fix gles texture uniform array binding
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2210111eb5
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6d3634e29f
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@ -268,10 +268,17 @@ void ShaderGLES3::_get_uniform_locations(Version::Specialization &spec, Version
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}
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}
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// textures
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for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
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String native_uniform_name = _mkid(p_version->texture_uniforms[i]);
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int texture_index = 0;
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for (uint32_t i = 0; i < p_version->texture_uniforms.size(); i++) {
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String native_uniform_name = _mkid(p_version->texture_uniforms[i].name);
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GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
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glUniform1i(location, i + base_texture_index);
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Vector<int32_t> texture_uniform_bindings;
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int texture_count = p_version->texture_uniforms[i].array_size;
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for (int j = 0; j < texture_count; j++) {
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texture_uniform_bindings.append(texture_index + base_texture_index);
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texture_index++;
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}
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glUniform1iv(location, texture_uniform_bindings.size(), texture_uniform_bindings.ptr());
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}
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glUseProgram(0);
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@ -674,7 +681,7 @@ void ShaderGLES3::_initialize_version(Version *p_version) {
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_save_to_cache(p_version);
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}
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void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize) {
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void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize) {
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Version *version = version_owner.get_or_null(p_version);
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ERR_FAIL_COND(!version);
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@ -54,6 +54,12 @@
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#include <stdio.h>
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class ShaderGLES3 {
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public:
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struct TextureUniformData {
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StringName name;
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int array_size;
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};
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protected:
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struct TexUnitPair {
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const char *name;
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@ -85,7 +91,7 @@ private:
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// Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance
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// Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass)
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struct Version {
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Vector<StringName> texture_uniforms;
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LocalVector<TextureUniformData> texture_uniforms;
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CharString uniforms;
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CharString vertex_globals;
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CharString fragment_globals;
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@ -242,7 +248,7 @@ protected:
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public:
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RID version_create();
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void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize = false);
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void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const LocalVector<ShaderGLES3::TextureUniformData> &p_texture_uniforms, bool p_initialize = false);
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bool version_is_valid(RID p_version);
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@ -2950,6 +2950,18 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
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}
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}
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LocalVector<ShaderGLES3::TextureUniformData> get_texture_uniform_data(const Vector<ShaderCompiler::GeneratedCode::Texture> &texture_uniforms) {
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LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data;
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for (int i = 0; i < texture_uniforms.size(); i++) {
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int num_textures = texture_uniforms[i].array_size;
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if (num_textures == 0) {
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num_textures = 1;
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}
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texture_uniform_data.push_back({ texture_uniforms[i].name, num_textures });
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}
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return texture_uniform_data;
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}
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/* Canvas Shader Data */
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void CanvasShaderData::set_code(const String &p_code) {
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@ -3017,12 +3029,9 @@ void CanvasShaderData::set_code(const String &p_code) {
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print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
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#endif
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Vector<StringName> texture_uniform_names;
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for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
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texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
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}
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LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);
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MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
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MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
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ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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@ -3065,23 +3074,38 @@ void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p
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update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
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}
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void CanvasMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
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RID *textures = texture_cache.ptrw();
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ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
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for (int ti = 0; ti < texture_cache.size(); ti++) {
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Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
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glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
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static void bind_uniforms_generic(const Vector<RID> &p_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, int texture_offset = 0, const RS::CanvasItemTextureFilter *filter_mapping = filter_from_uniform, const RS::CanvasItemTextureRepeat *repeat_mapping = repeat_from_uniform) {
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const RID *textures = p_textures.ptr();
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const ShaderCompiler::GeneratedCode::Texture *texture_uniforms = p_texture_uniforms.ptr();
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int texture_uniform_index = 0;
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int texture_uniform_count = 0;
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for (int ti = 0; ti < p_textures.size(); ti++) {
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ERR_FAIL_COND_MSG(texture_uniform_index >= p_texture_uniforms.size(), "texture_uniform_index out of bounds");
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GLES3::Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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const ShaderCompiler::GeneratedCode::Texture &texture_uniform = texture_uniforms[texture_uniform_index];
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if (texture) {
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glActiveTexture(GL_TEXTURE0 + texture_offset + ti);
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glBindTexture(target_from_type[texture_uniform.type], texture->tex_id);
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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texture->gl_set_filter(filter_from_uniform_canvas[int(texture_uniforms[ti].filter)]);
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texture->gl_set_repeat(repeat_from_uniform_canvas[int(texture_uniforms[ti].repeat)]);
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texture->gl_set_filter(filter_mapping[int(texture_uniform.filter)]);
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texture->gl_set_repeat(repeat_mapping[int(texture_uniform.repeat)]);
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}
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texture_uniform_count++;
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if (texture_uniform_count >= texture_uniform.array_size) {
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texture_uniform_index++;
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texture_uniform_count = 0;
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}
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}
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}
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void CanvasMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, RasterizerCanvasGLES3::MATERIAL_UNIFORM_LOCATION, uniform_buffer);
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bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1, filter_from_uniform_canvas, repeat_from_uniform_canvas); // Start at GL_TEXTURE1 because texture slot 0 is used by the base texture
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}
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CanvasMaterialData::~CanvasMaterialData() {
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@ -3172,12 +3196,9 @@ void SkyShaderData::set_code(const String &p_code) {
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print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
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#endif
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Vector<StringName> texture_uniform_names;
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for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
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texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
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}
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LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);
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MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
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MaterialStorage::get_singleton()->shaders.sky_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
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ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.sky_shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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@ -3235,19 +3256,7 @@ void SkyMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
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RID *textures = texture_cache.ptrw();
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ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
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for (int ti = 0; ti < texture_cache.size(); ti++) {
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Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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glActiveTexture(GL_TEXTURE0 + ti);
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glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
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texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
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}
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bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -3435,12 +3444,9 @@ void SceneShaderData::set_code(const String &p_code) {
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print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
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#endif
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Vector<StringName> texture_uniform_names;
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for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
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texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
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}
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LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);
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MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
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MaterialStorage::get_singleton()->shaders.scene_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
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ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.scene_shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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@ -3517,19 +3523,7 @@ void SceneMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
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RID *textures = texture_cache.ptrw();
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ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
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for (int ti = 0; ti < texture_cache.size(); ti++) {
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Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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glActiveTexture(GL_TEXTURE0 + ti);
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glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
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texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
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}
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bind_uniforms_generic(texture_cache, shader_data->texture_uniforms);
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}
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/* Particles SHADER */
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@ -3575,12 +3569,9 @@ void ParticlesShaderData::set_code(const String &p_code) {
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}
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}
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Vector<StringName> texture_uniform_names;
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for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
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texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
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}
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LocalVector<ShaderGLES3::TextureUniformData> texture_uniform_data = get_texture_uniform_data(gen_code.texture_uniforms);
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MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
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MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
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ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));
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ubo_size = gen_code.uniform_total_size;
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@ -3631,19 +3622,7 @@ void ParticleProcessMaterialData::bind_uniforms() {
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// Bind Material Uniforms
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glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
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RID *textures = texture_cache.ptrw();
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ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
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for (int ti = 0; ti < texture_cache.size(); ti++) {
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Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
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glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture.
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glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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texture->gl_set_filter(filter_from_uniform[int(texture_uniforms[ti].filter)]);
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texture->gl_set_repeat(repeat_from_uniform[int(texture_uniforms[ti].repeat)]);
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}
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bind_uniforms_generic(texture_cache, shader_data->texture_uniforms, 1); // Start at GL_TEXTURE1 because texture slot 0 is reserved for the heightmap texture.
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}
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#endif // !GLES3_ENABLED
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