Path: blob/master/drivers/gles3/storage/material_storage.cpp
20934 views
/**************************************************************************/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;962case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {963gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_TRANSPARENT);964} break;965default: {966gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);967} break;968}969} break;970case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {971ERR_PRINT_ONCE("Type: SamplerCubeArray is not supported in the Compatibility renderer, please use another type.");972} break;973case ShaderLanguage::TYPE_SAMPLEREXT: {974gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_EXT);975} break;976977case ShaderLanguage::TYPE_ISAMPLER3D:978case ShaderLanguage::TYPE_USAMPLER3D:979case ShaderLanguage::TYPE_SAMPLER3D: {980switch (p_texture_uniforms[i].hint) {981case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {982gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);983} break;984case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {985gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_TRANSPARENT);986} break;987default: {988gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);989} break;990}991} break;992993case ShaderLanguage::TYPE_ISAMPLER2DARRAY:994case ShaderLanguage::TYPE_USAMPLER2DARRAY:995case ShaderLanguage::TYPE_SAMPLER2DARRAY: {996switch (p_texture_uniforms[i].hint) {997case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {998gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_BLACK);999} break;1000case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {1001gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_TRANSPARENT);1002} break;1003default: {1004gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);1005} break;1006}1007} break;10081009default: {1010}1011}1012#ifdef TOOLS_ENABLED1013if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {1014roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);1015}1016#endif1017if (uniform_array_size > 0) {1018for (int j = 0; j < uniform_array_size; j++) {1019p_textures[k++] = gl_texture;1020}1021} else {1022p_textures[k++] = gl_texture;1023}1024} else {1025for (int j = 0; j < textures.size(); j++) {1026Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);10271028if (tex) {1029gl_texture = textures[j];1030#ifdef TOOLS_ENABLED1031if (tex->detect_3d_callback && p_is_3d_shader_type) {1032tex->detect_3d_callback(tex->detect_3d_callback_ud);1033}1034if (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)) {1035if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL) {1036normal_detect_texture = tex;1037}1038tex->detect_normal_callback(tex->detect_normal_callback_ud);1039}1040if (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)) {1041//find the normal texture1042roughness_detect_texture = tex;1043roughness_channel = RS::TextureDetectRoughnessChannel(p_texture_uniforms[i].hint - ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_R);1044}1045#endif1046}1047#ifdef TOOLS_ENABLED1048if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {1049roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel);1050}1051#endif1052p_textures[k++] = gl_texture;1053}1054}1055}1056{1057//for textures no longer used, unregister them1058List<StringName> to_delete;1059for (KeyValue<StringName, uint64_t> &E : used_global_textures) {1060if (E.value != global_textures_pass) {1061to_delete.push_back(E.key);10621063GlobalShaderUniforms::Variable *v = material_storage->global_shader_uniforms.variables.getptr(E.key);1064if (v) {1065v->texture_materials.erase(self);1066}1067}1068}10691070while (to_delete.front()) {1071used_global_textures.erase(to_delete.front()->get());1072to_delete.pop_front();1073}1074//handle registering/unregistering global textures1075if (uses_global_textures != (global_texture_E != nullptr)) {1076if (uses_global_textures) {1077global_texture_E = material_storage->global_shader_uniforms.materials_using_texture.push_back(self);1078} else {1079material_storage->global_shader_uniforms.materials_using_texture.erase(global_texture_E);1080global_texture_E = nullptr;1081}1082}1083}1084}10851086void 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) {1087if ((uint32_t)ubo_data.size() != p_ubo_size) {1088p_uniform_dirty = true;1089if (!uniform_buffer) {1090glGenBuffers(1, &uniform_buffer);1091}10921093ubo_data.resize(p_ubo_size);1094if (ubo_data.size()) {1095ERR_FAIL_COND(p_ubo_size > uint32_t(Config::get_singleton()->max_uniform_buffer_size));1096memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear1097}1098}10991100//check whether buffer changed1101if (p_uniform_dirty && ubo_data.size()) {1102update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size());1103glBindBuffer(GL_UNIFORM_BUFFER, uniform_buffer);1104glBufferData(GL_UNIFORM_BUFFER, ubo_data.size(), ubo_data.ptrw(), GL_DYNAMIC_DRAW);1105glBindBuffer(GL_UNIFORM_BUFFER, 0);1106}11071108uint32_t tex_uniform_count = 0U;1109for (int i = 0; i < p_texture_uniforms.size(); i++) {1110tex_uniform_count += uint32_t(p_texture_uniforms[i].array_size > 0 ? p_texture_uniforms[i].array_size : 1);1111}11121113if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {1114texture_cache.resize(tex_uniform_count);1115p_textures_dirty = true;1116}11171118if (p_textures_dirty && tex_uniform_count) {1119update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), p_is_3d_shader_type);1120}1121}11221123///////////////////////////////////////////////////////////////////////////1124// Material Storage11251126MaterialStorage *MaterialStorage::singleton = nullptr;11271128MaterialStorage *MaterialStorage::get_singleton() {1129return singleton;1130}11311132MaterialStorage::MaterialStorage() {1133singleton = this;11341135shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;1136shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;1137shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;1138shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;1139shader_data_request_func[RS::SHADER_TEXTURE_BLIT] = _create_tex_blit_shader_func;1140shader_data_request_func[RS::SHADER_FOG] = nullptr;11411142material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;1143material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;1144material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;1145material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;1146material_data_request_func[RS::SHADER_TEXTURE_BLIT] = _create_tex_blit_material_func;1147material_data_request_func[RS::SHADER_FOG] = nullptr;11481149static_assert(sizeof(GlobalShaderUniforms::Value) == 16);11501151global_shader_uniforms.buffer_size = MAX(16, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));1152if (global_shader_uniforms.buffer_size * sizeof(GlobalShaderUniforms::Value) > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {1153// Limit to maximum support UBO size.1154global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size) / sizeof(GlobalShaderUniforms::Value);1155}11561157global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);1158memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);1159global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);1160global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE));1161memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * (1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE)));1162glGenBuffers(1, &global_shader_uniforms.buffer);1163glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);1164glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW);1165glBindBuffer(GL_UNIFORM_BUFFER, 0);11661167{1168// Setup CanvasItem compiler1169ShaderCompiler::DefaultIdentifierActions actions;11701171actions.renames["VERTEX"] = "vertex";1172actions.renames["LIGHT_VERTEX"] = "light_vertex";1173actions.renames["SHADOW_VERTEX"] = "shadow_vertex";1174actions.renames["UV"] = "uv";1175actions.renames["POINT_SIZE"] = "point_size";11761177actions.renames["MODEL_MATRIX"] = "model_matrix";1178actions.renames["CANVAS_MATRIX"] = "canvas_transform";1179actions.renames["SCREEN_MATRIX"] = "screen_transform";1180actions.renames["TIME"] = "time";1181actions.renames["PI"] = String::num(Math::PI);1182actions.renames["TAU"] = String::num(Math::TAU);1183actions.renames["E"] = String::num(Math::E);1184actions.renames["AT_LIGHT_PASS"] = "false";1185actions.renames["INSTANCE_CUSTOM"] = "instance_custom";11861187actions.renames["COLOR"] = "color";1188actions.renames["NORMAL"] = "normal";1189actions.renames["NORMAL_MAP"] = "normal_map";1190actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";1191actions.renames["TEXTURE"] = "color_texture";1192actions.renames["TEXTURE_PIXEL_SIZE"] = "color_texture_pixel_size";1193actions.renames["NORMAL_TEXTURE"] = "normal_texture";1194actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";1195actions.renames["SPECULAR_SHININESS"] = "specular_shininess";1196actions.renames["SCREEN_UV"] = "screen_uv";1197actions.renames["REGION_RECT"] = "region_rect";1198actions.renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";1199actions.renames["FRAGCOORD"] = "gl_FragCoord";1200actions.renames["POINT_COORD"] = "gl_PointCoord";1201actions.renames["INSTANCE_ID"] = "gl_InstanceID";1202actions.renames["VERTEX_ID"] = "gl_VertexID";12031204actions.renames["CUSTOM0"] = "custom0";1205actions.renames["CUSTOM1"] = "custom1";12061207actions.renames["LIGHT_POSITION"] = "light_position";1208actions.renames["LIGHT_DIRECTION"] = "light_direction";1209actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";1210actions.renames["LIGHT_COLOR"] = "light_color";1211actions.renames["LIGHT_ENERGY"] = "light_energy";1212actions.renames["LIGHT"] = "light";1213actions.renames["SHADOW_MODULATE"] = "shadow_modulate";12141215actions.renames["texture_sdf"] = "texture_sdf";1216actions.renames["texture_sdf_normal"] = "texture_sdf_normal";1217actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";1218actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";12191220actions.usage_defines["COLOR"] = "#define COLOR_USED\n";1221actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";1222actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";1223actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";1224actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";1225actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";1226actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";1227actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";12281229actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";1230actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";1231actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";1232actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";12331234actions.global_buffer_array_variable = "global_shader_uniforms";1235actions.instance_uniform_index_variable = "read_draw_data_instance_offset";12361237shaders.compiler_canvas.initialize(actions);1238}12391240{1241// Setup Scene compiler12421243//shader compiler1244ShaderCompiler::DefaultIdentifierActions actions;12451246actions.renames["MODEL_MATRIX"] = "model_matrix";1247actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";1248actions.renames["VIEW_MATRIX"] = "scene_data_block.data.view_matrix";1249actions.renames["INV_VIEW_MATRIX"] = "scene_data_block.data.inv_view_matrix";1250actions.renames["PROJECTION_MATRIX"] = "projection_matrix";1251actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";1252actions.renames["MODELVIEW_MATRIX"] = "modelview";1253actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";1254actions.renames["MAIN_CAM_INV_VIEW_MATRIX"] = "scene_data_block.data.main_cam_inv_view_matrix";12551256actions.renames["VERTEX"] = "vertex";1257actions.renames["NORMAL"] = "normal";1258actions.renames["TANGENT"] = "tangent";1259actions.renames["BINORMAL"] = "binormal";1260actions.renames["POSITION"] = "position";1261actions.renames["UV"] = "uv_interp";1262actions.renames["UV2"] = "uv2_interp";1263actions.renames["COLOR"] = "color_interp";1264actions.renames["POINT_SIZE"] = "point_size";1265actions.renames["INSTANCE_ID"] = "gl_InstanceID";1266actions.renames["VERTEX_ID"] = "gl_VertexID";1267actions.renames["Z_CLIP_SCALE"] = "z_clip_scale";12681269actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";1270actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";1271actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";1272actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";12731274//builtins12751276actions.renames["TIME"] = "scene_data_block.data.time";1277actions.renames["EXPOSURE"] = "(1.0 / scene_data_block.data.emissive_exposure_normalization)";1278actions.renames["PI"] = String::num(Math::PI);1279actions.renames["TAU"] = String::num(Math::TAU);1280actions.renames["E"] = String::num(Math::E);1281actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";1282actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR";1283actions.renames["IN_SHADOW_PASS"] = "IN_SHADOW_PASS";1284actions.renames["VIEWPORT_SIZE"] = "scene_data_block.data.viewport_size";12851286actions.renames["FRAGCOORD"] = "gl_FragCoord";1287actions.renames["FRONT_FACING"] = "gl_FrontFacing";1288actions.renames["NORMAL_MAP"] = "normal_map";1289actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";1290actions.renames["BENT_NORMAL_MAP"] = "bent_normal_map";1291actions.renames["ALBEDO"] = "albedo";1292actions.renames["ALPHA"] = "alpha";1293actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";1294actions.renames["METALLIC"] = "metallic";1295actions.renames["SPECULAR"] = "specular";1296actions.renames["ROUGHNESS"] = "roughness";1297actions.renames["RIM"] = "rim";1298actions.renames["RIM_TINT"] = "rim_tint";1299actions.renames["CLEARCOAT"] = "clearcoat";1300actions.renames["CLEARCOAT_ROUGHNESS"] = "clearcoat_roughness";1301actions.renames["ANISOTROPY"] = "anisotropy";1302actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";1303actions.renames["SSS_STRENGTH"] = "sss_strength";1304actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";1305actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";1306actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";1307actions.renames["BACKLIGHT"] = "backlight";1308actions.renames["AO"] = "ao";1309actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";1310actions.renames["EMISSION"] = "emission";1311actions.renames["POINT_COORD"] = "gl_PointCoord";1312actions.renames["INSTANCE_CUSTOM"] = "instance_custom";1313actions.renames["SCREEN_UV"] = "screen_uv";1314actions.renames["DEPTH"] = "gl_FragDepth";1315actions.renames["FOG"] = "fog";1316actions.renames["RADIANCE"] = "custom_radiance";1317actions.renames["IRRADIANCE"] = "custom_irradiance";1318actions.renames["BONE_INDICES"] = "bone_attrib";1319actions.renames["BONE_WEIGHTS"] = "weight_attrib";1320actions.renames["CUSTOM0"] = "custom0_attrib";1321actions.renames["CUSTOM1"] = "custom1_attrib";1322actions.renames["CUSTOM2"] = "custom2_attrib";1323actions.renames["CUSTOM3"] = "custom3_attrib";1324actions.renames["LIGHT_VERTEX"] = "light_vertex";13251326actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";1327actions.renames["CAMERA_POSITION_WORLD"] = "scene_data_block.data.inv_view_matrix[3].xyz";1328actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data_block.data.inv_view_matrix[2].xyz";1329actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data_block.data.camera_visible_layers";1330actions.renames["NODE_POSITION_VIEW"] = "(scene_data_block.data.view_matrix * model_matrix)[3].xyz";13311332actions.renames["IS_MULTIVIEW"] = "OUTPUT_IS_MULTIVIEW";1333actions.renames["VIEW_INDEX"] = "ViewIndex";1334actions.renames["VIEW_MONO_LEFT"] = "uint(0)";1335actions.renames["VIEW_RIGHT"] = "uint(1)";1336actions.renames["EYE_OFFSET"] = "eye_offset";13371338//for light1339actions.renames["VIEW"] = "view";1340actions.renames["SPECULAR_AMOUNT"] = "specular_amount";1341actions.renames["LIGHT_COLOR"] = "light_color";1342actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";1343actions.renames["LIGHT"] = "light";1344actions.renames["ATTENUATION"] = "attenuation";1345actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";1346actions.renames["SPECULAR_LIGHT"] = "specular_light";13471348actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";1349actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";1350actions.usage_defines["BINORMAL"] = "@TANGENT";1351actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";1352actions.usage_defines["RIM_TINT"] = "@RIM";1353actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";1354actions.usage_defines["CLEARCOAT_ROUGHNESS"] = "@CLEARCOAT";1355actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";1356actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";1357actions.usage_defines["AO"] = "#define AO_USED\n";1358actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";1359actions.usage_defines["UV"] = "#define UV_USED\n";1360actions.usage_defines["UV2"] = "#define UV2_USED\n";1361actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";1362actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";1363actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";1364actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";1365actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";1366actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";1367actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";1368actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";1369actions.usage_defines["BENT_NORMAL_MAP"] = "#define BENT_NORMAL_MAP_USED\n";1370actions.usage_defines["COLOR"] = "#define COLOR_USED\n";1371actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";1372actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";1373actions.usage_defines["LIGHT_VERTEX"] = "#define LIGHT_VERTEX_USED\n";1374actions.usage_defines["Z_CLIP_SCALE"] = "#define Z_CLIP_SCALE_USED\n";13751376actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";1377actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";1378actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";1379actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";1380actions.usage_defines["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED";13811382actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";1383actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";1384actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";1385actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";13861387actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";1388actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";1389actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";13901391actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";1392actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";1393actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";1394actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";1395actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";1396actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";1397actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n";13981399bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");14001401if (!force_lambert) {1402actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";1403}14041405actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";1406actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";14071408actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";14091410actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";1411actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";1412actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";1413actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";1414actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";1415actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";1416actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";1417if (!GLES3::Config::get_singleton()->force_vertex_shading) {1418// If forcing vertex shading, this will be defined already.1419actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";1420}1421actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";14221423actions.render_mode_defines["specular_occlusion_disabled"] = "#define SPECULAR_OCCLUSION_DISABLED\n";14241425actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;1426actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;14271428actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture1429actions.check_multiview_samplers = RasterizerGLES3::get_singleton()->is_xr_enabled();1430actions.global_buffer_array_variable = "global_shader_uniforms";1431actions.instance_uniform_index_variable = "instance_offset";14321433shaders.compiler_scene.initialize(actions);1434}14351436{1437// Setup Particles compiler14381439ShaderCompiler::DefaultIdentifierActions actions;14401441actions.renames["COLOR"] = "out_color";1442actions.renames["VELOCITY"] = "out_velocity_flags.xyz";1443actions.renames["MASS"] = "mass";1444actions.renames["ACTIVE"] = "particle_active";1445actions.renames["RESTART"] = "restart";1446actions.renames["CUSTOM"] = "out_custom";1447for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {1448String udname = "USERDATA" + itos(i + 1);1449actions.renames[udname] = "out_userdata" + itos(i + 1);1450actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";1451}1452actions.renames["TRANSFORM"] = "xform";1453actions.renames["TIME"] = "time";1454actions.renames["PI"] = String::num(Math::PI);1455actions.renames["TAU"] = String::num(Math::TAU);1456actions.renames["E"] = String::num(Math::E);1457actions.renames["LIFETIME"] = "lifetime";1458actions.renames["DELTA"] = "local_delta";1459actions.renames["NUMBER"] = "particle_number";1460actions.renames["INDEX"] = "index";1461actions.renames["AMOUNT_RATIO"] = "amount_ratio";1462//actions.renames["GRAVITY"] = "current_gravity";1463actions.renames["EMISSION_TRANSFORM"] = "emission_transform";1464actions.renames["RANDOM_SEED"] = "random_seed";1465actions.renames["RESTART_POSITION"] = "restart_position";1466actions.renames["RESTART_ROT_SCALE"] = "restart_rotation_scale";1467actions.renames["RESTART_VELOCITY"] = "restart_velocity";1468actions.renames["RESTART_COLOR"] = "restart_color";1469actions.renames["RESTART_CUSTOM"] = "restart_custom";1470actions.renames["COLLIDED"] = "collided";1471actions.renames["COLLISION_NORMAL"] = "collision_normal";1472actions.renames["COLLISION_DEPTH"] = "collision_depth";1473actions.renames["ATTRACTOR_FORCE"] = "attractor_force";1474actions.renames["EMITTER_VELOCITY"] = "emitter_velocity";1475actions.renames["INTERPOLATE_TO_END"] = "interp_to_end";14761477// These are unsupported, but may be used by users. To avoid compile time overhead, we add the stub only when used.1478actions.renames["FLAG_EMIT_POSITION"] = "uint(1)";1479actions.renames["FLAG_EMIT_ROT_SCALE"] = "uint(2)";1480actions.renames["FLAG_EMIT_VELOCITY"] = "uint(4)";1481actions.renames["FLAG_EMIT_COLOR"] = "uint(8)";1482actions.renames["FLAG_EMIT_CUSTOM"] = "uint(16)";1483actions.renames["emit_subparticle"] = "emit_subparticle";1484actions.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";14851486actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";1487actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";1488actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";1489actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";14901491actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;1492actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;14931494actions.global_buffer_array_variable = "global_shader_uniforms";14951496shaders.compiler_particles.initialize(actions);1497}14981499{1500// Setup Sky compiler1501ShaderCompiler::DefaultIdentifierActions actions;15021503actions.renames["COLOR"] = "color";1504actions.renames["ALPHA"] = "alpha";1505actions.renames["EYEDIR"] = "cube_normal";1506actions.renames["POSITION"] = "position";1507actions.renames["SKY_COORDS"] = "panorama_coords";1508actions.renames["SCREEN_UV"] = "uv";1509actions.renames["TIME"] = "time";1510actions.renames["FRAGCOORD"] = "gl_FragCoord";1511actions.renames["PI"] = String::num(Math::PI);1512actions.renames["TAU"] = String::num(Math::TAU);1513actions.renames["E"] = String::num(Math::E);1514actions.renames["HALF_RES_COLOR"] = "half_res_color";1515actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";1516actions.renames["RADIANCE"] = "radiance";1517actions.renames["FOG"] = "custom_fog";1518actions.renames["LIGHT0_ENABLED"] = "bool(directional_lights.data[0].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";1519actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";1520actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";1521actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";1522actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";1523actions.renames["LIGHT1_ENABLED"] = "bool(directional_lights.data[1].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";1524actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";1525actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";1526actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";1527actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";1528actions.renames["LIGHT2_ENABLED"] = "bool(directional_lights.data[2].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";1529actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";1530actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";1531actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";1532actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";1533actions.renames["LIGHT3_ENABLED"] = "bool(directional_lights.data[3].enabled_bake_mode & DIRECTIONAL_LIGHT_ENABLED)";1534actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";1535actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";1536actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";1537actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";1538actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";1539actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";1540actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";1541actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";1542actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";1543actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";1544actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";15451546actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;1547actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;15481549actions.global_buffer_array_variable = "global_shader_uniforms";15501551shaders.compiler_sky.initialize(actions);1552}15531554{1555// Setup TextureBlit compiler1556ShaderCompiler::DefaultIdentifierActions actions;15571558actions.renames["TIME"] = "time";1559actions.renames["PI"] = _MKSTR(Math_PI);1560actions.renames["TAU"] = _MKSTR(Math_TAU);1561actions.renames["E"] = _MKSTR(Math_E);15621563actions.renames["FRAGCOORD"] = "gl_FragCoord";15641565actions.renames["UV"] = "uv";1566actions.renames["MODULATE"] = "modulate";15671568actions.renames["COLOR0"] = "color0";1569actions.renames["COLOR1"] = "color1";1570actions.renames["COLOR2"] = "color2";1571actions.renames["COLOR3"] = "color3";15721573shaders.compiler_tex_blit.initialize(actions);1574}1575}15761577MaterialStorage::~MaterialStorage() {1578//shaders.copy.version_free(shaders.copy_version);15791580memdelete_arr(global_shader_uniforms.buffer_values);1581memdelete_arr(global_shader_uniforms.buffer_usage);1582memdelete_arr(global_shader_uniforms.buffer_dirty_regions);1583glDeleteBuffers(1, &global_shader_uniforms.buffer);15841585singleton = nullptr;1586}15871588/* GLOBAL SHADER UNIFORM API */15891590int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {1591int32_t idx = 0;1592while (idx + p_elements <= global_shader_uniforms.buffer_size) {1593if (global_shader_uniforms.buffer_usage[idx].elements == 0) {1594bool valid = true;1595for (uint32_t i = 1; i < p_elements; i++) {1596if (global_shader_uniforms.buffer_usage[idx + i].elements > 0) {1597valid = false;1598idx += i + global_shader_uniforms.buffer_usage[idx + i].elements;1599break;1600}1601}16021603if (!valid) {1604continue; //if not valid, idx is in new position1605}16061607return idx;1608} else {1609idx += global_shader_uniforms.buffer_usage[idx].elements;1610}1611}16121613return -1;1614}16151616void MaterialStorage::_global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value) {1617switch (p_type) {1618case RS::GLOBAL_VAR_TYPE_BOOL: {1619GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1620bool b = p_value;1621bv.x = b ? 1.0 : 0.0;1622bv.y = 0.0;1623bv.z = 0.0;1624bv.w = 0.0;16251626} break;1627case RS::GLOBAL_VAR_TYPE_BVEC2: {1628GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1629uint32_t bvec = p_value;1630bv.x = (bvec & 1) ? 1.0 : 0.0;1631bv.y = (bvec & 2) ? 1.0 : 0.0;1632bv.z = 0.0;1633bv.w = 0.0;1634} break;1635case RS::GLOBAL_VAR_TYPE_BVEC3: {1636GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1637uint32_t bvec = p_value;1638bv.x = (bvec & 1) ? 1.0 : 0.0;1639bv.y = (bvec & 2) ? 1.0 : 0.0;1640bv.z = (bvec & 4) ? 1.0 : 0.0;1641bv.w = 0.0;1642} break;1643case RS::GLOBAL_VAR_TYPE_BVEC4: {1644GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1645uint32_t bvec = p_value;1646bv.x = (bvec & 1) ? 1.0 : 0.0;1647bv.y = (bvec & 2) ? 1.0 : 0.0;1648bv.z = (bvec & 4) ? 1.0 : 0.0;1649bv.w = (bvec & 8) ? 1.0 : 0.0;1650} break;1651case RS::GLOBAL_VAR_TYPE_INT: {1652GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1653int32_t v = p_value;1654bv.x = v;1655bv.y = 0;1656bv.z = 0;1657bv.w = 0;1658} break;1659case RS::GLOBAL_VAR_TYPE_IVEC2: {1660GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1661Vector2i v = convert_to_vector<Vector2i>(p_value);1662bv.x = v.x;1663bv.y = v.y;1664bv.z = 0;1665bv.w = 0;1666} break;1667case RS::GLOBAL_VAR_TYPE_IVEC3: {1668GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1669Vector3i v = convert_to_vector<Vector3i>(p_value);1670bv.x = v.x;1671bv.y = v.y;1672bv.z = v.z;1673bv.w = 0;1674} break;1675case RS::GLOBAL_VAR_TYPE_IVEC4: {1676GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1677Vector4i v = convert_to_vector<Vector4i>(p_value);1678bv.x = v.x;1679bv.y = v.y;1680bv.z = v.z;1681bv.w = v.w;1682} break;1683case RS::GLOBAL_VAR_TYPE_RECT2I: {1684GlobalShaderUniforms::ValueInt &bv = *(GlobalShaderUniforms::ValueInt *)&global_shader_uniforms.buffer_values[p_index];1685Rect2i v = p_value;1686bv.x = v.position.x;1687bv.y = v.position.y;1688bv.z = v.size.x;1689bv.w = v.size.y;1690} break;1691case RS::GLOBAL_VAR_TYPE_UINT: {1692GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1693uint32_t v = p_value;1694bv.x = v;1695bv.y = 0;1696bv.z = 0;1697bv.w = 0;1698} break;1699case RS::GLOBAL_VAR_TYPE_UVEC2: {1700GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1701Vector2i v = convert_to_vector<Vector2i>(p_value);1702bv.x = v.x;1703bv.y = v.y;1704bv.z = 0;1705bv.w = 0;1706} break;1707case RS::GLOBAL_VAR_TYPE_UVEC3: {1708GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1709Vector3i v = convert_to_vector<Vector3i>(p_value);1710bv.x = v.x;1711bv.y = v.y;1712bv.z = v.z;1713bv.w = 0;1714} break;1715case RS::GLOBAL_VAR_TYPE_UVEC4: {1716GlobalShaderUniforms::ValueUInt &bv = *(GlobalShaderUniforms::ValueUInt *)&global_shader_uniforms.buffer_values[p_index];1717Vector4i v = convert_to_vector<Vector4i>(p_value);1718bv.x = v.x;1719bv.y = v.y;1720bv.z = v.z;1721bv.w = v.w;1722} break;1723case RS::GLOBAL_VAR_TYPE_FLOAT: {1724GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1725float v = p_value;1726bv.x = v;1727bv.y = 0;1728bv.z = 0;1729bv.w = 0;1730} break;1731case RS::GLOBAL_VAR_TYPE_VEC2: {1732GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1733Vector2 v = convert_to_vector<Vector2>(p_value);1734bv.x = v.x;1735bv.y = v.y;1736bv.z = 0;1737bv.w = 0;1738} break;1739case RS::GLOBAL_VAR_TYPE_VEC3: {1740GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1741Vector3 v = convert_to_vector<Vector3>(p_value);1742bv.x = v.x;1743bv.y = v.y;1744bv.z = v.z;1745bv.w = 0;1746} break;1747case RS::GLOBAL_VAR_TYPE_VEC4: {1748GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1749Vector4 v = convert_to_vector<Vector4>(p_value);1750bv.x = v.x;1751bv.y = v.y;1752bv.z = v.z;1753bv.w = v.w;1754} break;1755case RS::GLOBAL_VAR_TYPE_COLOR: {1756GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1757Color v = p_value;1758bv.x = v.r;1759bv.y = v.g;1760bv.z = v.b;1761bv.w = v.a;17621763GlobalShaderUniforms::Value &bv_linear = global_shader_uniforms.buffer_values[p_index + 1];1764//v = v.srgb_to_linear();1765bv_linear.x = v.r;1766bv_linear.y = v.g;1767bv_linear.z = v.b;1768bv_linear.w = v.a;17691770} break;1771case RS::GLOBAL_VAR_TYPE_RECT2: {1772GlobalShaderUniforms::Value &bv = global_shader_uniforms.buffer_values[p_index];1773Rect2 v = p_value;1774bv.x = v.position.x;1775bv.y = v.position.y;1776bv.z = v.size.x;1777bv.w = v.size.y;1778} break;1779case RS::GLOBAL_VAR_TYPE_MAT2: {1780GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1781Vector<float> m2 = p_value;1782if (m2.size() < 4) {1783m2.resize(4);1784}1785bv[0].x = m2[0];1786bv[0].y = m2[1];1787bv[0].z = 0;1788bv[0].w = 0;17891790bv[1].x = m2[2];1791bv[1].y = m2[3];1792bv[1].z = 0;1793bv[1].w = 0;17941795} break;1796case RS::GLOBAL_VAR_TYPE_MAT3: {1797GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1798Basis v = p_value;1799convert_item_std140<Basis>(v, &bv->x);18001801} break;1802case RS::GLOBAL_VAR_TYPE_MAT4: {1803GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1804Projection m = p_value;1805convert_item_std140<Projection>(m, &bv->x);18061807} break;1808case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: {1809GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1810Transform2D v = p_value;1811convert_item_std140<Transform2D>(v, &bv->x);18121813} break;1814case RS::GLOBAL_VAR_TYPE_TRANSFORM: {1815GlobalShaderUniforms::Value *bv = &global_shader_uniforms.buffer_values[p_index];1816Transform3D v = p_value;1817convert_item_std140<Transform3D>(v, &bv->x);18181819} break;1820default: {1821ERR_FAIL();1822}1823}1824}18251826void MaterialStorage::_global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {1827int32_t prev_chunk = -1;18281829for (int32_t i = 0; i < p_elements; i++) {1830int32_t chunk = (p_index + i) / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;1831if (chunk != prev_chunk) {1832if (!global_shader_uniforms.buffer_dirty_regions[chunk]) {1833global_shader_uniforms.buffer_dirty_regions[chunk] = true;1834global_shader_uniforms.buffer_dirty_region_count++;1835}1836}18371838prev_chunk = chunk;1839}1840}18411842void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) {1843ERR_FAIL_COND(global_shader_uniforms.variables.has(p_name));1844GlobalShaderUniforms::Variable gv;1845gv.type = p_type;1846gv.value = p_value;1847gv.buffer_index = -1;18481849if (p_type >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {1850//is texture1851global_shader_uniforms.must_update_texture_materials = true; //normally there are none1852} else {1853gv.buffer_elements = 1;1854if (p_type == RS::GLOBAL_VAR_TYPE_COLOR || p_type == RS::GLOBAL_VAR_TYPE_MAT2) {1855//color needs to elements to store srgb and linear1856gv.buffer_elements = 2;1857}1858if (p_type == RS::GLOBAL_VAR_TYPE_MAT3 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM_2D) {1859//color needs to elements to store srgb and linear1860gv.buffer_elements = 3;1861}1862if (p_type == RS::GLOBAL_VAR_TYPE_MAT4 || p_type == RS::GLOBAL_VAR_TYPE_TRANSFORM) {1863//color needs to elements to store srgb and linear1864gv.buffer_elements = 4;1865}18661867//is vector, allocate in buffer and update index1868gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);1869ERR_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)));1870global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;1871_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);1872_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);18731874global_shader_uniforms.must_update_buffer_materials = true; //normally there are none1875}18761877global_shader_uniforms.variables[p_name] = gv;1878}18791880void MaterialStorage::global_shader_parameter_remove(const StringName &p_name) {1881if (!global_shader_uniforms.variables.has(p_name)) {1882return;1883}1884GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];18851886if (gv.buffer_index >= 0) {1887global_shader_uniforms.buffer_usage[gv.buffer_index].elements = 0;1888global_shader_uniforms.must_update_buffer_materials = true;1889} else {1890global_shader_uniforms.must_update_texture_materials = true;1891}18921893global_shader_uniforms.variables.erase(p_name);1894}18951896Vector<StringName> MaterialStorage::global_shader_parameter_get_list() const {1897if (!Engine::get_singleton()->is_editor_hint() && !Engine::get_singleton()->is_project_manager_hint()) {1898ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");1899}19001901Vector<StringName> names;1902for (const KeyValue<StringName, GlobalShaderUniforms::Variable> &E : global_shader_uniforms.variables) {1903names.push_back(E.key);1904}1905names.sort_custom<StringName::AlphCompare>();1906return names;1907}19081909void MaterialStorage::global_shader_parameter_set(const StringName &p_name, const Variant &p_value) {1910ERR_FAIL_COND(!global_shader_uniforms.variables.has(p_name));1911GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];1912gv.value = p_value;1913if (gv.override.get_type() == Variant::NIL) {1914if (gv.buffer_index >= 0) {1915//buffer1916_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);1917_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);1918} else {1919//texture1920MaterialStorage *material_storage = MaterialStorage::get_singleton();1921for (const RID &E : gv.texture_materials) {1922Material *material = material_storage->get_material(E);1923ERR_CONTINUE(!material);1924material_storage->_material_queue_update(material, false, true);1925}1926}1927}1928}19291930void MaterialStorage::global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) {1931if (!global_shader_uniforms.variables.has(p_name)) {1932return; //variable may not exist1933}19341935ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);19361937GlobalShaderUniforms::Variable &gv = global_shader_uniforms.variables[p_name];19381939gv.override = p_value;19401941if (gv.buffer_index >= 0) {1942//buffer1943if (gv.override.get_type() == Variant::NIL) {1944_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);1945} else {1946_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.override);1947}19481949_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);1950} else {1951//texture1952MaterialStorage *material_storage = MaterialStorage::get_singleton();1953for (const RID &E : gv.texture_materials) {1954Material *material = material_storage->get_material(E);1955ERR_CONTINUE(!material);1956material_storage->_material_queue_update(material, false, true);1957}1958}1959}19601961Variant MaterialStorage::global_shader_parameter_get(const StringName &p_name) const {1962if (!Engine::get_singleton()->is_editor_hint()) {1963ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");1964}19651966if (!global_shader_uniforms.variables.has(p_name)) {1967return Variant();1968}19691970return global_shader_uniforms.variables[p_name].value;1971}19721973RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type_internal(const StringName &p_name) const {1974if (!global_shader_uniforms.variables.has(p_name)) {1975return RS::GLOBAL_VAR_TYPE_MAX;1976}19771978return global_shader_uniforms.variables[p_name].type;1979}19801981RS::GlobalShaderParameterType MaterialStorage::global_shader_parameter_get_type(const StringName &p_name) const {1982if (!Engine::get_singleton()->is_editor_hint()) {1983ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");1984}19851986return global_shader_parameter_get_type_internal(p_name);1987}19881989void MaterialStorage::global_shader_parameters_load_settings(bool p_load_textures) {1990List<PropertyInfo> settings;1991ProjectSettings::get_singleton()->get_property_list(&settings);19921993for (const PropertyInfo &E : settings) {1994if (E.name.begins_with("shader_globals/")) {1995StringName name = E.name.get_slicec('/', 1);1996Dictionary d = GLOBAL_GET(E.name);19971998ERR_CONTINUE(!d.has("type"));1999ERR_CONTINUE(!d.has("value"));20002001String type = d["type"];20022003static const char *global_var_type_names[RS::GLOBAL_VAR_TYPE_MAX] = {2004"bool",2005"bvec2",2006"bvec3",2007"bvec4",2008"int",2009"ivec2",2010"ivec3",2011"ivec4",2012"rect2i",2013"uint",2014"uvec2",2015"uvec3",2016"uvec4",2017"float",2018"vec2",2019"vec3",2020"vec4",2021"color",2022"rect2",2023"mat2",2024"mat3",2025"mat4",2026"transform_2d",2027"transform",2028"sampler2D",2029"sampler2DArray",2030"sampler3D",2031"samplerCube",2032"samplerExternalOES"2033};20342035RS::GlobalShaderParameterType gvtype = RS::GLOBAL_VAR_TYPE_MAX;20362037for (int i = 0; i < RS::GLOBAL_VAR_TYPE_MAX; i++) {2038if (global_var_type_names[i] == type) {2039gvtype = RS::GlobalShaderParameterType(i);2040break;2041}2042}20432044ERR_CONTINUE(gvtype == RS::GLOBAL_VAR_TYPE_MAX); //type invalid20452046Variant value = d["value"];20472048if (gvtype >= RS::GLOBAL_VAR_TYPE_SAMPLER2D) {2049String path = value;2050// Don't load the textures, but still add the parameter so shaders compile correctly while loading.2051if (!p_load_textures || path.is_empty()) {2052value = RID();2053} else {2054Ref<Resource> resource = ResourceLoader::load(path);2055value = resource;2056}2057}20582059if (global_shader_uniforms.variables.has(name)) {2060//has it, update it2061global_shader_parameter_set(name, value);2062} else {2063global_shader_parameter_add(name, gvtype, value);2064}2065}2066}2067}20682069void MaterialStorage::global_shader_parameters_clear() {2070global_shader_uniforms.variables.clear();2071}20722073GLuint MaterialStorage::global_shader_parameters_get_uniform_buffer() const {2074return global_shader_uniforms.buffer;2075}20762077int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instance) {2078ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);2079int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);2080global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway2081ERR_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)));2082global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;2083return pos;2084}20852086void MaterialStorage::global_shader_parameters_instance_free(RID p_instance) {2087ERR_FAIL_COND(!global_shader_uniforms.instance_buffer_pos.has(p_instance));2088int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];2089if (pos >= 0) {2090global_shader_uniforms.buffer_usage[pos].elements = 0;2091}2092global_shader_uniforms.instance_buffer_pos.erase(p_instance);2093}20942095void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count) {2096if (!global_shader_uniforms.instance_buffer_pos.has(p_instance)) {2097return; //just not allocated, ignore2098}2099int32_t pos = global_shader_uniforms.instance_buffer_pos[p_instance];21002101if (pos < 0) {2102return; //again, not allocated, ignore2103}2104ERR_FAIL_INDEX(p_index, ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);21052106Variant::Type value_type = p_value.get_type();2107ERR_FAIL_COND_MSG(p_value.get_type() > Variant::COLOR, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported21082109ShaderLanguage::DataType datatype_from_value[Variant::COLOR + 1] = {2110ShaderLanguage::TYPE_MAX, //nil2111ShaderLanguage::TYPE_BOOL, //bool2112ShaderLanguage::TYPE_INT, //int2113ShaderLanguage::TYPE_FLOAT, //float2114ShaderLanguage::TYPE_MAX, //string2115ShaderLanguage::TYPE_VEC2, //vec22116ShaderLanguage::TYPE_IVEC2, //vec2i2117ShaderLanguage::TYPE_VEC4, //rect22118ShaderLanguage::TYPE_IVEC4, //rect2i2119ShaderLanguage::TYPE_VEC3, // vec32120ShaderLanguage::TYPE_IVEC3, //vec3i2121ShaderLanguage::TYPE_MAX, //xform2d not supported here2122ShaderLanguage::TYPE_VEC4, //vec42123ShaderLanguage::TYPE_IVEC4, //vec4i2124ShaderLanguage::TYPE_VEC4, //plane2125ShaderLanguage::TYPE_VEC4, //quat2126ShaderLanguage::TYPE_MAX, //aabb not supported here2127ShaderLanguage::TYPE_MAX, //basis not supported here2128ShaderLanguage::TYPE_MAX, //xform not supported here2129ShaderLanguage::TYPE_MAX, //projection not supported here2130ShaderLanguage::TYPE_VEC4 //color2131};21322133ShaderLanguage::DataType datatype = ShaderLanguage::TYPE_MAX;2134if (value_type == Variant::INT && p_flags_count > 0) {2135switch (p_flags_count) {2136case 1:2137datatype = ShaderLanguage::TYPE_BVEC2;2138break;2139case 2:2140datatype = ShaderLanguage::TYPE_BVEC3;2141break;2142case 3:2143datatype = ShaderLanguage::TYPE_BVEC4;2144break;2145}2146} else {2147datatype = datatype_from_value[value_type];2148}21492150ERR_FAIL_COND_MSG(datatype == ShaderLanguage::TYPE_MAX, "Unsupported variant type for instance parameter: " + Variant::get_type_name(value_type)); //anything greater not supported21512152pos += p_index;21532154_fill_std140_variant_ubo_value(datatype, 0, p_value, (uint8_t *)&global_shader_uniforms.buffer_values[pos]);2155_global_shader_uniform_mark_buffer_dirty(pos, 1);2156}21572158void MaterialStorage::_update_global_shader_uniforms() {2159MaterialStorage *material_storage = MaterialStorage::get_singleton();2160if (global_shader_uniforms.buffer_dirty_region_count > 0) {2161uint32_t total_regions = 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);2162if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {2163// 25% of regions dirty, just update all buffer2164glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);2165glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, global_shader_uniforms.buffer_values, GL_DYNAMIC_DRAW);2166glBindBuffer(GL_UNIFORM_BUFFER, 0);2167memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * total_regions);2168} else {2169uint32_t region_byte_size = sizeof(GlobalShaderUniforms::Value) * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;2170glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);2171for (uint32_t i = 0; i < total_regions; i++) {2172if (global_shader_uniforms.buffer_dirty_regions[i]) {2173glBufferSubData(GL_UNIFORM_BUFFER, i * region_byte_size, region_byte_size, &global_shader_uniforms.buffer_values[i * GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE]);2174global_shader_uniforms.buffer_dirty_regions[i] = false;2175}2176}2177glBindBuffer(GL_UNIFORM_BUFFER, 0);2178}21792180global_shader_uniforms.buffer_dirty_region_count = 0;2181}21822183if (global_shader_uniforms.must_update_buffer_materials) {2184// only happens in the case of a buffer variable added or removed,2185// so not often.2186for (const RID &E : global_shader_uniforms.materials_using_buffer) {2187Material *material = material_storage->get_material(E);2188ERR_CONTINUE(!material); //wtf21892190material_storage->_material_queue_update(material, true, false);2191}21922193global_shader_uniforms.must_update_buffer_materials = false;2194}21952196if (global_shader_uniforms.must_update_texture_materials) {2197// only happens in the case of a buffer variable added or removed,2198// so not often.2199for (const RID &E : global_shader_uniforms.materials_using_texture) {2200Material *material = material_storage->get_material(E);2201ERR_CONTINUE(!material); //wtf22022203material_storage->_material_queue_update(material, false, true);2204}22052206global_shader_uniforms.must_update_texture_materials = false;2207}2208}22092210/* SHADER API */22112212RID MaterialStorage::shader_allocate() {2213return shader_owner.allocate_rid();2214}22152216void MaterialStorage::shader_initialize(RID p_rid, bool p_embedded) {2217Shader shader;2218shader.data = nullptr;2219shader.mode = RS::SHADER_MAX;22202221shader_owner.initialize_rid(p_rid, shader);2222}22232224void MaterialStorage::shader_free(RID p_rid) {2225GLES3::Shader *shader = shader_owner.get_or_null(p_rid);2226ERR_FAIL_NULL(shader);22272228//make material unreference this2229while (shader->owners.size()) {2230material_set_shader((*shader->owners.begin())->self, RID());2231}22322233//clear data if exists2234if (shader->data) {2235memdelete(shader->data);2236}2237shader_owner.free(p_rid);2238}22392240void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {2241GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2242ERR_FAIL_NULL(shader);22432244shader->code = p_code;22452246String mode_string = ShaderLanguage::get_shader_type(p_code);22472248RS::ShaderMode new_mode;2249if (mode_string == "canvas_item") {2250new_mode = RS::SHADER_CANVAS_ITEM;2251} else if (mode_string == "particles") {2252new_mode = RS::SHADER_PARTICLES;2253} else if (mode_string == "spatial") {2254new_mode = RS::SHADER_SPATIAL;2255} else if (mode_string == "sky") {2256new_mode = RS::SHADER_SKY;2257//} else if (mode_string == "fog") {2258// new_mode = RS::SHADER_FOG;2259} else if (mode_string == "texture_blit") {2260new_mode = RS::SHADER_TEXTURE_BLIT;2261} else {2262new_mode = RS::SHADER_MAX;2263ERR_PRINT("shader type " + mode_string + " not supported in OpenGL renderer");2264}22652266if (new_mode != shader->mode) {2267if (shader->data) {2268memdelete(shader->data);2269shader->data = nullptr;2270}22712272for (Material *E : shader->owners) {2273Material *material = E;2274material->shader_mode = new_mode;2275if (material->data) {2276memdelete(material->data);2277material->data = nullptr;2278}2279}22802281shader->mode = new_mode;22822283if (new_mode < RS::SHADER_MAX && shader_data_request_func[new_mode]) {2284shader->data = shader_data_request_func[new_mode]();2285} else {2286shader->mode = RS::SHADER_MAX; //invalid2287}22882289for (Material *E : shader->owners) {2290Material *material = E;2291if (shader->data) {2292material->data = material_data_request_func[new_mode](shader->data);2293material->data->self = material->self;2294material->data->set_next_pass(material->next_pass);2295material->data->set_render_priority(material->priority);2296}2297material->shader_mode = new_mode;2298}22992300if (shader->data) {2301for (const KeyValue<StringName, HashMap<int, RID>> &E : shader->default_texture_parameter) {2302for (const KeyValue<int, RID> &E2 : E.value) {2303shader->data->set_default_texture_parameter(E.key, E2.value, E2.key);2304}2305}2306}2307}23082309if (shader->data) {2310shader->data->set_path_hint(shader->path_hint);2311shader->data->set_code(p_code);2312}23132314for (Material *E : shader->owners) {2315Material *material = E;2316material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2317_material_queue_update(material, true, true);2318}2319}23202321void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {2322GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2323ERR_FAIL_NULL(shader);23242325shader->path_hint = p_path;2326if (shader->data) {2327shader->data->set_path_hint(p_path);2328}2329}23302331String MaterialStorage::shader_get_code(RID p_shader) const {2332const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2333ERR_FAIL_NULL_V(shader, String());2334return shader->code;2335}23362337void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {2338GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2339ERR_FAIL_NULL(shader);2340if (shader->data) {2341return shader->data->get_shader_uniform_list(p_param_list);2342}2343}23442345void MaterialStorage::shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {2346GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2347ERR_FAIL_NULL(shader);23482349if (p_texture.is_valid() && TextureStorage::get_singleton()->owns_texture(p_texture)) {2350if (!shader->default_texture_parameter.has(p_name)) {2351shader->default_texture_parameter[p_name] = HashMap<int, RID>();2352}2353shader->default_texture_parameter[p_name][p_index] = p_texture;2354} else {2355if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {2356shader->default_texture_parameter[p_name].erase(p_index);23572358if (shader->default_texture_parameter[p_name].is_empty()) {2359shader->default_texture_parameter.erase(p_name);2360}2361}2362}2363if (shader->data) {2364shader->data->set_default_texture_parameter(p_name, p_texture, p_index);2365}2366for (Material *E : shader->owners) {2367Material *material = E;2368_material_queue_update(material, false, true);2369}2370}23712372RID MaterialStorage::shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const {2373const GLES3::Shader *shader = shader_owner.get_or_null(p_shader);2374ERR_FAIL_NULL_V(shader, RID());2375if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {2376return shader->default_texture_parameter[p_name][p_index];2377}23782379return RID();2380}23812382Variant MaterialStorage::shader_get_parameter_default(RID p_shader, const StringName &p_param) const {2383Shader *shader = shader_owner.get_or_null(p_shader);2384ERR_FAIL_NULL_V(shader, Variant());2385if (shader->data) {2386return shader->data->get_default_parameter(p_param);2387}2388return Variant();2389}23902391RS::ShaderNativeSourceCode MaterialStorage::shader_get_native_source_code(RID p_shader) const {2392Shader *shader = shader_owner.get_or_null(p_shader);2393ERR_FAIL_NULL_V(shader, RS::ShaderNativeSourceCode());2394if (shader->data) {2395return shader->data->get_native_source_code();2396}2397return RS::ShaderNativeSourceCode();2398}23992400/* MATERIAL API */24012402void MaterialStorage::_material_queue_update(GLES3::Material *material, bool p_uniform, bool p_texture) {2403material->uniform_dirty = material->uniform_dirty || p_uniform;2404material->texture_dirty = material->texture_dirty || p_texture;24052406if (material->update_element.in_list()) {2407return;2408}24092410material_update_list.add(&material->update_element);2411}24122413void MaterialStorage::_update_queued_materials() {2414while (material_update_list.first()) {2415Material *material = material_update_list.first()->self();24162417if (material->data) {2418material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);2419}2420material->texture_dirty = false;2421material->uniform_dirty = false;24222423material_update_list.remove(&material->update_element);2424}2425}24262427RID MaterialStorage::material_allocate() {2428return material_owner.allocate_rid();2429}24302431void MaterialStorage::material_initialize(RID p_rid) {2432material_owner.initialize_rid(p_rid);2433Material *material = material_owner.get_or_null(p_rid);2434material->self = p_rid;2435}24362437void MaterialStorage::material_free(RID p_rid) {2438Material *material = material_owner.get_or_null(p_rid);2439ERR_FAIL_NULL(material);24402441// Need to clear texture arrays to prevent spin locking of their RID's.2442// This happens when the app is being closed.2443for (KeyValue<StringName, Variant> &E : material->params) {2444if (E.value.get_type() == Variant::ARRAY) {2445// Clear the array for this material only (the array may be shared).2446E.value = Variant();2447}2448}24492450material_set_shader(p_rid, RID()); //clean up shader2451material->dependency.deleted_notify(p_rid);24522453material_owner.free(p_rid);2454}24552456void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {2457GLES3::Material *material = material_owner.get_or_null(p_material);2458ERR_FAIL_NULL(material);24592460if (material->data) {2461memdelete(material->data);2462material->data = nullptr;2463}24642465if (material->shader) {2466material->shader->owners.erase(material);2467material->shader = nullptr;2468material->shader_mode = RS::SHADER_MAX;2469}24702471if (p_shader.is_null()) {2472material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2473material->shader_id = 0;2474return;2475}24762477Shader *shader = get_shader(p_shader);2478ERR_FAIL_NULL(shader);2479material->shader = shader;2480material->shader_mode = shader->mode;2481material->shader_id = p_shader.get_local_index();2482shader->owners.insert(material);24832484if (shader->mode == RS::SHADER_MAX) {2485return;2486}24872488ERR_FAIL_NULL(shader->data);24892490material->data = material_data_request_func[shader->mode](shader->data);2491material->data->self = p_material;2492material->data->set_next_pass(material->next_pass);2493material->data->set_render_priority(material->priority);2494//updating happens later2495material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2496_material_queue_update(material, true, true);2497}24982499void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {2500GLES3::Material *material = material_owner.get_or_null(p_material);2501ERR_FAIL_NULL(material);25022503if (p_value.get_type() == Variant::NIL) {2504material->params.erase(p_param);2505} else {2506ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed2507material->params[p_param] = p_value;2508}25092510if (material->shader && material->shader->data) { //shader is valid2511bool is_texture = material->shader->data->is_parameter_texture(p_param);2512_material_queue_update(material, !is_texture, is_texture);2513} else {2514_material_queue_update(material, true, true);2515}2516}25172518Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const {2519const GLES3::Material *material = material_owner.get_or_null(p_material);2520ERR_FAIL_NULL_V(material, Variant());2521if (material->params.has(p_param)) {2522return material->params[p_param];2523} else {2524return Variant();2525}2526}25272528void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) {2529GLES3::Material *material = material_owner.get_or_null(p_material);2530ERR_FAIL_NULL(material);25312532if (material->next_pass == p_next_material) {2533return;2534}25352536material->next_pass = p_next_material;2537if (material->data) {2538material->data->set_next_pass(p_next_material);2539}25402541material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2542}25432544void MaterialStorage::material_set_render_priority(RID p_material, int priority) {2545ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN);2546ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX);25472548GLES3::Material *material = material_owner.get_or_null(p_material);2549ERR_FAIL_NULL(material);2550material->priority = priority;2551if (material->data) {2552material->data->set_render_priority(priority);2553}2554material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);2555}25562557bool MaterialStorage::material_is_animated(RID p_material) {2558GLES3::Material *material = material_owner.get_or_null(p_material);2559ERR_FAIL_NULL_V(material, false);2560if (material->shader && material->shader->data) {2561if (material->shader->data->is_animated()) {2562return true;2563} else if (material->next_pass.is_valid()) {2564return material_is_animated(material->next_pass);2565}2566}2567return false; //by default nothing is animated2568}25692570bool MaterialStorage::material_casts_shadows(RID p_material) {2571GLES3::Material *material = material_owner.get_or_null(p_material);2572ERR_FAIL_NULL_V(material, true);2573if (material->shader && material->shader->data) {2574if (material->shader->data->casts_shadows()) {2575return true;2576} else if (material->next_pass.is_valid()) {2577return material_casts_shadows(material->next_pass);2578}2579}2580return true; //by default everything casts shadows2581}25822583RS::CullMode MaterialStorage::material_get_cull_mode(RID p_material) const {2584const GLES3::Material *material = material_owner.get_or_null(p_material);2585ERR_FAIL_NULL_V(material, RS::CULL_MODE_DISABLED);2586ERR_FAIL_NULL_V(material->shader, RS::CULL_MODE_DISABLED);2587if (material->shader->data) {2588SceneShaderData *data = dynamic_cast<SceneShaderData *>(material->shader->data);2589if (data) {2590return (RS::CullMode)data->cull_mode;2591}2592}2593return RS::CULL_MODE_DISABLED;2594}25952596void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {2597GLES3::Material *material = material_owner.get_or_null(p_material);2598ERR_FAIL_NULL(material);2599if (material->shader && material->shader->data) {2600material->shader->data->get_instance_param_list(r_parameters);26012602if (material->next_pass.is_valid()) {2603material_get_instance_shader_parameters(material->next_pass, r_parameters);2604}2605}2606}26072608void MaterialStorage::material_update_dependency(RID p_material, DependencyTracker *p_instance) {2609Material *material = material_owner.get_or_null(p_material);2610ERR_FAIL_NULL(material);2611p_instance->update_dependency(&material->dependency);2612if (material->next_pass.is_valid()) {2613material_update_dependency(material->next_pass, p_instance);2614}2615}26162617LocalVector<ShaderGLES3::TextureUniformData> get_texture_uniform_data(const Vector<ShaderCompiler::GeneratedCode::Texture> &texture_uniforms) {2618LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data;2619for (int i = 0; i < texture_uniforms.size(); i++) {2620int num_textures = texture_uniforms[i].array_size;2621if (num_textures == 0) {2622num_textures = 1;2623}2624texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures });2625}2626return texture_uniform_data;2627}26282629/* Canvas Shader Data */26302631void CanvasShaderData::set_code(const String &p_code) {2632// Initialize and compile the shader.26332634code = p_code;2635valid = false;2636ubo_size = 0;2637uniforms.clear();26382639uses_screen_texture = false;2640uses_screen_texture_mipmaps = false;2641uses_sdf = false;2642uses_time = false;2643uses_custom0 = false;2644uses_custom1 = false;26452646if (code.is_empty()) {2647return; // Just invalid, but no error.2648}26492650ShaderCompiler::GeneratedCode gen_code;26512652// Actual enum set further down after compilation.2653int blend_modei = BLEND_MODE_MIX;26542655ShaderCompiler::IdentifierActions actions;2656actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;2657actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;2658actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;26592660actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);2661actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);2662actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);2663actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);2664actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PMALPHA);2665actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED);26662667actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;2668actions.usage_flag_pointers["TIME"] = &uses_time;2669actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;2670actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;26712672actions.uniforms = &uniforms;2673Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);2674ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");26752676if (version.is_null()) {2677version = MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();2678}26792680blend_mode = BlendMode(blend_modei);2681uses_screen_texture = gen_code.uses_screen_texture;2682uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;26832684#if 02685print_line("**compiling shader:");2686print_line("**defines:\n");2687for (int i = 0; i < gen_code.defines.size(); i++) {2688print_line(gen_code.defines[i]);2689}26902691HashMap<String, String>::Iterator el = gen_code.code.begin();2692while (el) {2693print_line("\n**code " + el->key + ":\n" + el->value);2694++el;2695}26962697print_line("\n**uniforms:\n" + gen_code.uniforms);2698print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);2699print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);2700#endif27012702LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);27032704MaterialStorage::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);2705ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));27062707vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;2708vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;2709vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;27102711ubo_size = gen_code.uniform_total_size;2712ubo_offsets = gen_code.uniform_offsets;2713texture_uniforms = gen_code.texture_uniforms;27142715valid = true;2716}27172718bool CanvasShaderData::is_animated() const {2719return false;2720}27212722bool CanvasShaderData::casts_shadows() const {2723return false;2724}27252726RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {2727return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);2728}27292730CanvasShaderData::CanvasShaderData() {2731valid = false;2732uses_screen_texture = false;2733uses_sdf = false;2734}27352736CanvasShaderData::~CanvasShaderData() {2737if (version.is_valid()) {2738MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(version);2739}2740}27412742GLES3::ShaderData *GLES3::_create_canvas_shader_func() {2743CanvasShaderData *shader_data = memnew(CanvasShaderData);2744return shader_data;2745}27462747void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {2748update_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);2749}27502751static 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) {2752const RID *textures = p_textures.ptr();2753const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr();2754int texture_uniform_index = 0;2755int texture_uniform_count = 0;2756for (int ti = 0; ti < p_textures.size(); ti++) {2757ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds");2758GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);2759const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index];2760if (texture) {2761glActiveTexture(GL_TEXTURE0 + texture_offset + ti);2762GLenum target = target_from_type[texture_uniform.type];2763if (target == _GL_TEXTURE_EXTERNAL_OES && !GLES3::Config::get_singleton()->external_texture_supported) {2764target = GL_TEXTURE_2D;2765}2766glBindTexture(target, texture->tex_id);2767if (texture->render_target) {2768texture->render_target->used_in_frame = true;2769}27702771texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]);2772texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]);2773}2774texture_uniform_count++;2775if (texture_uniform_count >= texture_uniform.array_size) {2776texture_uniform_index++;2777texture_uniform_count = 0;2778}2779}2780}27812782void CanvasMaterialData::bind_uniforms() {2783// Bind Material Uniforms2784glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);27852786bind_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 texture2787}27882789CanvasMaterialData::~CanvasMaterialData() {2790}27912792GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {2793CanvasMaterialData *material_data = memnew(CanvasMaterialData);2794material_data->shader_data = static_cast<CanvasShaderData *>(p_shader);2795//update will happen later anyway so do nothing.2796return material_data;2797}27982799////////////////////////////////////////////////////////////////////////////////2800// SKY SHADER28012802void SkyShaderData::set_code(const String &p_code) {2803// Initialize and compile the shader.28042805code = p_code;2806valid = false;2807ubo_size = 0;2808uniforms.clear();28092810uses_time = false;2811uses_position = false;2812uses_half_res = false;2813uses_quarter_res = false;2814uses_light = false;28152816if (code.is_empty()) {2817return; // Just invalid, but no error.2818}28192820ShaderCompiler::GeneratedCode gen_code;28212822ShaderCompiler::IdentifierActions actions;2823actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT;28242825actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;2826actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;28272828actions.usage_flag_pointers["TIME"] = &uses_time;2829actions.usage_flag_pointers["POSITION"] = &uses_position;2830actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;2831actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;2832actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;2833actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;2834actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;2835actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;2836actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;2837actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;2838actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;2839actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;2840actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;2841actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;2842actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;2843actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;2844actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;2845actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;2846actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;2847actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;2848actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;2849actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;28502851actions.uniforms = &uniforms;28522853Error err = MaterialStorage::get_singleton()->shaders.compiler_sky.compile(RS::SHADER_SKY, code, &actions, path, gen_code);2854ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");28552856if (version.is_null()) {2857version = MaterialStorage::get_singleton()->shaders.sky_shader.version_create();2858}28592860#if 02861print_line("**compiling shader:");2862print_line("**defines:\n");2863for (int i = 0; i < gen_code.defines.size(); i++) {2864print_line(gen_code.defines[i]);2865}28662867HashMap<String, String>::Iterator el = gen_code.code.begin();2868while (el) {2869print_line("\n**code " + el->key + ":\n" + el->value);2870++el;2871}28722873print_line("\n**uniforms:\n" + gen_code.uniforms);2874print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);2875print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);2876#endif28772878LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);28792880MaterialStorage::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);2881ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version));28822883ubo_size = gen_code.uniform_total_size;2884ubo_offsets = gen_code.uniform_offsets;2885texture_uniforms = gen_code.texture_uniforms;28862887valid = true;2888}28892890bool SkyShaderData::is_animated() const {2891return false;2892}28932894bool SkyShaderData::casts_shadows() const {2895return false;2896}28972898RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {2899return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);2900}29012902SkyShaderData::SkyShaderData() {2903valid = false;2904}29052906SkyShaderData::~SkyShaderData() {2907if (version.is_valid()) {2908MaterialStorage::get_singleton()->shaders.sky_shader.version_free(version);2909}2910}29112912GLES3::ShaderData *GLES3::_create_sky_shader_func() {2913SkyShaderData *shader_data = memnew(SkyShaderData);2914return shader_data;2915}29162917////////////////////////////////////////////////////////////////////////////////2918// Sky material29192920void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {2921uniform_set_updated = true;2922update_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);2923}29242925SkyMaterialData::~SkyMaterialData() {2926}2927GLES3::MaterialData *GLES3::_create_sky_material_func(ShaderData *p_shader) {2928SkyMaterialData *material_data = memnew(SkyMaterialData);2929material_data->shader_data = static_cast<SkyShaderData *>(p_shader);2930//update will happen later anyway so do nothing.2931return material_data;2932}29332934void SkyMaterialData::bind_uniforms() {2935// Bind Material Uniforms2936glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);29372938bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);2939}29402941////////////////////////////////////////////////////////////////////////////////2942// Scene SHADER29432944void SceneShaderData::set_code(const String &p_code) {2945// Initialize and compile the shader.29462947code = p_code;2948valid = false;2949ubo_size = 0;2950uniforms.clear();29512952uses_point_size = false;2953uses_alpha = false;2954uses_alpha_clip = false;2955uses_blend_alpha = false;2956uses_depth_prepass_alpha = false;2957uses_discard = false;2958uses_roughness = false;2959uses_normal = false;2960uses_particle_trails = false;2961wireframe = false;29622963unshaded = false;2964uses_vertex = false;2965uses_position = false;2966uses_sss = false;2967uses_transmittance = false;2968uses_screen_texture = false;2969uses_screen_texture_mipmaps = false;2970uses_depth_texture = false;2971uses_normal_texture = false;2972uses_bent_normal_texture = false;2973uses_time = false;2974uses_vertex_time = false;2975uses_fragment_time = false;2976writes_modelview_or_projection = false;2977uses_world_coordinates = false;2978uses_tangent = false;2979uses_color = false;2980uses_uv = false;2981uses_uv2 = false;2982uses_custom0 = false;2983uses_custom1 = false;2984uses_custom2 = false;2985uses_custom3 = false;2986uses_bones = false;2987uses_weights = false;29882989if (code.is_empty()) {2990return; // Just invalid, but no error.2991}29922993ShaderCompiler::GeneratedCode gen_code;29942995// Actual enums set further down after compilation.2996int blend_modei = BLEND_MODE_MIX;2997int depth_test_disabledi = 0;2998int depth_test_invertedi = 0;2999int alpha_antialiasing_modei = ALPHA_ANTIALIASING_OFF;3000int cull_modei = RS::CULL_MODE_BACK;3001int depth_drawi = DEPTH_DRAW_OPAQUE;30023003int stencil_readi = 0;3004int stencil_writei = 0;3005int stencil_write_depth_faili = 0;3006int stencil_comparei = STENCIL_COMPARE_ALWAYS;3007int stencil_referencei = -1;30083009ShaderCompiler::IdentifierActions actions;3010actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;3011actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;3012actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;30133014actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);3015actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);3016actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);3017actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);3018actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PREMULT_ALPHA);30193020actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);3021actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);30223023actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);3024actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);3025actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);30263027actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_test_disabledi, 1);3028actions.render_mode_values["depth_test_inverted"] = Pair<int *, int>(&depth_test_invertedi, 1);30293030actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_DISABLED);3031actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_FRONT);3032actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_modei, RS::CULL_MODE_BACK);30333034actions.render_mode_flags["unshaded"] = &unshaded;3035actions.render_mode_flags["wireframe"] = &wireframe;3036actions.render_mode_flags["particle_trails"] = &uses_particle_trails;3037actions.render_mode_flags["world_vertex_coords"] = &uses_world_coordinates;30383039actions.usage_flag_pointers["ALPHA"] = &uses_alpha;3040actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip;3041// Use alpha clip pipeline for alpha hash/dither.3042// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.3043actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;3044actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;30453046actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;3047actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;30483049actions.usage_flag_pointers["DISCARD"] = &uses_discard;3050actions.usage_flag_pointers["TIME"] = &uses_time;3051actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;3052actions.usage_flag_pointers["NORMAL"] = &uses_normal;3053actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;3054actions.usage_flag_pointers["BENT_NORMAL_MAP"] = &uses_bent_normal_texture;30553056actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;3057actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;30583059actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;3060actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;3061actions.write_flag_pointers["VERTEX"] = &uses_vertex;3062actions.write_flag_pointers["POSITION"] = &uses_position;30633064actions.usage_flag_pointers["TANGENT"] = &uses_tangent;3065actions.usage_flag_pointers["BINORMAL"] = &uses_tangent;3066actions.usage_flag_pointers["ANISOTROPY"] = &uses_tangent;3067actions.usage_flag_pointers["ANISOTROPY_FLOW"] = &uses_tangent;3068actions.usage_flag_pointers["COLOR"] = &uses_color;3069actions.usage_flag_pointers["UV"] = &uses_uv;3070actions.usage_flag_pointers["UV2"] = &uses_uv2;3071actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;3072actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;3073actions.usage_flag_pointers["CUSTOM2"] = &uses_custom2;3074actions.usage_flag_pointers["CUSTOM3"] = &uses_custom3;3075actions.usage_flag_pointers["BONE_INDICES"] = &uses_bones;3076actions.usage_flag_pointers["BONE_WEIGHTS"] = &uses_weights;30773078actions.stencil_mode_values["read"] = Pair<int *, int>(&stencil_readi, STENCIL_FLAG_READ);3079actions.stencil_mode_values["write"] = Pair<int *, int>(&stencil_writei, STENCIL_FLAG_WRITE);3080actions.stencil_mode_values["write_depth_fail"] = Pair<int *, int>(&stencil_write_depth_faili, STENCIL_FLAG_WRITE_DEPTH_FAIL);30813082actions.stencil_mode_values["compare_less"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_LESS);3083actions.stencil_mode_values["compare_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_EQUAL);3084actions.stencil_mode_values["compare_less_or_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_LESS_OR_EQUAL);3085actions.stencil_mode_values["compare_greater"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_GREATER);3086actions.stencil_mode_values["compare_not_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_NOT_EQUAL);3087actions.stencil_mode_values["compare_greater_or_equal"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_GREATER_OR_EQUAL);3088actions.stencil_mode_values["compare_always"] = Pair<int *, int>(&stencil_comparei, STENCIL_COMPARE_ALWAYS);30893090actions.stencil_reference = &stencil_referencei;30913092actions.uniforms = &uniforms;30933094Error err = MaterialStorage::get_singleton()->shaders.compiler_scene.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);3095ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");30963097if (version.is_null()) {3098version = MaterialStorage::get_singleton()->shaders.scene_shader.version_create();3099}31003101blend_mode = BlendMode(blend_modei);3102alpha_antialiasing_mode = AlphaAntiAliasing(alpha_antialiasing_modei);3103depth_draw = DepthDraw(depth_drawi);3104if (depth_test_disabledi) {3105depth_test = DEPTH_TEST_DISABLED;3106} else if (depth_test_invertedi) {3107depth_test = DEPTH_TEST_ENABLED_INVERTED;3108} else {3109depth_test = DEPTH_TEST_ENABLED;3110}3111cull_mode = RS::CullMode(cull_modei);31123113vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL; // We can always read vertices and normals.3114vertex_input_mask |= uses_tangent << RS::ARRAY_TANGENT;3115vertex_input_mask |= uses_color << RS::ARRAY_COLOR;3116vertex_input_mask |= uses_uv << RS::ARRAY_TEX_UV;3117vertex_input_mask |= uses_uv2 << RS::ARRAY_TEX_UV2;3118vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;3119vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;3120vertex_input_mask |= uses_custom2 << RS::ARRAY_CUSTOM2;3121vertex_input_mask |= uses_custom3 << RS::ARRAY_CUSTOM3;3122vertex_input_mask |= uses_bones << RS::ARRAY_BONES;3123vertex_input_mask |= uses_weights << RS::ARRAY_WEIGHTS;31243125uses_screen_texture = gen_code.uses_screen_texture;3126uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;3127uses_depth_texture = gen_code.uses_depth_texture;3128uses_normal_texture = gen_code.uses_normal_roughness_texture;3129uses_vertex_time = gen_code.uses_vertex_time;3130uses_fragment_time = gen_code.uses_fragment_time;31313132stencil_enabled = stencil_referencei != -1;3133stencil_flags = stencil_readi | stencil_writei | stencil_write_depth_faili;3134stencil_compare = StencilCompare(stencil_comparei);3135stencil_reference = stencil_referencei;31363137#ifdef DEBUG_ENABLED3138if (uses_particle_trails) {3139WARN_PRINT_ONCE_ED("Particle trails are only available when using the Forward+ or Mobile renderer.");3140}31413142if (uses_sss) {3143WARN_PRINT_ONCE_ED("Subsurface scattering is only available when using the Forward+ renderer.");3144}31453146if (uses_transmittance) {3147WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ renderer.");3148}31493150if (uses_normal_texture) {3151WARN_PRINT_ONCE_ED("Reading from the normal-roughness texture is only available when using the Forward+ or Mobile renderer.");3152}3153#endif31543155#if 03156print_line("**compiling shader:");3157print_line("**defines:\n");3158for (int i = 0; i < gen_code.defines.size(); i++) {3159print_line(gen_code.defines[i]);3160}31613162HashMap<String, String>::Iterator el = gen_code.code.begin();3163while (el) {3164print_line("\n**code " + el->key + ":\n" + el->value);3165++el;3166}31673168print_line("\n**uniforms:\n" + gen_code.uniforms);3169print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);3170print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);3171#endif31723173LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);31743175MaterialStorage::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);3176ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version));31773178ubo_size = gen_code.uniform_total_size;3179ubo_offsets = gen_code.uniform_offsets;3180texture_uniforms = gen_code.texture_uniforms;31813182// If any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage.3183if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {3184blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;3185}31863187if (blend_mode == BLEND_MODE_ADD || blend_mode == BLEND_MODE_SUB || blend_mode == BLEND_MODE_MUL) {3188uses_blend_alpha = true; // Force alpha used because of blend.3189}31903191valid = true;3192}31933194bool SceneShaderData::is_animated() const {3195return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);3196}31973198bool SceneShaderData::casts_shadows() const {3199bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;3200bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;3201bool has_alpha = has_base_alpha || uses_blend_alpha;32023203return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test != DEPTH_TEST_ENABLED));3204}32053206RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {3207return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);3208}32093210SceneShaderData::SceneShaderData() {3211valid = false;3212uses_screen_texture = false;3213}32143215SceneShaderData::~SceneShaderData() {3216if (version.is_valid()) {3217MaterialStorage::get_singleton()->shaders.scene_shader.version_free(version);3218}3219}32203221GLES3::ShaderData *GLES3::_create_scene_shader_func() {3222SceneShaderData *shader_data = memnew(SceneShaderData);3223return shader_data;3224}32253226void SceneMaterialData::set_render_priority(int p_priority) {3227priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits3228}32293230void SceneMaterialData::set_next_pass(RID p_pass) {3231next_pass = p_pass;3232}32333234void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {3235update_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);3236}32373238SceneMaterialData::~SceneMaterialData() {3239}32403241GLES3::MaterialData *GLES3::_create_scene_material_func(ShaderData *p_shader) {3242SceneMaterialData *material_data = memnew(SceneMaterialData);3243material_data->shader_data = static_cast<SceneShaderData *>(p_shader);3244//update will happen later anyway so do nothing.3245return material_data;3246}32473248void SceneMaterialData::bind_uniforms() {3249// Bind Material Uniforms3250glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);32513252bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);3253}32543255/* Particles SHADER */32563257void ParticlesShaderData::set_code(const String &p_code) {3258// Initialize and compile the shader.32593260code = p_code;3261valid = false;3262ubo_size = 0;3263uniforms.clear();32643265uses_collision = false;3266uses_time = false;32673268if (code.is_empty()) {3269return; // Just invalid, but no error.3270}32713272ShaderCompiler::GeneratedCode gen_code;32733274ShaderCompiler::IdentifierActions actions;3275actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;3276actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;32773278actions.usage_flag_pointers["COLLIDED"] = &uses_collision;32793280userdata_count = 0;3281for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {3282userdatas_used[i] = false;3283actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];3284}32853286actions.uniforms = &uniforms;32873288Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);3289ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");32903291if (version.is_null()) {3292version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();3293}32943295for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {3296if (userdatas_used[i]) {3297userdata_count++;3298}3299}33003301LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);33023303MaterialStorage::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);3304ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));33053306ubo_size = gen_code.uniform_total_size;3307ubo_offsets = gen_code.uniform_offsets;3308texture_uniforms = gen_code.texture_uniforms;33093310valid = true;3311}33123313bool ParticlesShaderData::is_animated() const {3314return false;3315}33163317bool ParticlesShaderData::casts_shadows() const {3318return false;3319}33203321RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {3322return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);3323}33243325ParticlesShaderData::~ParticlesShaderData() {3326if (version.is_valid()) {3327MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);3328}3329}33303331GLES3::ShaderData *GLES3::_create_particles_shader_func() {3332ParticlesShaderData *shader_data = memnew(ParticlesShaderData);3333return shader_data;3334}33353336void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {3337update_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);3338}33393340ParticleProcessMaterialData::~ParticleProcessMaterialData() {3341}33423343GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {3344ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);3345material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);3346//update will happen later anyway so do nothing.3347return material_data;3348}33493350void ParticleProcessMaterialData::bind_uniforms() {3351// Bind Material Uniforms3352glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);33533354bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture.3355}33563357/* TextureBlit SHADER */33583359void TexBlitShaderData::set_code(const String &p_code) {3360// Initialize and compile the shader.33613362code = p_code;3363valid = false;3364ubo_size = 0;3365uniforms.clear();33663367if (code.is_empty()) {3368return; // Just invalid, but no error.3369}33703371ShaderCompiler::GeneratedCode gen_code;33723373// Actual enum set further down after compilation.3374int blend_modei = BLEND_MODE_MIX;33753376ShaderCompiler::IdentifierActions actions;3377actions.entry_point_stages["blit"] = ShaderCompiler::STAGE_FRAGMENT;33783379actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_modei, BLEND_MODE_ADD);3380actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);3381actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);3382actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);3383actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_modei, BLEND_MODE_DISABLED);33843385actions.uniforms = &uniforms;3386Error err = MaterialStorage::get_singleton()->shaders.compiler_tex_blit.compile(RS::SHADER_TEXTURE_BLIT, code, &actions, path, gen_code);3387ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");33883389if (version.is_null()) {3390version = MaterialStorage::get_singleton()->shaders.tex_blit_shader.version_create();3391}33923393blend_mode = BlendMode(blend_modei);33943395#if 03396print_line("**compiling shader:");3397print_line("**defines:\n");3398for (int i = 0; i < gen_code.defines.size(); i++) {3399print_line(gen_code.defines[i]);3400}34013402HashMap<String, String>::Iterator el = gen_code.code.begin();3403while (el) {3404print_line("\n**code " + el->key + ":\n" + el->value);3405++el;3406}34073408print_line("\n**uniforms:\n" + gen_code.uniforms);3409print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);3410print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);3411#endif34123413LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);34143415MaterialStorage::get_singleton()->shaders.tex_blit_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);3416ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.tex_blit_shader.version_is_valid(version));34173418ubo_size = gen_code.uniform_total_size;3419ubo_offsets = gen_code.uniform_offsets;3420texture_uniforms = gen_code.texture_uniforms;34213422valid = true;3423}34243425bool TexBlitShaderData::is_animated() const {3426return false;3427}34283429bool TexBlitShaderData::casts_shadows() const {3430return false;3431}34323433RS::ShaderNativeSourceCode TexBlitShaderData::get_native_source_code() const {3434return MaterialStorage::get_singleton()->shaders.tex_blit_shader.version_get_native_source_code(version);3435}34363437TexBlitShaderData::TexBlitShaderData() {3438valid = false;3439}34403441TexBlitShaderData::~TexBlitShaderData() {3442if (version.is_valid()) {3443MaterialStorage::get_singleton()->shaders.tex_blit_shader.version_free(version);3444}3445}34463447GLES3::ShaderData *GLES3::_create_tex_blit_shader_func() {3448TexBlitShaderData *shader_data = memnew(TexBlitShaderData);3449return shader_data;3450}34513452void TexBlitMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {3453update_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);3454}34553456void TexBlitMaterialData::bind_uniforms() {3457glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer);34583459bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1);3460}34613462TexBlitMaterialData::~TexBlitMaterialData() {3463}34643465GLES3::MaterialData *GLES3::_create_tex_blit_material_func(ShaderData *p_shader) {3466TexBlitMaterialData *material_data = memnew(TexBlitMaterialData);3467material_data->shader_data = static_cast<TexBlitShaderData *>(p_shader);3468//update will happen later anyway so do nothing.3469return material_data;3470}34713472#endif // !GLES3_ENABLED347334743475