godot/drivers/gles3/storage/material_storage.h
clayjohn 028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00

605 lines
20 KiB
C++

/*************************************************************************/
/* material_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef MATERIAL_STORAGE_GLES3_H
#define MATERIAL_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/storage/material_storage.h"
#include "servers/rendering/storage/utilities.h"
#include "../shaders/canvas.glsl.gen.h"
#include "../shaders/cubemap_filter.glsl.gen.h"
#include "../shaders/scene.glsl.gen.h"
#include "../shaders/sky.glsl.gen.h"
namespace GLES3 {
/* Shader Structs */
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_param_texture(const StringName &p_param) const = 0;
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
virtual ~ShaderData() {}
};
typedef ShaderData *(*ShaderDataRequestFunction)();
struct Material;
struct Shader {
ShaderData *data = nullptr;
String code;
String path_hint;
RS::ShaderMode mode;
HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
HashSet<Material *> owners;
};
/* Material structs */
struct MaterialData {
void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual void bind_uniforms() = 0;
virtual ~MaterialData();
// Used internally by all Materials
void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size);
protected:
Vector<uint8_t> ubo_data;
GLuint uniform_buffer = GLuint(0);
Vector<RID> texture_cache;
private:
friend class MaterialStorage;
RID self;
List<RID>::Element *global_buffer_E = nullptr;
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
HashMap<StringName, uint64_t> used_global_textures;
//internally by update_parameters_internal
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
struct Material {
RID self;
MaterialData *data = nullptr;
Shader *shader = nullptr;
//shortcut to shader data and type
RS::ShaderMode shader_mode = RS::SHADER_MAX;
uint32_t shader_id = 0;
bool uniform_dirty = false;
bool texture_dirty = false;
HashMap<StringName, Variant> params;
int32_t priority = 0;
RID next_pass;
SelfList<Material> update_element;
Dependency dependency;
Material() :
update_element(this) {}
};
/* CanvasItem Materials */
struct CanvasShaderData : public ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
BLEND_MODE_DISABLED,
};
bool valid;
RID version;
String path;
BlendMode blend_mode = BLEND_MODE_MIX;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_screen_texture_mipmaps = false;
bool uses_sdf = false;
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
CanvasShaderData();
virtual ~CanvasShaderData();
};
ShaderData *_create_canvas_shader_func();
struct CanvasMaterialData : public MaterialData {
CanvasShaderData *shader_data = nullptr;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual void bind_uniforms();
virtual ~CanvasMaterialData();
};
MaterialData *_create_canvas_material_func(ShaderData *p_shader);
/* Sky Materials */
struct SkyShaderData : public ShaderData {
bool valid;
RID version;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String path;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time;
bool uses_position;
bool uses_half_res;
bool uses_quarter_res;
bool uses_light;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
SkyShaderData();
virtual ~SkyShaderData();
};
ShaderData *_create_sky_shader_func();
struct SkyMaterialData : public MaterialData {
SkyShaderData *shader_data = nullptr;
bool uniform_set_updated = false;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual void bind_uniforms();
virtual ~SkyMaterialData();
};
MaterialData *_create_sky_material_func(ShaderData *p_shader);
/* Scene Materials */
struct SceneShaderData : public ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_ALPHA_TO_COVERAGE
};
enum DepthDraw {
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS
};
enum DepthTest {
DEPTH_TEST_DISABLED,
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum AlphaAntiAliasing {
ALPHA_ANTIALIASING_OFF,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
};
bool valid;
RID version;
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
BlendMode blend_mode;
AlphaAntiAliasing alpha_antialiasing_mode;
DepthDraw depth_draw;
DepthTest depth_test;
Cull cull_mode;
bool uses_point_size;
bool uses_alpha;
bool uses_blend_alpha;
bool uses_alpha_clip;
bool uses_depth_pre_pass;
bool uses_discard;
bool uses_roughness;
bool uses_normal;
bool uses_particle_trails;
bool wireframe;
bool unshaded;
bool uses_vertex;
bool uses_position;
bool uses_sss;
bool uses_transmittance;
bool uses_screen_texture;
bool uses_screen_texture_mipmaps;
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
bool uses_tangent;
bool uses_color;
bool uses_uv;
bool uses_uv2;
bool uses_custom0;
bool uses_custom1;
bool uses_custom2;
bool uses_custom3;
bool uses_bones;
bool uses_weights;
uint32_t vertex_input_mask = 0;
uint64_t last_pass = 0;
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
SceneShaderData();
virtual ~SceneShaderData();
};
ShaderData *_create_scene_shader_func();
struct SceneMaterialData : public MaterialData {
SceneShaderData *shader_data = nullptr;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority = 0;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual void bind_uniforms();
virtual ~SceneMaterialData();
};
MaterialData *_create_scene_material_func(ShaderData *p_shader);
/* Global shader uniform structs */
struct GlobalShaderUniforms {
enum {
BUFFER_DIRTY_REGION_SIZE = 1024
};
struct Variable {
HashSet<RID> texture_materials; // materials using this
RS::GlobalShaderUniformType type;
Variant value;
Variant override;
int32_t buffer_index; //for vectors
int32_t buffer_elements; //for vectors
};
HashMap<StringName, Variable> variables;
struct Value {
float x;
float y;
float z;
float w;
};
struct ValueInt {
int32_t x;
int32_t y;
int32_t z;
int32_t w;
};
struct ValueUInt {
uint32_t x;
uint32_t y;
uint32_t z;
uint32_t w;
};
struct ValueUsage {
uint32_t elements = 0;
};
List<RID> materials_using_buffer;
List<RID> materials_using_texture;
GLuint buffer = GLuint(0);
Value *buffer_values = nullptr;
ValueUsage *buffer_usage = nullptr;
bool *buffer_dirty_regions = nullptr;
uint32_t buffer_dirty_region_count = 0;
uint32_t buffer_size;
bool must_update_texture_materials = false;
bool must_update_buffer_materials = false;
HashMap<RID, int32_t> instance_buffer_pos;
};
class MaterialStorage : public RendererMaterialStorage {
private:
friend struct MaterialData;
static MaterialStorage *singleton;
/* GLOBAL SHADER UNIFORM API */
GlobalShaderUniforms global_shader_uniforms;
int32_t _global_shader_uniform_allocate(uint32_t p_elements);
void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value);
void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
/* SHADER API */
ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
mutable RID_Owner<Shader, true> shader_owner;
/* MATERIAL API */
MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
mutable RID_Owner<Material, true> material_owner;
SelfList<Material>::List material_update_list;
public:
static MaterialStorage *get_singleton();
MaterialStorage();
virtual ~MaterialStorage();
static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.rows[0][0];
p_array[1] = p_mtx.basis.rows[1][0];
p_array[2] = p_mtx.basis.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.rows[0][1];
p_array[5] = p_mtx.basis.rows[1][1];
p_array[6] = p_mtx.basis.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.rows[0][2];
p_array[9] = p_mtx.basis.rows[1][2];
p_array[10] = p_mtx.basis.rows[2][2];
p_array[11] = 0;
p_array[12] = p_mtx.origin.x;
p_array[13] = p_mtx.origin.y;
p_array[14] = p_mtx.origin.z;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
p_array[0] = p_mtx.rows[0][0];
p_array[1] = p_mtx.rows[1][0];
p_array[2] = p_mtx.rows[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.rows[0][1];
p_array[5] = p_mtx.rows[1][1];
p_array[6] = p_mtx.rows[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.rows[0][2];
p_array[9] = p_mtx.rows[1][2];
p_array[10] = p_mtx.rows[2][2];
p_array[11] = 0;
}
static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
struct Shaders {
CanvasShaderGLES3 canvas_shader;
SkyShaderGLES3 sky_shader;
SceneShaderGLES3 scene_shader;
CubemapFilterShaderGLES3 cubemap_filter_shader;
ShaderCompiler compiler_canvas;
ShaderCompiler compiler_scene;
ShaderCompiler compiler_particles;
ShaderCompiler compiler_sky;
} shaders;
/* GLOBAL SHADER UNIFORM API */
void _update_global_shader_uniforms();
virtual void global_shader_uniform_add(const StringName &p_name, RS::GlobalShaderUniformType p_type, const Variant &p_value) override;
virtual void global_shader_uniform_remove(const StringName &p_name) override;
virtual Vector<StringName> global_shader_uniform_get_list() const override;
virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) override;
virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) override;
virtual Variant global_shader_uniform_get(const StringName &p_name) const override;
virtual RS::GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const override;
RS::GlobalShaderUniformType global_shader_uniform_get_type_internal(const StringName &p_name) const;
virtual void global_shader_uniforms_load_settings(bool p_load_textures = true) override;
virtual void global_shader_uniforms_clear() override;
virtual int32_t global_shader_uniforms_instance_allocate(RID p_instance) override;
virtual void global_shader_uniforms_instance_free(RID p_instance) override;
virtual void global_shader_uniforms_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
GLuint global_shader_uniforms_get_uniform_buffer() const;
/* SHADER API */
Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
void _shader_make_dirty(Shader *p_shader);
virtual RID shader_allocate() override;
virtual void shader_initialize(RID p_rid) override;
virtual void shader_free(RID p_rid) override;
virtual void shader_set_code(RID p_shader, const String &p_code) override;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
virtual String shader_get_code(RID p_shader) const override;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const override;
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
/* MATERIAL API */
Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
void _update_queued_materials();
virtual RID material_allocate() override;
virtual void material_initialize(RID p_rid) override;
virtual void material_free(RID p_rid) override;
virtual void material_set_shader(RID p_material, RID p_shader) override;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
virtual void material_set_render_priority(RID p_material, int priority) override;
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
_FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
Material *material = material_owner.get_or_null(p_material);
return material->shader_id;
}
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
Material *material = material_owner.get_or_null(p_material);
if (!material || material->shader_mode != p_shader_mode) {
return nullptr;
} else {
return material->data;
}
}
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // MATERIAL_STORAGE_GLES3_H