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dbe757102c
Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid shaders (temporarily)." The bug occurred because various setters called in materials' constructors add materials to queues that are processed on the main thread. This means that when the materials are created in another thread, they can be processed on the main thread before the constructor has finished. The fix adds a flag to affected materials that prevents them from being added to the queue until their constructors have finished initialising all the members.
153 lines
4.9 KiB
C++
153 lines
4.9 KiB
C++
/*************************************************************************/
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/* canvas_item_material.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CANVAS_ITEM_MATERIAL_H
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#define CANVAS_ITEM_MATERIAL_H
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#include "scene/resources/material.h"
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class CanvasItemMaterial : public Material {
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GDCLASS(CanvasItemMaterial, Material);
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public:
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PREMULT_ALPHA,
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BLEND_MODE_DISABLED
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};
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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private:
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union MaterialKey {
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struct {
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uint32_t blend_mode : 4;
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uint32_t light_mode : 4;
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uint32_t particles_animation : 1;
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uint32_t invalid_key : 1;
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};
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uint32_t key = 0;
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderNames {
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StringName particles_anim_h_frames;
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StringName particles_anim_v_frames;
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StringName particles_anim_loop;
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};
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static ShaderNames *shader_names;
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struct ShaderData {
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RID shader;
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int users = 0;
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};
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static Map<MaterialKey, ShaderData> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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mk.blend_mode = blend_mode;
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mk.light_mode = light_mode;
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mk.particles_animation = particles_animation;
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return mk;
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}
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static Mutex material_mutex;
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static SelfList<CanvasItemMaterial>::List *dirty_materials;
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SelfList<CanvasItemMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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bool is_initialized = false;
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BlendMode blend_mode = BLEND_MODE_MIX;
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LightMode light_mode = LIGHT_MODE_NORMAL;
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bool particles_animation = false;
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// Initialized in the constructor.
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int particles_anim_h_frames;
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int particles_anim_v_frames;
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bool particles_anim_loop;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const override;
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public:
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void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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void set_light_mode(LightMode p_light_mode);
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LightMode get_light_mode() const;
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void set_particles_animation(bool p_particles_anim);
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bool get_particles_animation() const;
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void set_particles_anim_h_frames(int p_frames);
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int get_particles_anim_h_frames() const;
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void set_particles_anim_v_frames(int p_frames);
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int get_particles_anim_v_frames() const;
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void set_particles_anim_loop(bool p_loop);
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bool get_particles_anim_loop() const;
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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virtual RID get_shader_rid() const override;
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virtual Shader::Mode get_shader_mode() const override;
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CanvasItemMaterial();
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virtual ~CanvasItemMaterial();
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};
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VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
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VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
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#endif // CANVAS_ITEM_MATERIAL_H
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