforms.buffer);1145glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);1146glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW);1147glBindBuffer(GL_UNIFORM_BUFFER, 0);11481149{1150// Setup CanvasItem compiler1151ShaderCompiler::DefaultIdentifierActions actions;11521153actions.renames["VERTEX"] = "vertex";1154actions.renames["LIGHT_VERTEX"] = "light_vertex";1155actions.renames["SHADOW_VERTEX"] = "shadow_vertex";1156actions.renames["UV"] = "uv";1157actions.renames["POINT_SIZE"] = "point_size";11581159actions.renames["MODEL_MATRIX"] = "model_matrix";1160actions.renames["CANVAS_MATRIX"] = "canvas_transform";1161actions.renames["SCREEN_MATRIX"] = "screen_transform";1162actions.renames["TIME"] = "time";1163actions.renames["PI"] = String::num(Math::PI);1164actions.renames["TAU"] = String::num(Math::TAU);1165actions.renames["E"] = String::num(Math::E);1166actions.renames["AT_LIGHT_PASS"] = "false";1167actions.renames["INSTANCE_CUSTOM"] = "instance_custom";11681169actions.renames["COLOR"] = "color";1170actions.renames["NORMAL"] = "normal";1171actions.renames["NORMAL_MAP"] = "normal_map";1172actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";1173actions.renames["TEXTURE"] = "color_texture";1174actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size";1175actions.renames["NORMAL_TEXTURE"] = "normal_texture";1176actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";1177actions.renames["SPECULAR_SHININESS"] = "specular_shininess";1178actions.renames["SCREEN_UV"] = "screen_uv";1179actions.renames["REGION_RECT"] = "region_rect";1180actions.renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";1181actions.renames["FRAGCOORD"] = "gl_FragCoord";1182actions.renames["POINT_COORD"] = "gl_PointCoord";1183actions.renames["INSTANCE_ID"] = "gl_InstanceID";1184actions.renames["VERTEX_ID"] = "gl_VertexID";11851186actions.renames["CUSTOM0"] = "custom0";1187actions.renames["CUSTOM1"] = "custom1";11881189actions.renames["LIGHT_POSITION"] = "light_position";1190actions.renames["LIGHT_DIRECTION"] = "light_direction";1191actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";1192actions.renames["LIGHT_COLOR"] = "light_color";1193actions.renames["LIGHT_ENERGY"] = "light_energy";1194actions.renames["LIGHT"] = "light";1195actions.renames["SHADOW_MODULATE"] = "shadow_modulate";11961197actions.renames["texture_sdf"] = "texture_sdf";1198actions.renames["texture_sdf_normal"] = "texture_sdf_normal";1199actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";1200actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";12011202actions.usage_defines["COLOR"] = "#define COLOR_USED\n";1203actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";1204actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";1205actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";1206actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";1207actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";1208actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";1209actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";12101211actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";1212actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";1213actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";1214actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";12151216actions.global_buffer_array_variable = "global_shader_uniforms";1217actions.instance_uniform_index_variable = "read_draw_data_instance_offset";12181219shaders.compiler_canvas.initialize(actions);1220}12211222{1223// Setup Scene compiler12241225//shader compiler1226ShaderCompiler::DefaultIdentifierActions actions;12271228actions.renames["MODEL_MATRIX"] = "model_matrix";1229actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";1230actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";1231actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";1232actions.renames["PROJECTION_MATRIX"] = "projection_matrix";1233actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";1234actions.renames["MODELVIEW_MATRIX"] = "modelview";1235actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";1236actions.renames["MAIN_CAM_INV_VIEW_MATRIX"] = "scene_data.main_cam_inv_view_matrix";12371238actions.renames["VERTEX"] = "vertex";1239actions.renames["NORMAL"] = "normal";1240actions.renames["TANGENT"] = "tangent";1241actions.renames["BINORMAL"] = "binormal";1242actions.renames["POSITION"] = "position";1243actions.renames["UV"] = "uv_interp";1244actions.renames["UV2"] = "uv2_interp";1245actions.renames["COLOR"] = "color_interp";1246actions.renames["POINT_SIZE"] = "point_size";1247actions.renames["INSTANCE_ID"] = "gl_InstanceID";1248actions.renames["VERTEX_ID"] = "gl_VertexID";1249actions.renames["Z_CLIP_SCALE"] = "z_clip_scale";12501251actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";1252actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";1253actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";1254actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";12551256//builtins12571258actions.renames["TIME"] = "scene_data.time";1259actions.renames["EXPOSURE"] = "(1.0 / scene_data.emissive_exposure_normalization)";1260actions.renames["PI"] = String::num(Math::PI);1261actions.renames["TAU"] = String::num(Math::TAU);1262actions.renames["E"] = String::num(Math::E);1263actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";1264actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR";1265actions.renames["IN_SHADOW_PASS"] = "IN_SHADOW_PASS";1266actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";12671268actions.renames["FRAGCOORD"] = "gl_FragCoord";1269actions.renames["FRONT_FACING"] = "gl_FrontFacing";1270actions.renames["NORMAL_MAP"] = "normal_map";1271actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";1272actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";1273actions.renames["ALBEDO"] = "albedo";1274actions.renames["ALPHA"] = "alpha";1275actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";1276actions.renames["METALLIC"] = "metallic";1277actions.renames["SPECULAR"] = "specular";1278actions.renames["ROUGHNESS"] = "roughness";1279actions.renames["RIM"] = "rim";1280actions.renames["RIM_TINT"] = "rim_tint";1281actions.renames["CLEARCOAT"] = "clearcoat";1282actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";1283actions.renames["ANISOTROPY"] = "anisotropy";1284actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";1285actions.renames["SSS_STRENGTH"] = "sss_strength";1286actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";1287actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";1288actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";1289actions.renames["BACKLIGHT"] = "backlight";1290actions.renames["AO"] = "ao";1291actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";1292actions.renames["EMISSION"] = "emission";1293actions.renames["POINT_COORD"] = "gl_PointCoord";1294actions.renames["INSTANCE_CUSTOM"] = "instance_custom";1295actions.renames["SCREEN_UV"] = "screen_uv";1296actions.renames["DEPTH"] = "gl_FragDepth";1297actions.renames["FOG"] = "fog";1298actions.renames["RADIANCE"] = "custom_radiance";1299actions.renames["IRRADIANCE"] = "custom_irradiance";1300actions.renames["BONE_INDICES"] = "bone_attrib";1301actions.renames["BONE_WEIGHTS"] = "weight_attrib";1302actions.renames["CUSTOM0"] = "custom0_attrib";1303actions.renames["CUSTOM1"] = "custom1_attrib";1304actions.renames["CUSTOM2"] = "custom2_attrib";1305actions.renames["CUSTOM3"] = "custom3_attrib";1306actions.renames["LIGHT_VERTEX"] = "light_vertex";13071308actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";1309actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";1310actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz";1311actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";1312actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * model_matrix)[3].xyz";13131314actions.renames["VIEW_INDEX"] = "ViewIndex";1315actions.renames["VIEW_MONO_LEFT"] = "uint(0)";1316actions.renames["VIEW_RIGHT"] = "uint(1)";1317actions.renames["EYE_OFFSET"] = "eye_offset";13181319//for light1320actions.renames["VIEW"] = "view";1321actions.renames["SPECULAR_AMOUNT"] = "specular_amount";1322actions.renames["LIGHT_COLOR"] = "light_color";1323actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";1324actions.renames["LIGHT"] = "light";1325actions.renames["ATTENUATION"] = "attenuation";1326actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";1327actions.renames["SPECULAR_LIGHT"] = "specular_light";13281329actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";1330actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";1331actions.usage_defines["BINORMAL"] = "@TANGENT";1332actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";1333actions.usage_defines["RIM_TINT"] = "@RIM";1334actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";1335actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";1336actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";1337actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";1338actions.usage_defines["AO"] = "#define AO_USED\n";1339actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";1340actions.usage_defines["UV"] = "#define UV_USED\n";1341actions.usage_defines["UV2"] = "#define UV2_USED\n";1342actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";1343actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";1344actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";1345actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";1346actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";1347actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";1348actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";1349actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";1350actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";1351actions.usage_defines["COLOR"] = "#define COLOR_USED\n";1352actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";1353actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";1354actions.usage_defines["LIGHT_VERTEX"] = "#define LIGHT_VERTEX_USED\n";1355actions.usage_defines["Z_CLIP_SCALE"] = "#define Z_CLIP_SCALE_USED\n";13561357actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";1358actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";1359actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";1360actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";1361actions.usage_defines["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED";13621363actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";1364actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";1365actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";1366actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";13671368actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";1369actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";1370actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";13711372actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";1373actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";1374actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";1375actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";1376actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";1377actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";1378actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n";13791380bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");13811382if (!force_lambert) {1383actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";1384}13851386actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";1387actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";13881389actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";13901391actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";1392actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";1393actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";1394actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";1395actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";1396actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";1397actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";1398if (!GLES3::Config::get_singleton()->force_vertex_shading) {1399// If forcing vertex shading, this will be defined already.1400actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";1401}1402actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";14031404actions.render_mode_defines["specular_occlusion_disabled"] = "#define SPECULAR_OCCLUSION_DISABLED\n";14051406actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;1407actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;14081409actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled();1410actions.global_buffer_array_variable = "global_shader_uniforms";1411actions.instance_uniform_index_variable = "instance_offset";14121413shaders.compiler_scene.initialize(actions);1414}14151416{1417// Setup Particles compiler14181419ShaderCompiler::DefaultIdentifierActions actions;14201421actions.renames["COLOR"] = "out_color";1422actions.renames["VELOCITY"] = "out_velocity_flags.xyz";1423actions.renames["MASS"] = "mass";1424actions.renames["ACTIVE"] = "particle_active";1425actions.renames["RESTART"] = "restart";1426actions.renames["CUSTOM"] = "out_custom";1427for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {1428String udname = "USERDATA" + itos(i + 1);1429actions.renames[udname] = "out_userdata" + itos(i + 1);1430actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";1431}1432actions.renames["TRANSFORM"] = "xform";1433actions.renames["TIME"] = "time";1434actions.renames["PI"] = String::num(Math::PI);1435actions.renames["TAU"] = String::num(Math::TAU);1436actions.renames["E"] = String::num(Math::E);1437actions.renames["LIFETIME"] = "lifetime";1438actions.renames["DELTA"] = "local_delta";1439actions.renames["NUMBER"] = "particle_number";1440actions.renames["INDEX"] = "index";1441actions.renames["AMOUNT_RATIO"] = "amount_ratio";1442//actions.renames["GRAVITY"] = "current_gravity";1443actions.renames["EMISSION_TRANSFORM"] = "emission_transform";1444actions.renames["RANDOM_SEED"] = "random_seed";1445actions.renames["RESTART_POSITION"] = "restart_position";1446actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";1447actions.renames["RESTART_VELOCITY"] = "restart_velocity";1448actions.renames["RESTART_COLOR"] = "restart_color";1449actions.renames["RESTART_CUSTOM"] = "restart_custom";1450actions.renames["COLLIDED"] = "collided";1451actions.renames["COLLISION_NORMAL"] = "collision_normal";1452actions.renames["COLLISION_DEPTH"] = "collision_depth";1453actions.renames["ATTRACTOR_FORCE"] = "attractor_force";1454actions.renames["EMITTER_VELOCITY"] = "emitter_velocity";1455actions.renames["INTERPOLATE_TO_END"] = "interp_to_end";14561457// These are unsupported, but may be used by users. To avoid compile time overhead, we add the stub only when used.1458actions.renames["FLAG_EMIT_POSITION"] = "uint(1)";1459actions.renames["FLAG_EMIT_ROT_SCALE"] = "uint(2)";1460actions.renames["FLAG_EMIT_VELOCITY"] = "uint(4)";1461actions.renames["FLAG_EMIT_COLOR"] = "uint(8)";1462actions.renames["FLAG_EMIT_CUSTOM"] = "uint(16)";1463actions.renames["emit_subparticle"] = "emit_subparticle";1464actions.usage_defines["emit_subparticle"] = "\nbool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {\n\treturn false;\n}\n";14651466actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";1467actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";1468actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";1469actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";14701471actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;1472actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;14731474actions.global_buffer_array_variable = "global_shader_uniforms";14751476shaders.compiler_particles.initialize(actions);1477}14781479{1480// Setup Sky compiler1481ShaderCompiler::DefaultIdentifierActions actions;14821483actions.renames["COLOR"] = "color";1484actions.renames["ALPHA"] = "alpha";1485actions.renames["EYEDIR"] = "cube_normal";1486actions.renames["POSITION"] = "position";1487actions.renames["SKY_COORDS"] = "panorama_coords";1488actions.renames["SCREEN_UV"] = "uv";1489actions.renames["TIME"] = "time";1490actions.renames["FRAGCOORD"] = "gl_FragCoord";1491actions.renames["PI"] = String::num(Math::PI);1492actions.renames["TAU"] = String::num(Math::TAU);1493actions.renames["E"] = String::num(Math::E);1494actions.renames["HALF_RES_COLOR"] = "half_res_color";1495actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";1496actions.renames["RADIANCE"] = "radiance";1497actions.renames["FOG"] = "custom_fog";1498actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";1499actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";1500actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";1501actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";1502actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";1503actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";1504actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";1505actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";1506actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";1507actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";1508actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";1509actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";1510actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";1511actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";1512actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";1513actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";1514actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";1515actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";1516actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";1517actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";1518actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";1519actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";1520actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";1521actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";1522actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";1523actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";1524actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";15251526actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;1527actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;15281529actions.global_buffer_array_variable = "global_shader_uniforms";15301531shaders.compiler_sky.initialize(actions);1532}1533}15341535MaterialStorage::~MaterialStorage() {1536//shaders.copy.version_free(shaders.copy_version);15371538memdelete_arr(global_shader_uniforms.buffer_values);1539memdelete_arr(global_shader_uniforms.buffer_usage);1540memdelete_arr(global_shader_uniforms.buffer_dirty_regions);1541glDeleteBuffers(1, &global_shader_uniforms.buffer);15421543singleton = nullptr;1544}15451546/* GLOBAL SHADER UNIFORM API */15471548int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {1549int32_t idx = 0;1550while (idx + p_elements <= global_shader_uniforms.buffer_size) {1551if (global_shader_uniforms.buffer_usage[idx].elements == 0) {1552bool valid = true;1553for (uint32_t i = 1; i < p_elements; i++) {1554if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {1555valid = false;1556idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;1557break;1558}1559}15601561if (!valid) {1562continue; //if not valid, idx is in new position1563}15641565return idx;1566} else {1567idx += global_shader_uniforms.buffer_usage[idx].elements;1568}1569}15701571return -1;1572}15731574void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {1575switch (p_type) {1576case RS::GLOBAL_VAR_TYPE_BOOL: {1577GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1578bool b = p_value;1579bv.x = b ? 1.0 : 0.0;1580bv.y = 0.0;1581bv.z = 0.0;1582bv.w = 0.0;15831584} break;1585case RS::GLOBAL_VAR_TYPE_BVEC2: {1586GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1587uint32_t bvec = p_value;1588bv.x = (bvec & 1) ? 1.0 : 0.0;1589bv.y = (bvec & 2) ? 1.0 : 0.0;1590bv.z = 0.0;1591bv.w = 0.0;1592} break;1593case RS::GLOBAL_VAR_TYPE_BVEC3: {1594GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1595uint32_t bvec = p_value;1596bv.x = (bvec & 1) ? 1.0 : 0.0;1597bv.y = (bvec & 2) ? 1.0 : 0.0;1598bv.z = (bvec & 4) ? 1.0 : 0.0;1599bv.w = 0.0;1600} break;1601case RS::GLOBAL_VAR_TYPE_BVEC4: {1602GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1603uint32_t bvec = p_value;1604bv.x = (bvec & 1) ? 1.0 : 0.0;1605bv.y = (bvec & 2) ? 1.0 : 0.0;1606bv.z = (bvec & 4) ? 1.0 : 0.0;1607bv.w = (bvec & 8) ? 1.0 : 0.0;1608} break;1609case RS::GLOBAL_VAR_TYPE_INT: {1610GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1611int32_t v = p_value;1612bv.x = v;1613bv.y = 0;1614bv.z = 0;1615bv.w = 0;1616} break;1617case RS::GLOBAL_VAR_TYPE_IVEC2: {1618GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1619Vector2i v = convert_to_vector<Vector2i>(p_value);1620bv.x = v.x;1621bv.y = v.y;1622bv.z = 0;1623bv.w = 0;1624} break;1625case RS::GLOBAL_VAR_TYPE_IVEC3: {1626GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1627Vector3i v = convert_to_vector<Vector3i>(p_value);1628bv.x = v.x;1629bv.y = v.y;1630bv.z = v.z;1631bv.w = 0;1632} break;1633case RS::GLOBAL_VAR_TYPE_IVEC4: {1634GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1635Vector4i v = convert_to_vector<Vector4i>(p_value);1636bv.x = v.x;1637bv.y = v.y;1638bv.z = v.z;1639bv.w = v.w;1640} break;1641case RS::GLOBAL_VAR_TYPE_RECT2I: {1642GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1643Rect2i v = p_value;1644bv.x = v.position.x;1645bv.y = v.position.y;1646bv.z = v.size.x;1647bv.w = v.size.y;1648} break;1649case RS::GLOBAL_VAR_TYPE_UINT: {1650GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1651uint32_t v = p_value;1652bv.x = v;1653bv.y = 0;1654bv.z = 0;1655bv.w = 0;1656} break;1657case RS::GLOBAL_VAR_TYPE_UVEC2: {1658GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1659Vector2i v = convert_to_vector<Vector2i>(p_value);1660bv.x = v.x;1661bv.y = v.y;1662bv.z = 0;1663bv.w = 0;1664} break;1665case RS::GLOBAL_VAR_TYPE_UVEC3: {1666GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1667Vector3i v = convert_to_vector<Vector3i>(p_value);1668bv.x = v.x;1669bv.y = v.y;1670bv.z = v.z;1671bv.w = 0;1672} break;1673case RS::GLOBAL_VAR_TYPE_UVEC4: {1674GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1675Vector4i v = convert_to_vector<Vector4i>(p_value);1676bv.x = v.x;1677bv.y = v.y;1678bv.z = v.z;1679bv.w = v.w;1680} break;1681case RS::GLOBAL_VAR_TYPE_FLOAT: {1682GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1683float v = p_value;1684bv.x = v;1685bv.y = 0;1686bv.z = 0;1687bv.w = 0;1688} break;1689case RS::GLOBAL_VAR_TYPE_VEC2: {1690GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1691Vector2 v = convert_to_vector<Vector2>(p_value);1692bv.x = v.x;1693bv.y = v.y;1694bv.z = 0;1695bv.w = 0;1696} break;1697case RS::GLOBAL_VAR_TYPE_VEC3: {1698GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1699Vector3 v = convert_to_vector<Vector3>(p_value);1700bv.x = v.x;1701bv.y = v.y;1702bv.z = v.z;1703bv.w = 0;1704} break;1705case RS::GLOBAL_VAR_TYPE_VEC4: {1706GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1707Vector4 v = convert_to_vector<Vector4>(p_value);1708bv.x = v.x;1709bv.y = v.y;1710bv.z = v.z;1711bv.w = v.w;1712} break;1713case RS::GLOBAL_VAR_TYPE_COLOR: {1714GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1715Color v = p_value;1716bv.x = v.r;1717bv.y = v.g;1718bv.z = v.b;1719bv.w = v.a;17201721GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];1722//v = v.srgb_to_linear();1723bv_linear.x = v.r;1724bv_linear.y = v.g;1725bv_linear.z = v.b;1726bv_linear.w = v.a;17271728} break;1729case RS::GLOBAL_VAR_TYPE_RECT2: {1730GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1731Rect2 v = p_value;1732bv.x = v.position.x;1733bv.y = v.position.y;1734bv.z = v.size.x;1735bv.w = v.size.y;1736} break;1737case RS::GLOBAL_VAR_TYPE_MAT2: {1738GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1739Vector<float> m2 = p_value;1740if (m2.size() < 4) {1741m2.resize(4);1742}1743bv[0].x = m2[0];1744bv[0].y = m2[1];1745bv[0].z = 0;1746bv[0].w = 0;17471748bv[1].x = m2[2];1749bv[1].y = m2[3];1750bv[1].z = 0;1751bv[1].w = 0;17521753} break;1754case RS::GLOBAL_VAR_TYPE_MAT3: {1755GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1756Basis v = p_value;1757convert_item_std140<Basis>(v, &bv->x);17581759} break;1760case RS::GLOBAL_VAR_TYPE_MAT4: {1761GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1762Projection m = p_value;1763convert_item_std140<Projection>(m, &bv->x);17641765} break;1766case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {1767GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1768Transform2D v = p_value;1769convert_item_std140<Transform2D>(v, &bv->x);17701771} break;1772case RS::GLOBAL_VAR_TYPE_TRANSFORM: {1773GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1774Transform3D v = p_value;1775convert_item_std140<Transform3D>(v, &bv->x);17761777} break;1778default: {1779ERR_FAIL();1780}1781}1782}17831784void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {1785int32_t prev_chunk = -1;17861787for (int32_t i = 0; i < p_elements; i++) {1788int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;1789if (chunk != prev_chunk) {1790if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {1791global_shader_uniforms.buffer_dirty_regions[chunk] = true;1792global_shader_uniforms.buffer_dirty_region_count++;1793}1794}17951796prev_chunk = chunk;1797}1798}17991800void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {1801ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));1802GlobalShaderUniforms::Variable gv;1803gv.type = p_type;1804gv.value = p_value;1805gv.buffer_index = -1;18061807if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {1808//is texture1809global_shader_uniforms.must_update_texture_materials = true; //normally there are none1810} else {1811gv.buffer_elements = 1;1812if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {1813//color needs to elements to store srgb and linear1814gv.buffer_elements = 2;1815}1816if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {1817//color needs to elements to store srgb and linear1818gv.buffer_elements = 3;1819}1820if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {1821//color needs to elements to store srgb and linear1822gv.buffer_elements = 4;1823}18241825//is vector, allocate in buffer and update index1826gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);1827ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: %d.", String(p_name), Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value)));1828global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;1829_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);1830_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);18311832global_shader_uniforms.must_update_buffer_materials = true; //normally there are none1833}18341835global_shader_uniforms.variables[p_name] = gv;1836}18371838void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {1839if (!global_shader_uniforms.variables.has(p_name)) {1840return;1841}1842GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];18431844if (gv.buffer_index >= 0) {1845global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;1846global_shader_uniforms.must_update_buffer_materials = true;1847} else {1848global_shader_uniforms.must_update_texture_materials = true;1849}18501851global_shader_uniforms.variables.erase(p_name);1852}18531854Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {1855if (!Engine::get_singleton()->is_editor_hint()) {1856ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");1857}18581859Vector<StringName> names;1860for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {1861names.push_back(E.key);1862}1863names.sort_custom<StringName::AlphCompare>();1864return names;1865}18661867void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {1868ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));1869GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];1870gv.value = p_value;1871if (gv.override.get_type() == Variant::NIL) {1872if (gv.buffer_index >= 0) {1873//buffer1874_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);1875_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);1876} else {1877//texture1878MaterialStorage *material_storage = MaterialStorage::get_singleton();1879for (const RID &E : gv.texture_materials) {1880Material *material = material_storage->get_material(E);1881ERR_CONTINUE(!material);1882material_storage->_material_queue_update(material, false, true);1883}1884}1885}1886}18871888void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {1889if (!global_shader_uniforms.variables.has(p_name)) {1890return; //variable may not exist1891}18921893ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);18941895GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];18961897gv.override = p_value;18981899if (gv.buffer_index >= 0) {1900//buffer1901if (gv.override.get_type() == Variant::NIL) {1902_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);1903} else {1904_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);1905}19061907_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);1908} else {1909//texture1910MaterialStorage *material_storage = MaterialStorage::get_singleton();1911for (const RID &E : gv.texture_materials) {1912Material *material = material_storage->get_material(E);1913ERR_CONTINUE(!material);1914material_storage->_material_queue_update(material, false, true);1915}1916}1917}19181919Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {1920if (!Engine::get_singleton()->is_editor_hint()) {1921ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");1922}19231924if (!global_shader_uniforms.variables.has(p_name)) {1925return Variant();1926}19271928return global_shader_uniforms.variables[p_name].value;1929}19301931RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {1932if (!global_shader_uniforms.variables.has(p_name)) {1933return RS::GLOBAL_VAR_TYPE_MAX;1934}19351936return global_shader_uniforms.variables[p_name].type;1937}19381939RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {1940if (!Engine::get_singleton()->is_editor_hint()) {1941ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");1942}19431944return global_shader_parameter_get_type_internal(p_name);1945}19461947void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {1948List<PropertyInfo> settings;1949ProjectSettings::get_singleton()->get_property_list(&settings);19501951for (const PropertyInfo &E : settings) {1952if (E.name.begins_with("shader_globals/")) {1953StringName name = E.name.get_slicec('/', 1);1954Dictionary d = GLOBAL_GET(E.name);19551956ERR_CONTINUE(!d.has("type"));1957ERR_CONTINUE(!d.has("value"));19581959String type = d["type"];19601961static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {1962"bool",1963"bvec2",1964"bvec3",1965"bvec4",1966"int",1967"ivec2",1968"ivec3",1969"ivec4",1970"rect2i",1971"uint",1972"uvec2",1973"uvec3",1974"uvec4",1975"float",1976"vec2",1977"vec3",1978"vec4",1979"color",1980"rect2",1981"mat2",1982"mat3",1983"mat4",1984"transform_2d",1985"transform",1986"sampler2D",1987"sampler2DArray",1988"sampler3D",1989"samplerCube",1990"samplerExternalOES"1991};19921993RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;19941995for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {1996if (global_var_type_names[i] == type) {1997gvtype = RS::GlobalShaderParameterType(i);1998break;1999}2000}20012002ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid20032004Variant value = d["value"];20052006if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {2007String path = value;2008// Don't load the textures, but still add the parameter so shaders compile correctly while loading.2009if (!p_load_textures || path.is_empty()) {2010value = RID();2011} else {2012Ref<Resource> resource = ResourceLoader::load(path);2013value = resource;2014}2015}20162017if (global_shader_uniforms.variables.has(name)) {2018//has it, update it2019global_shader_parameter_set(name, value);2020} else {2021global_shader_parameter_add(name, gvtype, value);2022}2023}2024}2025}20262027void MaterialStorage::global_shader_parameters_clear() {2028global_shader_uniforms.variables.clear();2029}20302031GLuint MaterialStorage::global_shader_parameters_get_uniform_buffer() const {2032return global_shader_uniforms.buffer;2033}20342035int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {2036ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);2037int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);2038global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway2039ERR_FAIL_COND_V_MSG(pos < 0, -1, vformat("Too many instances using shader instance variables. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: %d.", Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value)));2040global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;2041return pos;2042}20432044void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {2045ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));2046int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];2047if (pos >= 0) {2048global_shader_uniforms.buffer_usage[pos].elements = 0;2049}2050global_shader_uniforms.instance_buffer_pos.erase(p_instance);2051}20522053void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {2054if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {2055return; //just not allocated, ignore2056}2057int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];20582059if (pos < 0) {2060return; //again, not allocated, ignore2061}2062ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);20632064Variant::Type value_type = p_value.get_type();2065ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported20662067ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {2068ShaderLanguage::TYPE_MAX, //nil2069ShaderLanguage::TYPE_BOOL, //bool2070ShaderLanguage::TYPE_INT, //int2071ShaderLanguage::TYPE_FLOAT, //float2072ShaderLanguage::TYPE_MAX, //string2073ShaderLanguage::TYPE_VEC2, //vec22074ShaderLanguage::TYPE_IVEC2, //vec2i2075ShaderLanguage::TYPE_VEC4, //rect22076ShaderLanguage::TYPE_IVEC4, //rect2i2077ShaderLanguage::TYPE_VEC3, // vec32078ShaderLanguage::TYPE_IVEC3, //vec3i2079ShaderLanguage::TYPE_MAX, //xform2d not supported here2080ShaderLanguage::TYPE_VEC4, //vec42081ShaderLanguage::TYPE_IVEC4, //vec4i2082ShaderLanguage::TYPE_VEC4, //plane2083ShaderLanguage::TYPE_VEC4, //quat2084ShaderLanguage::TYPE_MAX, //aabb not supported here2085ShaderLanguage::TYPE_MAX, //basis not supported here2086ShaderLanguage::TYPE_MAX, //xform not supported here2087ShaderLanguage::TYPE_MAX, //projection not supported here2088ShaderLanguage::TYPE_VEC4 //color2089};20902091ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;2092if (value_type == Variant::INT && p_flags_count > 0) {2093switch (p_flags_count) {2094case 1:2095datatype = ShaderLanguage::TYPE_BVEC2;2096break;2097case 2:2098datatype = ShaderLanguage::TYPE_BVEC3;2099break;2100case 3:2101datatype = ShaderLanguage::TYPE_BVEC4;2102break;2103}2104} else {2105datatype = datatype_from_value[value_type];2106}21072108ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported21092110pos += p_index;21112112_fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]);2113_global_shader_uniform_mark_buffer_dirty(pos, 1);2114}21152116void MaterialStorage::_update_global_shader_uniforms() {2117MaterialStorage *material_storage = MaterialStorage::get_singleton();2118if (global_shader_uniforms.buffer_dirty_region_count > 0) {2119uint32_t total_regions = 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);2120if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {2121// 25% of regions dirty, just update all buffer2122glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);2123glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);2124glBindBuffer(GL_UNIFORM_BUFFER, 0);2125memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);2126} else {2127uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;2128glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);2129for (uint32_t i = 0; i < total_regions; i++) {2130if (global_shader_uniforms.buffer_dirty_regions[i]) {2131glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);2132global_shader_uniforms.buffer_dirty_regions[i] = false;2133}2134}2135glBindBuffer(GL_UNIFORM_BUFFER, 0);2136}21372138global_shader_uniforms.buffer_dirty_region_count = 0;2139}21402141if (global_shader_uniforms.must_update_buffer_materials) {2142// only happens in the case of a buffer variable added or removed,2143// so not often.2144for (const RID &E : global_shader_uniforms.materials_using_buffer) {2145Material *material = material_storage->get_material(E);2146ERR_CONTINUE(!material); //wtf21472148material_storage->_material_queue_update(material, true, false);2149}21502151global_shader_uniforms.must_update_buffer_materials = false;2152}21532154if (global_shader_uniforms.must_update_texture_materials) {2155// only happens in the case of a buffer variable added or removed,2156// so not often.2157for (const RID &E : global_shader_uniforms.materials_using_texture) {2158Material *material = material_storage->get_material(E);2159ERR_CONTINUE(!material); //wtf21602161material_storage->_material_queue_update(material, false, true);2162}21632164global_shader_uniforms.must_update_texture_materials = false;2165}2166}21672168/* SHADER API */21692170RID MaterialStorage::shader_allocate() {2171return shader_owner.allocate_rid();2172}21732174void MaterialStorage::shader_initialize(RID p_rid, bool p_embedded) {2175Shader shader;2176shader.data = nullptr;2177shader.mode = RS::SHADER_MAX;21782179shader_owner.initialize_rid(p_rid, shader);2180}21812182void MaterialStorage::shader_free(RID p_rid) {2183GLES3::Shader *shader = shader_owner.get_or_null(p_rid);2184ERR_FAIL_NULL(shader);21852186//make material unreference this2187while (shader->owners.size()) {2188material_set_shader((*shader->owners.begin())->self, RID());2189}21902191//clear data if exists2192if (shader->data) {2193memdelete(shader->data);2194}2195shader_owner.free(p_rid);2196}21972198void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {2199GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2200ERR_FAIL_NULL(shader);22012202shader->code = p_code;22032204String mode_string = ShaderLanguage::get_shader_type(p_code);22052206RS::ShaderMode new_mode;2207if (mode_string == "canvas_item") {2208new_mode = RS::SHADER_CANVAS_ITEM;2209} else if (mode_string == "particles") {2210new_mode = RS::SHADER_PARTICLES;2211} else if (mode_string == "spatial") {2212new_mode = RS::SHADER_SPATIAL;2213} else if (mode_string == "sky") {2214new_mode = RS::SHADER_SKY;2215//} else if (mode_string == "fog") {2216// new_mode = RS::SHADER_FOG;2217} else {2218new_mode = RS::SHADER_MAX;2219ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");2220}22212222if (new_mode != shader->mode) {2223if (shader->data) {2224memdelete(shader->data);2225shader->data = nullptr;2226}22272228for (Material *E : shader->owners) {2229Material *material = E;2230material->shader_mode = new_mode;2231if (material->data) {2232memdelete(material->data);2233material->data = nullptr;2234}2235}22362237shader->mode = new_mode;22382239if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {2240shader->data = shader_data_request_func[new_mode]();2241} else {2242shader->mode = RS::SHADER_MAX; //invalid2243}22442245for (Material *E : shader->owners) {2246Material *material = E;2247if (shader->data) {2248material->data = material_data_request_func[new_mode](shader->data);2249material->data->self = material->self;2250material->data->set_next_pass(material->next_pass);2251material->data->set_render_priority(material->priority);2252}2253material->shader_mode = new_mode;2254}22552256if (shader->data) {2257for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {2258for (const KeyValue<int, RID> &E2 : E.value) {2259shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);2260}2261}2262}2263}22642265if (shader->data) {2266shader->data->set_code(p_code);2267}22682269for (Material *E : shader->owners) {2270Material *material = E;2271material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2272_material_queue_update(material, true, true);2273}2274}22752276void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {2277GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2278ERR_FAIL_NULL(shader);22792280shader->path_hint = p_path;2281if (shader->data) {2282shader->data->set_path_hint(p_path);2283}2284}22852286String MaterialStorage::shader_get_code(RID p_shader) const {2287const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2288ERR_FAIL_NULL_V(shader, String());2289return shader->code;2290}22912292void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {2293GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2294ERR_FAIL_NULL(shader);2295if (shader->data) {2296return shader->data->get_shader_uniform_list(p_param_list);2297}2298}22992300void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {2301GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2302ERR_FAIL_NULL(shader);23032304if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {2305if (!shader->default_texture_parameter.has(p_name)) {2306shader->default_texture_parameter[p_name] = HashMap<int, RID>();2307}2308shader->default_texture_parameter[p_name][p_index] = p_texture;2309} else {2310if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {2311shader->default_texture_parameter[p_name].erase(p_index);23122313if (shader->default_texture_parameter[p_name].is_empty()) {2314shader->default_texture_parameter.erase(p_name);2315}2316}2317}2318if (shader->data) {2319shader->data->set_default_texture_parameter(p_name, p_texture, p_index);2320}2321for (Material *E : shader->owners) {2322Material *material = E;2323_material_queue_update(material, false, true);2324}2325}23262327RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {2328const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2329ERR_FAIL_NULL_V(shader, RID());2330if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {2331return shader->default_texture_parameter[p_name][p_index];2332}23332334return RID();2335}23362337Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {2338Shader *shader = shader_owner.get_or_null(p_shader);2339ERR_FAIL_NULL_V(shader, Variant());2340if (shader->data) {2341return shader->data->get_default_parameter(p_param);2342}2343return Variant();2344}23452346RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {2347Shader *shader = shader_owner.get_or_null(p_shader);2348ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode());2349if (shader->data) {2350return shader->data->get_native_source_code();2351}2352return RS::ShaderNativeSourceCode();2353}23542355/* MATERIAL API */23562357void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {2358material->uniform_dirty = material->uniform_dirty || p_uniform;2359material->texture_dirty = material->texture_dirty || p_texture;23602361if (material->update_element.in_list()) {2362return;2363}23642365material_update_list.add(&material->update_element);2366}23672368void MaterialStorage::_update_queued_materials() {2369while (material_update_list.first()) {2370Material *material = material_update_list.first()->self();23712372if (material->data) {2373material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);2374}2375material->texture_dirty = false;2376material->uniform_dirty = false;23772378material_update_list.remove(&material->update_element);2379}2380}23812382RID MaterialStorage::material_allocate() {2383return material_owner.allocate_rid();2384}23852386void MaterialStorage::material_initialize(RID p_rid) {2387material_owner.initialize_rid(p_rid);2388Material *material = material_owner.get_or_null(p_rid);2389material->self = p_rid;2390}23912392void MaterialStorage::material_free(RID p_rid) {2393Material *material = material_owner.get_or_null(p_rid);2394ERR_FAIL_NULL(material);23952396// Need to clear texture arrays to prevent spin locking of their RID's.2397// This happens when the app is being closed.2398for (KeyValue<StringName, Variant> &E : material->params) {2399if (E.value.get_type() == Variant::ARRAY) {2400// Clear the array for this material only (the array may be shared).2401E.value = Variant();2402}2403}24042405material_set_shader(p_rid, RID()); //clean up shader2406material->dependency.deleted_notify(p_rid);24072408material_owner.free(p_rid);2409}24102411void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {2412GLES3::Material *material = material_owner.get_or_null(p_material);2413ERR_FAIL_NULL(material);24142415if (material->data) {2416memdelete(material->data);2417material->data = nullptr;2418}24192420if (material->shader) {2421material->shader->owners.erase(material);2422material->shader = nullptr;2423material->shader_mode = RS::SHADER_MAX;2424}24252426if (p_shader.is_null()) {2427material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2428material->shader_id = 0;2429return;2430}24312432Shader *shader = get_shader(p_shader);2433ERR_FAIL_NULL(shader);2434material->shader = shader;2435material->shader_mode = shader->mode;2436material->shader_id = p_shader.get_local_index();2437shader->owners.insert(material);24382439if (shader->mode == RS::SHADER_MAX) {2440return;2441}24422443ERR_FAIL_NULL(shader->data);24442445material->data = material_data_request_func[shader->mode](shader->data);2446material->data->self = p_material;2447material->data->set_next_pass(material->next_pass);2448material->data->set_render_priority(material->priority);2449//updating happens later2450material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2451_material_queue_update(material, true, true);2452}24532454void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {2455GLES3::Material *material = material_owner.get_or_null(p_material);2456ERR_FAIL_NULL(material);24572458if (p_value.get_type() == Variant::NIL) {2459material->params.erase(p_param);2460} else {2461ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed2462material->params[p_param] = p_value;2463}24642465if (material->shader && material->shader->data) { //shader is valid2466bool is_texture = material->shader->data->is_parameter_texture(p_param);2467_material_queue_update(material, !is_texture, is_texture);2468} else {2469_material_queue_update(material, true, true);2470}2471}24722473Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {2474const GLES3::Material *material = material_owner.get_or_null(p_material);2475ERR_FAIL_NULL_V(material, Variant());2476if (material->params.has(p_param)) {2477return material->params[p_param];2478} else {2479return Variant();2480}2481}24822483void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {2484GLES3::Material *material = material_owner.get_or_null(p_material);2485ERR_FAIL_NULL(material);24862487if (material->next_pass == p_next_material) {2488return;2489}24902491material->next_pass = p_next_material;2492if (material->data) {2493material->data->set_next_pass(p_next_material);2494}24952496material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2497}24982499void MaterialStorage::material_set_render_priority(RID p_material, int priority) {2500ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);2501ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);25022503GLES3::Material *material = material_owner.get_or_null(p_material);2504ERR_FAIL_NULL(material);2505material->priority = priority;2506if (material->data) {2507material->data->set_render_priority(priority);2508}2509material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2510}25112512bool MaterialStorage::material_is_animated(RID p_material) {2513GLES3::Material *material = material_owner.get_or_null(p_material);2514ERR_FAIL_NULL_V(material, false);2515if (material->shader && material->shader->data) {2516if (material->shader->data->is_animated()) {2517return true;2518} else if (material->next_pass.is_valid()) {2519return material_is_animated(material->next_pass);2520}2521}2522return false; //by default nothing is animated2523}25242525bool MaterialStorage::material_casts_shadows(RID p_material) {2526GLES3::Material *material = material_owner.get_or_null(p_material);2527ERR_FAIL_NULL_V(material, true);2528if (material->shader && material->shader->data) {2529if (material->shader->data->casts_shadows()) {2530return true;2531} else if (material->next_pass.is_valid()) {2532return material_casts_shadows(material->next_pass);2533}2534}2535return true; //by default everything casts shadows2536}25372538RS::CullMode MaterialStorage::material_get_cull_mode(RID p_material) const {2539const GLES3::Material *material = material_owner.get_or_null(p_material);2540ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);2541ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);2542if (material->shader->data) {2543SceneShaderData *data = dynamic_cast<SceneShaderData *>(material->shader->data);2544if (data) {2545return (RS::CullMode)data->cull_mode;2546}2547}2548return RS::CULL_MODE_DISABLED;2549}25502551void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {2552GLES3::Material *material = material_owner.get_or_null(p_material);2553ERR_FAIL_NULL(material);2554if (material->shader && material->shader->data) {2555material->shader->data->get_instance_param_list(r_parameters);25562557if (material->next_pass.is_valid()) {2558material_get_instance_shader_parameters(material->next_pass, r_parameters);2559}2560}2561}25622563void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {2564Material *material = material_owner.get_or_null(p_material);2565ERR_FAIL_NULL(material);2566p_instance->update_dependency(&material->dependency);2567if (material->next_pass.is_valid()) {2568material_update_dependency(material->next_pass, p_instance);2569}2570}25712572LocalVector<ShaderGLES3::TextureUniformData> get_texture_uniform_data(const Vector<ShaderCompiler::GeneratedCode::Texture> &texture_uniforms) {2573LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data;2574for (int i = 0; i < texture_uniforms.size(); i++) {2575int num_textures = texture_uniforms[i].array_size;2576if (num_textures == 0) {2577num_textures = 1;2578}2579texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures });2580}2581return texture_uniform_data;2582}25832584/* Canvas Shader Data */25852586void CanvasShaderData::set_code(const String &p_code) {2587// Initialize and compile the shader.25882589code = p_code;2590valid = false;2591ubo_size = 0;2592uniforms.clear();25932594uses_screen_texture = false;2595uses_screen_texture_mipmaps = false;2596uses_sdf = false;2597uses_time = false;2598uses_custom0 = false;2599uses_custom1 = false;26002601if (code.is_empty()) {2602return; // Just invalid, but no error.2603}26042605ShaderCompiler::GeneratedCode gen_code;26062607// Actual enum set further down after compilation.2608int blend_modei = BLEND_MODE_MIX;26092610ShaderCompiler::IdentifierActions actions;2611actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;2612actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;2613actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;26142615actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);2616actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);2617actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);2618actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);2619actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA);2620actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED);26212622actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;2623actions.usage_flag_pointers["TIME"] = &uses_time;2624actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;2625actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;26262627actions.uniforms = &uniforms;2628Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);2629ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");26302631if (version.is_null()) {2632version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();2633}26342635blend_mode = BlendMode(blend_modei);2636uses_screen_texture = gen_code.uses_screen_texture;2637uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;26382639#if 02640print_line("**compiling shader:");2641print_line("**defines:\n");2642for (int i = 0; i < gen_code.defines.size(); i++) {2643print_line(gen_code.defines[i]);2644}26452646HashMap<String, String>::Iterator el = gen_code.code.begin();2647while (el) {2648print_line("\n**code " + el->key + ":\n" + el->value);2649++el;2650}26512652print_line("\n**uniforms:\n" + gen_code.uniforms);2653print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);2654print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);2655#endif26562657LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);26582659MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);2660ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));26612662vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;2663vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;2664vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;26652666ubo_size = gen_code.uniform_total_size;2667ubo_offsets = gen_code.uniform_offsets;2668texture_uniforms = gen_code.texture_uniforms;26692670valid = true;2671}26722673bool CanvasShaderData::is_animated() const {2674return false;2675}26762677bool CanvasShaderData::casts_shadows() const {2678return false;2679}26802681RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {2682return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);2683}26842685CanvasShaderData::CanvasShaderData() {2686valid = false;2687uses_screen_texture = false;2688uses_sdf = false;2689}26902691CanvasShaderData::~CanvasShaderData() {2692if (version.is_valid()) {2693MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version);2694}2695}26962697GLES3::ShaderData *GLES3::_create_canvas_shader_func() {2698CanvasShaderData *shader_data = memnew(CanvasShaderData);2699return shader_data;2700}27012702void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {2703update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, false);2704}27052706static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) {2707const RID *textures = p_textures.ptr();2708const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr();2709int texture_uniform_index = 0;2710int texture_uniform_count = 0;2711for (int ti = 0; ti < p_textures.size(); ti++) {2712ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds");2713GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);2714const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index];2715if (texture) {2716glActiveTexture(GL_TEXTURE0 + texture_offset + ti);2717GLenum target = target_from_type[texture_uniform.type];2718if (target == _GL_TEXTURE_EXTERNAL_OES && !GLES3::Config::get_singleton()->external_texture_supported) {2719target = GL_TEXTURE_2D;2720}2721glBindTexture(target, texture->tex_id);2722if (texture->render_target) {2723texture->render_target->used_in_frame = true;2724}27252726texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]);2727texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]);2728}2729texture_uniform_count++;2730if (texture_uniform_count >= texture_uniform.array_size) {2731texture_uniform_index++;2732texture_uniform_count = 0;2733}2734}2735}27362737void CanvasMaterialData::bind_uniforms() {2738// Bind Material Uniforms2739glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);27402741bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1, filter_from_uniform_canvas, repeat_from_uniform_canvas); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture2742}27432744CanvasMaterialData::~CanvasMaterialData() {2745}27462747GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {2748CanvasMaterialData *material_data = memnew(CanvasMaterialData);2749material_data->shader_data = static_cast<CanvasShaderData *>(p_shader);2750//update will happen later anyway so do nothing.2751return material_data;2752}27532754////////////////////////////////////////////////////////////////////////////////2755// SKY SHADER27562757void SkyShaderData::set_code(const String &p_code) {2758// Initialize and compile the shader.27592760code = p_code;2761valid = false;2762ubo_size = 0;2763uniforms.clear();27642765uses_time = false;2766uses_position = false;2767uses_half_res = false;2768uses_quarter_res = false;2769uses_light = false;27702771if (code.is_empty()) {2772return; // Just invalid, but no error.2773}27742775ShaderCompiler::GeneratedCode gen_code;27762777ShaderCompiler::IdentifierActions actions;2778actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;27792780actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;2781actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;27822783actions.usage_flag_pointers["TIME"] = &uses_time;2784actions.usage_flag_pointers["POSITION"] = &uses_position;2785actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;2786actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;2787actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;2788actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;2789actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;2790actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;2791actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;2792actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;2793actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;2794actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;2795actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;2796actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;2797actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;2798actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;2799actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;2800actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;2801actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;2802actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;2803actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;2804actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;28052806actions.uniforms = &uniforms;28072808Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);2809ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");28102811if (version.is_null()) {2812version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create();2813}28142815#if 02816print_line("**compiling shader:");2817print_line("**defines:\n");2818for (int i = 0; i < gen_code.defines.size(); i++) {2819print_line(gen_code.defines[i]);2820}28212822HashMap<String, String>::Iterator el = gen_code.code.begin();2823while (el) {2824print_line("\n**code " + el->key + ":\n" + el->value);2825++el;2826}28272828print_line("\n**uniforms:\n" + gen_code.uniforms);2829print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);2830print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);2831#endif28322833LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);28342835MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);2836ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version));28372838ubo_size = gen_code.uniform_total_size;2839ubo_offsets = gen_code.uniform_offsets;2840texture_uniforms = gen_code.texture_uniforms;28412842valid = true;2843}28442845bool SkyShaderData::is_animated() const {2846return false;2847}28482849bool SkyShaderData::casts_shadows() const {2850return false;2851}28522853RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {2854return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);2855}28562857SkyShaderData::SkyShaderData() {2858valid = false;2859}28602861SkyShaderData::~SkyShaderData() {2862if (version.is_valid()) {2863MaterialStorage::get_singleton()->shaders.sky_shader.version_free(version);2864}2865}28662867GLES3::ShaderData *GLES3::_create_sky_shader_func() {2868SkyShaderData *shader_data = memnew(SkyShaderData);2869return shader_data;2870}28712872////////////////////////////////////////////////////////////////////////////////2873// Sky material28742875void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {2876uniform_set_updated = true;2877update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);2878}28792880SkyMaterialData::~SkyMaterialData() {2881}2882GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) {2883SkyMaterialData *material_data = memnew(SkyMaterialData);2884material_data->shader_data = static_cast<SkyShaderData *>(p_shader);2885//update will happen later anyway so do nothing.2886return material_data;2887}28882889void SkyMaterialData::bind_uniforms() {2890// Bind Material Uniforms2891glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);28922893bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);2894}28952896////////////////////////////////////////////////////////////////////////////////2897// Scene SHADER28982899void SceneShaderData::set_code(const String &p_code) {2900// Initialize and compile the shader.29012902code = p_code;2903valid = false;2904ubo_size = 0;2905uniforms.clear();29062907uses_point_size = false;2908uses_alpha = false;2909uses_alpha_clip = false;2910uses_blend_alpha = false;2911uses_depth_prepass_alpha = false;2912uses_discard = false;2913uses_roughness = false;2914uses_normal = false;2915uses_particle_trails = false;2916wireframe = false;29172918unshaded = false;2919uses_vertex = false;2920uses_position = false;2921uses_sss = false;2922uses_transmittance = false;2923uses_screen_texture = false;2924uses_screen_texture_mipmaps = false;2925uses_depth_texture = false;2926uses_normal_texture = false;2927uses_bent_normal_texture = false;2928uses_time = false;2929uses_vertex_time = false;2930uses_fragment_time = false;2931writes_modelview_or_projection = false;2932uses_world_coordinates = false;2933uses_tangent = false;2934uses_color = false;2935uses_uv = false;2936uses_uv2 = false;2937uses_custom0 = false;2938uses_custom1 = false;2939uses_custom2 = false;2940uses_custom3 = false;2941uses_bones = false;2942uses_weights = false;29432944if (code.is_empty()) {2945return; // Just invalid, but no error.2946}29472948ShaderCompiler::GeneratedCode gen_code;29492950// Actual enums set further down after compilation.2951int blend_modei = BLEND_MODE_MIX;2952int depth_test_disabledi = 0;2953int depth_test_invertedi = 0;2954int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;2955int cull_modei = RS::CULL_MODE_BACK;2956int depth_drawi = DEPTH_DRAW_OPAQUE;29572958int stencil_readi = 0;2959int stencil_writei = 0;2960int stencil_write_depth_faili = 0;2961int stencil_comparei = STENCIL_COMPARE_ALWAYS;2962int stencil_referencei = -1;29632964ShaderCompiler::IdentifierActions actions;2965actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;2966actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;2967actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;29682969actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);2970actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);2971actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);2972actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);2973actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PREMULT_ALPHA);29742975actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);2976actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);29772978actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);2979actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);2980actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);29812982actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_test_disabledi, 1);2983actions.render_mode_values["depth_test_inverted"] = Pair<int *, int>(&depth_test_invertedi, 1);29842985actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);2986actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);2987actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);29882989actions.render_mode_flags["unshaded"] = &unshaded;2990actions.render_mode_flags["wireframe"] = &wireframe;2991actions.render_mode_flags["particle_trails"] = &uses_particle_trails;2992actions.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates;29932994actions.usage_flag_pointers["ALPHA"] = &uses_alpha;2995actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;2996// Use alpha clip pipeline for alpha hash/dither.2997// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.2998actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;2999actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;30003001actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;3002actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;30033004actions.usage_flag_pointers["DISCARD"] = &uses_discard;3005actions.usage_flag_pointers["TIME"] = &uses_time;3006actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;3007actions.usage_flag_pointers["NORMAL"] = &uses_normal;3008actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;3009actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_texture;30103011actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;3012actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;30133014actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;3015actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;3016actions.write_flag_pointers["VERTEX"] = &uses_vertex;3017actions.write_flag_pointers["POSITION"] = &uses_position;30183019actions.usage_flag_pointers["TANGENT"] = &uses_tangent;3020actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;3021actions.usage_flag_pointers["ANISOTROPY"] = &uses_tangent;3022actions.usage_flag_pointers["ANISOTROPY_FLOW"] = &uses_tangent;3023actions.usage_flag_pointers["COLOR"] = &uses_color;3024actions.usage_flag_pointers["UV"] = &uses_uv;3025actions.usage_flag_pointers["UV2"] = &uses_uv2;3026actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;3027actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;3028actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;3029actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;3030actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;3031actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;30323033actions.stencil_mode_values["read"] = Pair<int *, int>(&stencil_readi, STENCIL_FLAG_READ);3034actions.stencil_mode_values["write"] = Pair<int *, int>(&stencil_writei, STENCIL_FLAG_WRITE);3035actions.stencil_mode_values["write_depth_fail"] = Pair<int *, int>(&stencil_write_depth_faili, STENCIL_FLAG_WRITE_DEPTH_FAIL);30363037actions.stencil_mode_values["compare_less"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_LESS);3038actions.stencil_mode_values["compare_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_EQUAL);3039actions.stencil_mode_values["compare_less_or_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_LESS_OR_EQUAL);3040actions.stencil_mode_values["compare_greater"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_GREATER);3041actions.stencil_mode_values["compare_not_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_NOT_EQUAL);3042actions.stencil_mode_values["compare_greater_or_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_GREATER_OR_EQUAL);3043actions.stencil_mode_values["compare_always"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_ALWAYS);30443045actions.stencil_reference = &stencil_referencei;30463047actions.uniforms = &uniforms;30483049Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);3050ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");30513052if (version.is_null()) {3053version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();3054}30553056blend_mode = BlendMode(blend_modei);3057alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);3058depth_draw = DepthDraw(depth_drawi);3059if (depth_test_disabledi) {3060depth_test = DEPTH_TEST_DISABLED;3061} else if (depth_test_invertedi) {3062depth_test = DEPTH_TEST_ENABLED_INVERTED;3063} else {3064depth_test = DEPTH_TEST_ENABLED;3065}3066cull_mode = RS::CullMode(cull_modei);30673068vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL; // We can always read vertices and normals.3069vertex_input_mask |= uses_tangent << RS::ARRAY_TANGENT;3070vertex_input_mask |= uses_color << RS::ARRAY_COLOR;3071vertex_input_mask |= uses_uv << RS::ARRAY_TEX_UV;3072vertex_input_mask |= uses_uv2 << RS::ARRAY_TEX_UV2;3073vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;3074vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;3075vertex_input_mask |= uses_custom2 << RS::ARRAY_CUSTOM2;3076vertex_input_mask |= uses_custom3 << RS::ARRAY_CUSTOM3;3077vertex_input_mask |= uses_bones << RS::ARRAY_BONES;3078vertex_input_mask |= uses_weights << RS::ARRAY_WEIGHTS;30793080uses_screen_texture = gen_code.uses_screen_texture;3081uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;3082uses_depth_texture = gen_code.uses_depth_texture;3083uses_normal_texture = gen_code.uses_normal_roughness_texture;3084uses_vertex_time = gen_code.uses_vertex_time;3085uses_fragment_time = gen_code.uses_fragment_time;30863087stencil_enabled = stencil_referencei != -1;3088stencil_flags = stencil_readi | stencil_writei | stencil_write_depth_faili;3089stencil_compare = StencilCompare(stencil_comparei);3090stencil_reference = stencil_referencei;30913092#ifdef DEBUG_ENABLED3093if (uses_particle_trails) {3094WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile renderers.");3095}30963097if (uses_sss) {3098WARN_PRINT_ONCE_ED("Subsurface scattering is only available when using the Forward+ renderer.");3099}31003101if (uses_transmittance) {3102WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ renderer.");3103}31043105if (uses_normal_texture) {3106WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile renderers.");3107}3108#endif31093110#if 03111print_line("**compiling shader:");3112print_line("**defines:\n");3113for (int i = 0; i < gen_code.defines.size(); i++) {3114print_line(gen_code.defines[i]);3115}31163117HashMap<String, String>::Iterator el = gen_code.code.begin();3118while (el) {3119print_line("\n**code " + el->key + ":\n" + el->value);3120++el;3121}31223123print_line("\n**uniforms:\n" + gen_code.uniforms);3124print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);3125print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);3126#endif31273128LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);31293130MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);3131ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version));31323133ubo_size = gen_code.uniform_total_size;3134ubo_offsets = gen_code.uniform_offsets;3135texture_uniforms = gen_code.texture_uniforms;31363137// If any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage.3138if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {3139blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;3140}31413142if (blend_mode == BLEND_MODE_ADD || blend_mode == BLEND_MODE_SUB || blend_mode == BLEND_MODE_MUL) {3143uses_blend_alpha = true; // Force alpha used because of blend.3144}31453146valid = true;3147}31483149bool SceneShaderData::is_animated() const {3150return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);3151}31523153bool SceneShaderData::casts_shadows() const {3154bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;3155bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;3156bool has_alpha = has_base_alpha || uses_blend_alpha;31573158return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test != DEPTH_TEST_ENABLED));3159}31603161RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {3162return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);3163}31643165SceneShaderData::SceneShaderData() {3166valid = false;3167uses_screen_texture = false;3168}31693170SceneShaderData::~SceneShaderData() {3171if (version.is_valid()) {3172MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);3173}3174}31753176GLES3::ShaderData *GLES3::_create_scene_shader_func() {3177SceneShaderData *shader_data = memnew(SceneShaderData);3178return shader_data;3179}31803181void SceneMaterialData::set_render_priority(int p_priority) {3182priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits3183}31843185void SceneMaterialData::set_next_pass(RID p_pass) {3186next_pass = p_pass;3187}31883189void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {3190update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);3191}31923193SceneMaterialData::~SceneMaterialData() {3194}31953196GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {3197SceneMaterialData *material_data = memnew(SceneMaterialData);3198material_data->shader_data = static_cast<SceneShaderData *>(p_shader);3199//update will happen later anyway so do nothing.3200return material_data;3201}32023203void SceneMaterialData::bind_uniforms() {3204// Bind Material Uniforms3205glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);32063207bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);3208}32093210/* Particles SHADER */32113212void ParticlesShaderData::set_code(const String &p_code) {3213// Initialize and compile the shader.32143215code = p_code;3216valid = false;3217ubo_size = 0;3218uniforms.clear();32193220uses_collision = false;3221uses_time = false;32223223if (code.is_empty()) {3224return; // Just invalid, but no error.3225}32263227ShaderCompiler::GeneratedCode gen_code;32283229ShaderCompiler::IdentifierActions actions;3230actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;3231actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;32323233actions.usage_flag_pointers["COLLIDED"] = &uses_collision;32343235userdata_count = 0;3236for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {3237userdatas_used[i] = false;3238actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];3239}32403241actions.uniforms = &uniforms;32423243Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);3244ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");32453246if (version.is_null()) {3247version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();3248}32493250for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {3251if (userdatas_used[i]) {3252userdata_count++;3253}3254}32553256LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);32573258MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);3259ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));32603261ubo_size = gen_code.uniform_total_size;3262ubo_offsets = gen_code.uniform_offsets;3263texture_uniforms = gen_code.texture_uniforms;32643265valid = true;3266}32673268bool ParticlesShaderData::is_animated() const {3269return false;3270}32713272bool ParticlesShaderData::casts_shadows() const {3273return false;3274}32753276RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {3277return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);3278}32793280ParticlesShaderData::~ParticlesShaderData() {3281if (version.is_valid()) {3282MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);3283}3284}32853286GLES3::ShaderData *GLES3::_create_particles_shader_func() {3287ParticlesShaderData *shader_data = memnew(ParticlesShaderData);3288return shader_data;3289}32903291void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {3292update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, true);3293}32943295ParticleProcessMaterialData::~ParticleProcessMaterialData() {3296}32973298GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {3299ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);3300material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);3301//update will happen later anyway so do nothing.3302return material_data;3303}33043305void ParticleProcessMaterialData::bind_uniforms() {3306// Bind Material Uniforms3307glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);33083309bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture.3310}33113312#endif // !GLES3_ENABLED331333143315