Merge pull request #64167 from clayjohn/screen-texture-hint

Add shader uniform hints for screen textures
This commit is contained in:
Max Hilbrunner 2022-08-19 21:51:39 +02:00 committed by GitHub
commit 019d6584ee
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GPG Key ID: 4AEE18F83AFDEB23
14 changed files with 189 additions and 51 deletions

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@ -201,6 +201,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
bool material_screen_texture_found = false;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
@ -225,6 +226,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@ -282,7 +284,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
backbuffer_copy = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies

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@ -1083,6 +1083,12 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
Vector<RID> textures;
if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
if (p_texture_uniforms[i].global) {
uses_global_textures = true;
@ -1492,9 +1498,9 @@ MaterialStorage::MaterialStorage() {
actions.renames["POINT_COORD"] = "gl_PointCoord";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
actions.renames["SCREEN_UV"] = "screen_uv";
actions.renames["SCREEN_TEXTURE"] = "color_buffer";
actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
//actions.renames["SCREEN_TEXTURE"] = "color_buffer"; //Not implemented in 3D yet.
//actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; // Not implemented in 3D yet.
//actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; // Not implemented in 3D yet
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "fog";
@ -2789,6 +2795,7 @@ void CanvasShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
@ -2799,7 +2806,6 @@ void CanvasShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_modei = BLEND_MODE_MIX;
uses_screen_texture = false;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
@ -2826,6 +2832,7 @@ void CanvasShaderData::set_code(const String &p_code) {
}
blend_mode = BlendMode(blend_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@ -2833,12 +2840,16 @@ void CanvasShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
Vector<StringName> texture_uniform_names;
@ -2877,7 +2888,10 @@ void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list)
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
if (E.value.texture_order >= 0) {
@ -3070,12 +3084,16 @@ void SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
Vector<StringName> texture_uniform_names;
@ -3253,7 +3271,6 @@ void SceneShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
if (code.is_empty()) {
return; //just invalid, but no error
@ -3378,6 +3395,7 @@ void SceneShaderData::set_code(const String &p_code) {
vertex_input_mask |= uses_custom3 << 8;
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@ -3386,11 +3404,10 @@ void SceneShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
Map<String, String>::Element *el = gen_code.code.front();
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key() + ":\n" + el->value());
el = el->next();
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@ -3439,7 +3456,10 @@ void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list)
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}

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@ -159,6 +159,7 @@ struct CanvasShaderData : public ShaderData {
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;
@ -312,6 +313,7 @@ struct SceneShaderData : public ShaderData {
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;

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@ -114,12 +114,16 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
scene_singleton->sky.sky_shader.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);

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@ -150,6 +150,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@ -158,11 +159,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
RBMap<String, String>::Element *el = gen_code.code.front();
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key() + ":\n" + el->value());
el = el->next();
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@ -396,7 +396,11 @@ void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<Prope
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
// Don't expose any of these.
continue;
}

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@ -174,6 +174,7 @@ public:
bool uses_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
bool uses_screen_texture_mipmaps = false;
Cull cull_mode = CULL_DISABLED;
uint64_t last_pass = 0;

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@ -158,11 +158,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
RBMap<String, String>::Element * el = gen_code.code.front();
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key() + ":\n" + el->value());
el = el->next();
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@ -353,7 +352,10 @@ void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<Property
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}

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@ -1361,6 +1361,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Item *ci = p_item_list;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
Item *canvas_group_owner = nullptr;
@ -1389,6 +1390,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@ -1474,9 +1476,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
backbuffer_copy = false;
backbuffer_gen_mipmaps = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
}
@ -1980,6 +1983,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
@ -1990,7 +1994,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
uses_screen_texture = false;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
@ -2015,6 +2018,8 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
}
@ -2025,12 +2030,16 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
canvas_singleton->shader.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);
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
@ -2175,7 +2184,11 @@ void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<Prop
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
// Don't expose any of these.
continue;
}
if (E.value.texture_order >= 0) {

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@ -174,6 +174,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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;

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@ -941,6 +941,12 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
continue; //instance uniforms don't appear in the buffer
}
if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
//this is a global variable, get the index to it
GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
@ -1052,6 +1058,12 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va
Vector<RID> textures;
if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
if (p_texture_uniforms[i].global) {
uses_global_textures = true;
@ -1307,7 +1319,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
}
if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
// This material does not require an uniform set, so don't create it.
return false;
}

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@ -498,6 +498,11 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
if (SL::is_sampler_type(E.value.type)) {
if (E.value.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue; // Don't create uniforms in the generated code for these.
}
max_texture_uniforms++;
} else {
if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
@ -537,6 +542,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
p_actions.uniforms->insert(uniform_name, uniform);
continue; // Instances are indexed directly, don't need index uniforms.
}
if (uniform.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
uniform.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
uniform.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue; // Don't create uniforms in the generated code for these.
}
if (SL::is_sampler_type(uniform.type)) {
// Texture layouts are different for OpenGL GLSL and Vulkan GLSL
if (!RS::get_singleton()->is_low_end()) {
@ -892,12 +904,39 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (p_default_actions.renames.has(vnode->name)) {
code = p_default_actions.renames[vnode->name];
if (vnode->name == "SCREEN_TEXTURE") {
r_gen_code.uses_screen_texture_mipmaps = true;
}
} else {
if (shader->uniforms.has(vnode->name)) {
//its a uniform!
const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
if (u.texture_order >= 0) {
code = _mkid(vnode->name); //texture, use as is
StringName name = vnode->name;
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
name = "SCREEN_TEXTURE";
if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) {
r_gen_code.uses_screen_texture_mipmaps = true;
}
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
name = "NORMAL_ROUGHNESS_TEXTURE";
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
name = "DEPTH_TEXTURE";
} else {
name = _mkid(vnode->name); //texture, use as is
}
if (p_default_actions.renames.has(name)) {
code = p_default_actions.renames[name];
} else {
code = name;
}
if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) {
*p_actions.usage_flag_pointers[name] = true;
used_flag_pointers.insert(name);
}
} else {
//a scalar or vector
if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
@ -1155,6 +1194,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
if (correct_texture_uniform) {
//TODO Needs to detect screen_texture hint as well
is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
String sampler_name;
@ -1404,6 +1444,7 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident
r_gen_code.uses_fragment_time = false;
r_gen_code.uses_vertex_time = false;
r_gen_code.uses_global_textures = false;
r_gen_code.uses_screen_texture_mipmaps = false;
used_name_defines.clear();
used_rmode_defines.clear();

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@ -80,6 +80,7 @@ public:
bool uses_global_textures;
bool uses_fragment_time;
bool uses_vertex_time;
bool uses_screen_texture_mipmaps;
};
struct DefaultIdentifierActions {

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@ -200,6 +200,9 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"HINT_ANISOTROPY_TEXTURE",
"HINT_RANGE",
"HINT_INSTANCE_INDEX",
"HINT_SCREEN_TEXTURE",
"HINT_NORMAL_ROUGHNESS_TEXTURE",
"HINT_DEPTH_TEXTURE",
"FILTER_NEAREST",
"FILTER_LINEAR",
"FILTER_NEAREST_MIPMAP",
@ -363,6 +366,10 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
{ TK_HINT_ROUGHNESS_A, "hint_roughness_a", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ROUGHNESS_NORMAL_TEXTURE, "hint_roughness_normal", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_SCREEN_TEXTURE, "hint_screen_texture", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_NORMAL_ROUGHNESS_TEXTURE, "hint_normal_roughness_texture", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_DEPTH_TEXTURE, "hint_depth_texture", CF_UNSPECIFIED, {}, {} },
{ TK_FILTER_NEAREST, "filter_nearest", CF_UNSPECIFIED, {}, {} },
{ TK_FILTER_LINEAR, "filter_linear", CF_UNSPECIFIED, {}, {} },
{ TK_FILTER_NEAREST_MIPMAP, "filter_nearest_mipmap", CF_UNSPECIFIED, {}, {} },
@ -1096,6 +1103,15 @@ String ShaderLanguage::get_uniform_hint_name(ShaderNode::Uniform::Hint p_hint) {
case ShaderNode::Uniform::HINT_ANISOTROPY: {
result = "hint_anisotropy";
} break;
case ShaderNode::Uniform::HINT_SCREEN_TEXTURE: {
result = "hint_screen_texture";
} break;
case ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE: {
result = "hint_normal_roughness_texture";
} break;
case ShaderNode::Uniform::HINT_DEPTH_TEXTURE: {
result = "hint_depth_texture";
} break;
default:
break;
}
@ -8605,6 +8621,15 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
return ERR_PARSE_ERROR;
}
} break;
case TK_HINT_SCREEN_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE;
} break;
case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE;
} break;
case TK_HINT_DEPTH_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE;
} break;
case TK_FILTER_NEAREST: {
new_filter = FILTER_NEAREST;
} break;
@ -8629,6 +8654,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
case TK_REPEAT_ENABLE: {
new_repeat = REPEAT_ENABLE;
} break;
default:
break;
}
@ -8653,9 +8679,9 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
if (new_filter != FILTER_DEFAULT) {
if (uniform.filter != FILTER_DEFAULT) {
if (uniform.filter == new_filter) {
_set_error(vformat(RTR("Duplicated hint: '%s'."), get_texture_filter_name(new_filter)));
_set_error(vformat(RTR("Duplicated filter mode: '%s'."), get_texture_filter_name(new_filter)));
} else {
_set_error(vformat(RTR("Redefinition of hint: '%s'. The filter mode has already been set to '%s'."), get_texture_filter_name(new_filter), get_texture_filter_name(uniform.filter)));
_set_error(vformat(RTR("Redefinition of filter mode: '%s'. The filter mode has already been set to '%s'."), get_texture_filter_name(new_filter), get_texture_filter_name(uniform.filter)));
}
return ERR_PARSE_ERROR;
} else {
@ -8666,9 +8692,9 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
if (new_repeat != REPEAT_DEFAULT) {
if (uniform.repeat != REPEAT_DEFAULT) {
if (uniform.repeat == new_repeat) {
_set_error(vformat(RTR("Duplicated hint: '%s'."), get_texture_repeat_name(new_repeat)));
_set_error(vformat(RTR("Duplicated repeat mode: '%s'."), get_texture_repeat_name(new_repeat)));
} else {
_set_error(vformat(RTR("Redefinition of hint: '%s'. The repeat mode has already been set to '%s'."), get_texture_repeat_name(new_repeat), get_texture_repeat_name(uniform.repeat)));
_set_error(vformat(RTR("Redefinition of repeat mode: '%s'. The repeat mode has already been set to '%s'."), get_texture_repeat_name(new_repeat), get_texture_repeat_name(uniform.repeat)));
}
return ERR_PARSE_ERROR;
} else {
@ -10309,6 +10335,9 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
options.push_back("hint_roughness_gray");
options.push_back("hint_roughness_normal");
options.push_back("hint_roughness_r");
options.push_back("hint_screen_texture");
options.push_back("hint_normal_roughness_texture");
options.push_back("hint_depth_texture");
options.push_back("source_color");
options.push_back("repeat_enable");
options.push_back("repeat_disable");

View File

@ -176,6 +176,9 @@ public:
TK_HINT_SOURCE_COLOR,
TK_HINT_RANGE,
TK_HINT_INSTANCE_INDEX,
TK_HINT_SCREEN_TEXTURE,
TK_HINT_NORMAL_ROUGHNESS_TEXTURE,
TK_HINT_DEPTH_TEXTURE,
TK_FILTER_NEAREST,
TK_FILTER_LINEAR,
TK_FILTER_NEAREST_MIPMAP,
@ -667,6 +670,9 @@ public:
HINT_DEFAULT_WHITE,
HINT_DEFAULT_TRANSPARENT,
HINT_ANISOTROPY,
HINT_SCREEN_TEXTURE,
HINT_NORMAL_ROUGHNESS_TEXTURE,
HINT_DEPTH_TEXTURE,
HINT_MAX
};