Merge pull request #70016 from Chaosus/refactor_rd_shader_data

fixed https://github.com/godotengine/godot/issues/69949
This commit is contained in:
Yuri Rubinsky 2022-12-15 20:28:26 +03:00 committed by GitHub
commit 5c83e95103
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GPG Key ID: 4AEE18F83AFDEB23
17 changed files with 224 additions and 1025 deletions

View File

@ -922,6 +922,104 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
}
}
///////////////////////////////////////////////////////////////////////////
// ShaderData
void ShaderData::set_path_hint(const String &p_hint) {
path = p_hint;
}
void ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
Variant ShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
void ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
LocalVector<Pair<StringName, int>> filtered_uniforms;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
if (E.value.texture_order >= 0) {
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
} else {
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
}
}
int uniform_count = filtered_uniforms.size();
sorter.sort(filtered_uniforms.ptr(), uniform_count);
String last_group;
for (int i = 0; i < uniform_count; i++) {
const StringName &uniform_name = filtered_uniforms[i].first;
const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
String group = uniform.group;
if (!uniform.subgroup.is_empty()) {
group += "::" + uniform.subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
pi.name = uniform_name;
p_param_list->push_back(pi);
}
}
void ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool ShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
///////////////////////////////////////////////////////////////////////////
// MaterialData
@ -2806,10 +2904,6 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
/* Canvas Shader Data */
void CanvasShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void CanvasShaderData::set_code(const String &p_code) {
// compile the shader
@ -2890,85 +2984,6 @@ void CanvasShaderData::set_code(const String &p_code) {
valid = true;
}
void CanvasShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool CanvasShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool CanvasShaderData::is_animated() const {
return false;
}
@ -2977,15 +2992,6 @@ bool CanvasShaderData::casts_shadows() const {
return false;
}
Variant CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode CanvasShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.canvas_shader.version_get_native_source_code(version);
}
@ -3044,10 +3050,6 @@ GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
void SkyShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void SkyShaderData::set_code(const String &p_code) {
//compile
@ -3138,83 +3140,6 @@ void SkyShaderData::set_code(const String &p_code) {
valid = true;
}
void SkyShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
if (E.value.texture_order >= 0) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool SkyShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool SkyShaderData::is_animated() const {
return false;
}
@ -3223,15 +3148,6 @@ bool SkyShaderData::casts_shadows() const {
return false;
}
Variant SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode SkyShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.sky_shader.version_get_native_source_code(version);
}
@ -3291,10 +3207,6 @@ void SkyMaterialData::bind_uniforms() {
////////////////////////////////////////////////////////////////////////////////
// Scene SHADER
void SceneShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void SceneShaderData::set_code(const String &p_code) {
//compile
@ -3471,86 +3383,6 @@ void SceneShaderData::set_code(const String &p_code) {
valid = true;
}
void SceneShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void SceneShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool SceneShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool SceneShaderData::is_animated() const {
return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
@ -3563,15 +3395,6 @@ bool SceneShaderData::casts_shadows() const {
return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.scene_shader.version_get_native_source_code(version);
}
@ -3636,10 +3459,6 @@ void SceneMaterialData::bind_uniforms() {
/* Particles SHADER */
void ParticlesShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void ParticlesShaderData::set_code(const String &p_code) {
//compile
@ -3696,83 +3515,6 @@ void ParticlesShaderData::set_code(const String &p_code) {
valid = true;
}
void ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
if (E.value.texture_order >= 0) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool ParticlesShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool ParticlesShaderData::is_animated() const {
return false;
}
@ -3781,15 +3523,6 @@ bool ParticlesShaderData::casts_shadows() const {
return false;
}
Variant ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {
return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
}

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@ -53,16 +53,20 @@ namespace GLES3 {
/* Shader Structs */
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_parameter_texture(const StringName &p_param) const = 0;
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_texture(const StringName &p_param) const;
virtual void set_code(const String &p_Code) = 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() {}
@ -149,17 +153,14 @@ struct CanvasShaderData : public ShaderData {
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;
@ -167,15 +168,8 @@ struct CanvasShaderData : public ShaderData {
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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();
@ -202,15 +196,12 @@ 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;
@ -219,14 +210,8 @@ struct SkyShaderData : public ShaderData {
bool uses_light;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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();
@ -284,16 +269,12 @@ struct SceneShaderData : public ShaderData {
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;
@ -343,15 +324,8 @@ struct SceneShaderData : public ShaderData {
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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();
@ -386,15 +360,12 @@ struct ParticlesShaderData : public ShaderData {
RID version;
bool uses_collision = false;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String path;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time = false;
@ -402,14 +373,8 @@ struct ParticlesShaderData : public ShaderData {
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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;
ParticlesShaderData() {}

View File

@ -319,10 +319,6 @@ void Fog::free_fog_shader() {
material_storage->material_free(volumetric_fog.default_material);
}
void Fog::FogShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void Fog::FogShaderData::set_code(const String &p_code) {
//compile
@ -366,83 +362,6 @@ void Fog::FogShaderData::set_code(const String &p_code) {
valid = true;
}
void Fog::FogShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
if (E.value.texture_order >= 0) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void Fog::FogShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool Fog::FogShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool Fog::FogShaderData::is_animated() const {
return false;
}
@ -451,15 +370,6 @@ bool Fog::FogShaderData::casts_shadows() const {
return false;
}
Variant Fog::FogShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode Fog::FogShaderData::get_native_source_code() const {
Fog *fog_singleton = Fog::get_singleton();

View File

@ -188,27 +188,18 @@ private:
RID version;
RID pipeline;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String path;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time = false;
virtual void set_path_hint(const String &p_hint);
virtual void set_code(const String &p_Code);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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;
FogShaderData() {}

View File

@ -45,10 +45,6 @@ using namespace RendererRD;
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
void SkyRD::SkyShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void SkyRD::SkyShaderData::set_code(const String &p_code) {
//compile
@ -152,82 +148,6 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
void SkyRD::SkyShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
if (E.value.texture_order >= 0) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void SkyRD::SkyShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool SkyRD::SkyShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool SkyRD::SkyShaderData::is_animated() const {
return false;
}
@ -236,15 +156,6 @@ bool SkyRD::SkyShaderData::casts_shadows() const {
return false;
}
Variant SkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode SkyRD::SkyShaderData::get_native_source_code() const {
RendererSceneRenderRD *scene_singleton = static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton);

View File

@ -112,15 +112,12 @@ private:
RID version;
PipelineCacheRD pipelines[SKY_VERSION_MAX];
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String path;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_time = false;
bool uses_position = false;
@ -129,14 +126,8 @@ private:
bool uses_light = false;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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() {}

View File

@ -37,10 +37,6 @@
using namespace RendererSceneRenderImplementation;
void SceneShaderForwardClustered::ShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
//compile
@ -380,87 +376,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
valid = true;
}
void SceneShaderForwardClustered::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool SceneShaderForwardClustered::ShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool SceneShaderForwardClustered::ShaderData::is_animated() const {
return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
@ -473,15 +388,6 @@ bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;

View File

@ -139,16 +139,12 @@ public:
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX];
PipelineCacheRD color_pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_COLOR_PASS_FLAG_COUNT];
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
DepthDraw depth_draw = DEPTH_DRAW_OPAQUE;
DepthTest depth_test = DEPTH_TEST_ENABLED;
@ -183,15 +179,9 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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;
SelfList<ShaderData> shader_list_element;

View File

@ -39,10 +39,6 @@ using namespace RendererSceneRenderImplementation;
/* ShaderData */
void SceneShaderForwardMobile::ShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
//compile
@ -336,86 +332,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
valid = true;
}
void SceneShaderForwardMobile::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool SceneShaderForwardMobile::ShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool SceneShaderForwardMobile::ShaderData::is_animated() const {
return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
@ -428,15 +344,6 @@ bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;

View File

@ -100,16 +100,12 @@ public:
uint32_t vertex_input_mask = 0;
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
@ -141,16 +137,8 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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;
SelfList<ShaderData> shader_list_element;

View File

@ -2001,10 +2001,6 @@ void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::
oc->cull_mode = p_mode;
}
void RendererCanvasRenderRD::CanvasShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
//compile
@ -2216,86 +2212,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
valid = true;
}
void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
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) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void RendererCanvasRenderRD::CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool RendererCanvasRenderRD::CanvasShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
return false;
}
@ -2304,15 +2220,6 @@ bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
return false;
}
Variant RendererCanvasRenderRD::CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);

View File

@ -160,16 +160,13 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
bool valid = false;
RID version;
PipelineVariants pipeline_variants;
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_screen_texture_mipmaps = false;
@ -177,15 +174,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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() {}

View File

@ -927,6 +927,104 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
}
}
///////////////////////////////////////////////////////////////////////////
// MaterialStorage::ShaderData
void MaterialStorage::ShaderData::set_path_hint(const String &p_hint) {
path = p_hint;
}
void MaterialStorage::ShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
Variant MaterialStorage::ShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
void MaterialStorage::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
LocalVector<Pair<StringName, int>> filtered_uniforms;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
if (E.value.texture_order >= 0) {
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
} else {
filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
}
}
int uniform_count = filtered_uniforms.size();
sorter.sort(filtered_uniforms.ptr(), uniform_count);
String last_group;
for (int i = 0; i < uniform_count; i++) {
const StringName &uniform_name = filtered_uniforms[i].first;
const ShaderLanguage::ShaderNode::Uniform &uniform = uniforms[uniform_name];
String group = uniform.group;
if (!uniform.subgroup.is_empty()) {
group += "::" + uniform.subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
pi.name = uniform_name;
p_param_list->push_back(pi);
}
}
void MaterialStorage::ShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool MaterialStorage::ShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
///////////////////////////////////////////////////////////////////////////
// MaterialStorage::MaterialData

View File

@ -54,16 +54,20 @@ public:
};
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_parameter_texture(const StringName &p_param) const = 0;
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_texture(const StringName &p_param) const;
virtual void set_code(const String &p_Code) = 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() {}

View File

@ -1534,9 +1534,6 @@ bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
/* Particles SHADER */
void ParticlesStorage::ParticlesShaderData::set_path_hint(const String &p_path) {
path = p_path;
}
void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
ParticlesStorage *particles_storage = ParticlesStorage::get_singleton();
//compile
@ -1602,83 +1599,6 @@ void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) {
valid = true;
}
void ParticlesStorage::ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = HashMap<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}
void ParticlesStorage::ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
if (E.value.texture_order >= 0) {
order[E.value.texture_order + 100000] = E.key;
} else {
order[E.value.order] = E.key;
}
}
String last_group;
for (const KeyValue<int, StringName> &E : order) {
String group = uniforms[E.value].group;
if (!uniforms[E.value].subgroup.is_empty()) {
group += "::" + uniforms[E.value].subgroup;
}
if (group != last_group) {
PropertyInfo pi;
pi.usage = PROPERTY_USAGE_GROUP;
pi.name = group;
p_param_list->push_back(pi);
last_group = group;
}
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
pi.name = E.value;
p_param_list->push_back(pi);
}
}
void ParticlesStorage::ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
RendererMaterialStorage::InstanceShaderParam p;
p.info = ShaderLanguage::uniform_to_property_info(E.value);
p.info.name = E.key; //supply name
p.index = E.value.instance_index;
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
p_param_list->push_back(p);
}
}
bool ParticlesStorage::ParticlesShaderData::is_parameter_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool ParticlesStorage::ParticlesShaderData::is_animated() const {
return false;
}
@ -1687,15 +1607,6 @@ bool ParticlesStorage::ParticlesShaderData::casts_shadows() const {
return false;
}
Variant ParticlesStorage::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
}
return Variant();
}
RS::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const {
return ParticlesStorage::get_singleton()->particles_shader.shader.version_get_native_source_code(version);
}

View File

@ -313,15 +313,12 @@ private:
RID version;
bool uses_collision = false;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String path;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
RID pipeline;
@ -331,14 +328,8 @@ private:
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_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;
ParticlesShaderData() {}

View File

@ -720,6 +720,12 @@ public:
Node(TYPE_SHADER) {}
};
struct UniformOrderComparator {
_FORCE_INLINE_ bool operator()(const Pair<StringName, int> &A, const Pair<StringName, int> &B) const {
return A.second < B.second;
}
};
struct Expression {
bool is_op;
union {