Changed storage structs to private

This commit is contained in:
Bastiaan Olij 2022-08-01 11:59:14 +10:00
parent 6d599ed90b
commit 81c6f73109
26 changed files with 1239 additions and 1168 deletions

View File

@ -146,10 +146,11 @@ void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
if (vrs_mode == RS::VIEWPORT_VRS_TEXTURE) {
RID vrs_texture = texture_storage->render_target_get_vrs_texture(p_render_target);
if (vrs_texture.is_valid()) {
Texture *texture = texture_storage->get_texture(vrs_texture);
if (texture) {
RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
int layers = texture_storage->texture_get_layers(vrs_texture);
if (rd_texture.is_valid()) {
// Copy into our density buffer
copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
copy_vrs(rd_texture, p_vrs_fb, layers > 1);
}
}
} else if (vrs_mode == RS::VIEWPORT_VRS_XR) {
@ -157,10 +158,12 @@ void VRS::update_vrs_texture(RID p_vrs_fb, RID p_render_target) {
if (interface.is_valid()) {
RID vrs_texture = interface->get_vrs_texture();
if (vrs_texture.is_valid()) {
Texture *texture = texture_storage->get_texture(vrs_texture);
if (texture) {
RID rd_texture = texture_storage->texture_get_rd_texture(vrs_texture);
int layers = texture_storage->texture_get_layers(vrs_texture);
if (rd_texture.is_valid()) {
// Copy into our density buffer
copy_vrs(texture->rd_texture, p_vrs_fb, texture->layers > 1);
copy_vrs(rd_texture, p_vrs_fb, layers > 1);
}
}
}

View File

@ -145,23 +145,23 @@ Fog::FogMaterialData::~FogMaterialData() {
free_parameters_uniform_set(uniform_set);
}
RendererRD::ShaderData *Fog::_create_fog_shader_func() {
RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
FogShaderData *shader_data = memnew(FogShaderData);
return shader_data;
}
RendererRD::ShaderData *Fog::_create_fog_shader_funcs() {
RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
return Fog::get_singleton()->_create_fog_shader_func();
};
RendererRD::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
FogMaterialData *material_data = memnew(FogMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
RendererRD::MaterialData *Fog::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
};
@ -190,8 +190,8 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
volumetric_fog_modes.push_back("");
volumetric_fog.shader.initialize(volumetric_fog_modes);
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
}
@ -246,7 +246,7 @@ ALBEDO = vec3(1.0);
material_storage->material_initialize(volumetric_fog.default_material);
material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
Vector<RD::Uniform> uniforms;
@ -701,7 +701,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
FogMaterialData *material = nullptr;
if (fog_material.is_valid()) {
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -709,7 +709,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
if (!material) {
fog_material = volumetric_fog.default_material;
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
}
ERR_FAIL_COND(!material);
@ -805,7 +805,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
if (p_settings.shadow_atlas_depth.is_null()) {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
} else {
u.append_id(p_settings.shadow_atlas_depth);
}
@ -821,7 +821,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
if (p_settings.directional_shadow_depth.is_valid()) {
u.append_id(p_settings.directional_shadow_depth);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
copy_uniforms.push_back(u);
@ -986,7 +986,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 19;
RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID();
u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
uniforms.push_back(u);

View File

@ -180,7 +180,7 @@ private:
Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform);
struct FogShaderData : public RendererRD::ShaderData {
struct FogShaderData : public RendererRD::MaterialStorage::ShaderData {
bool valid = false;
RID version;
@ -212,7 +212,7 @@ private:
virtual ~FogShaderData();
};
struct FogMaterialData : public RendererRD::MaterialData {
struct FogMaterialData : public RendererRD::MaterialStorage::MaterialData {
FogShaderData *shader_data = nullptr;
RID uniform_set;
bool uniform_set_updated;
@ -223,11 +223,11 @@ private:
virtual ~FogMaterialData();
};
RendererRD::ShaderData *_create_fog_shader_func();
static RendererRD::ShaderData *_create_fog_shader_funcs();
RendererRD::MaterialStorage::ShaderData *_create_fog_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_fog_shader_funcs();
RendererRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
static RendererRD::MaterialData *_create_fog_material_funcs(RendererRD::ShaderData *p_shader);
RendererRD::MaterialStorage::MaterialData *_create_fog_material_func(FogShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
public:
static Fog *get_singleton() { return singleton; }

View File

@ -734,7 +734,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
if (j < cascades.size()) {
u.append_id(cascades[j].sdf_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -978,7 +978,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
if (j < cascades.size()) {
u.append_id(cascades[j].sdf_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -991,7 +991,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
if (j < cascades.size()) {
u.append_id(cascades[j].light_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1004,7 +1004,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
if (j < cascades.size()) {
u.append_id(cascades[j].light_aniso_0_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1017,7 +1017,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
if (j < cascades.size()) {
u.append_id(cascades[j].light_aniso_1_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1498,7 +1498,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection
if (i < cascades.size()) {
u.append_id(cascades[i].sdf_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1511,7 +1511,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection
if (i < cascades.size()) {
u.append_id(cascades[i].light_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1524,7 +1524,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection
if (i < cascades.size()) {
u.append_id(cascades[i].light_aniso_0_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -1537,7 +1537,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection
if (i < cascades.size()) {
u.append_id(cascades[i].light_aniso_1_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3353,9 +3353,9 @@ void GI::init(SkyRD *p_sky) {
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
if (p_sky->sky_use_cubemap_array) {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE));
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
}
uniforms.push_back(u);
}
@ -3550,7 +3550,7 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
}
if (texture == RID()) {
texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
if (texture != rb->rbgi.voxel_gi_textures[i]) {
@ -3761,7 +3761,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].sdf_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3774,7 +3774,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3787,7 +3787,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_aniso_0_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3800,7 +3800,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_aniso_1_tex);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@ -3812,7 +3812,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
if (rb->sdfgi) {
u.append_id(rb->sdfgi->occlusion_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
@ -3854,7 +3854,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
if (rb->sdfgi) {
u.append_id(rb->sdfgi->lightprobe_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
}
uniforms.push_back(u);
}
@ -3876,7 +3876,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 14;
RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(buffer);
uniforms.push_back(u);
}
@ -3914,7 +3914,7 @@ void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 19;
RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_VRS);
RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS);
u.append_id(buffer);
uniforms.push_back(u);
}

View File

@ -655,7 +655,7 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
u.append_id(radiance);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
uniforms.push_back(u);
}
@ -671,9 +671,9 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@ -690,9 +690,9 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@ -789,24 +789,24 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
////////////////////////////////////////////////////////////////////////////////
// SkyRD
RendererRD::ShaderData *SkyRD::_create_sky_shader_func() {
RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
RendererRD::ShaderData *SkyRD::_create_sky_shader_funcs() {
RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
// !BAS! Why isn't _create_sky_shader_func not just static too?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
};
RendererRD::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
RendererRD::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
// !BAS! same here, we could just make _create_sky_material_func static?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
@ -855,8 +855,8 @@ void SkyRD::init() {
}
// register our shader funds
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
ShaderCompiler::DefaultIdentifierActions actions;
@ -937,7 +937,7 @@ void sky() {
material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
@ -999,7 +999,7 @@ void sky() {
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
u.append_id(vfog);
uniforms.push_back(u);
}
@ -1033,21 +1033,21 @@ void sky() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
@ -1080,7 +1080,7 @@ SkyRD::~SkyRD() {
// cleanup anything created in init...
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
RD::get_singleton()->free(sky_scene_state.uniform_buffer);
@ -1122,7 +1122,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -1130,7 +1130,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@ -1330,7 +1330,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -1338,7 +1338,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@ -1506,7 +1506,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -1514,13 +1514,13 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@ -1610,7 +1610,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -1618,7 +1618,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@ -1698,7 +1698,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -1706,13 +1706,13 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
if (!material) {
sky_material = sky_shader.default_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);

View File

@ -107,7 +107,7 @@ private:
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
struct SkyShaderData : public RendererRD::ShaderData {
struct SkyShaderData : public RendererRD::MaterialStorage::ShaderData {
bool valid = false;
RID version;
@ -231,7 +231,7 @@ public:
RID default_shader_rd;
} sky_shader;
struct SkyMaterialData : public RendererRD::MaterialData {
struct SkyMaterialData : public RendererRD::MaterialStorage::MaterialData {
SkyShaderData *shader_data = nullptr;
RID uniform_set;
bool uniform_set_updated;
@ -285,11 +285,11 @@ public:
mutable RID_Owner<Sky, true> sky_owner;
int roughness_layers;
RendererRD::ShaderData *_create_sky_shader_func();
static RendererRD::ShaderData *_create_sky_shader_funcs();
RendererRD::MaterialStorage::ShaderData *_create_sky_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_sky_shader_funcs();
RendererRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
static RendererRD::MaterialData *_create_sky_material_funcs(RendererRD::ShaderData *p_shader);
RendererRD::MaterialStorage::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader);
SkyRD();
void init();

View File

@ -2433,7 +2433,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 2;
@ -2450,7 +2450,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@ -2464,7 +2464,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
}
u.append_id(texture);
uniforms.push_back(u);
@ -2476,7 +2476,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
u.append_id(directional_shadow_get_texture());
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH));
}
uniforms.push_back(u);
}
@ -2485,7 +2485,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
@ -2503,7 +2503,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
if (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) {
RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]);
@ -2533,7 +2533,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2542,7 +2542,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2552,7 +2552,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_NORMAL);
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2562,7 +2562,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID();
RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2572,7 +2572,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID();
RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = ambient_buffer.is_valid() ? ambient_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2582,7 +2582,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID();
RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = reflection_buffer.is_valid() ? reflection_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2594,7 +2594,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
t = render_buffers_get_sdfgi_irradiance_probes(p_render_data->render_buffers);
} else {
t = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
u.append_id(t);
uniforms.push_back(u);
@ -2606,7 +2606,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
u.append_id(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
@ -2625,10 +2625,10 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb && render_buffers_has_volumetric_fog(p_render_data->render_buffers)) {
vfog = render_buffers_get_volumetric_fog_texture(p_render_data->render_buffers);
if (vfog.is_null()) {
vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
} else {
vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.append_id(vfog);
uniforms.push_back(u);
@ -2638,7 +2638,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 19;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID();
RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2667,7 +2667,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
}
{
// No radiance texture.
RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
@ -2677,7 +2677,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
{
// No reflection atlas.
RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
@ -2690,7 +2690,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 4;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2700,7 +2700,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RD::Uniform u;
u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2711,7 +2711,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
u.append_id(default_tex);
}
@ -2725,7 +2725,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
u.append_id(default_tex);
}
@ -2860,7 +2860,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
void *surface_shadow = nullptr;
if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
@ -2921,7 +2921,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(
while (material->next_pass.is_valid()) {
RID next_pass = material->next_pass;
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (!material || !material->shader_data->valid) {
break;
}
@ -2941,7 +2941,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
SceneShaderForwardClustered::MaterialData *material = nullptr;
if (m_src.is_valid()) {
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -2952,7 +2952,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
} else {
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
m_src = scene_shader.default_material;
}
@ -2963,7 +2963,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
if (ginstance->data->material_overlay.is_valid()) {
m_src = ginstance->data->material_overlay;
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (material && material->shader_data->valid) {
if (ginstance->data->dirty_dependencies) {
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);

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@ -488,7 +488,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() {
}
}
RendererRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardClustered::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
@ -512,7 +512,7 @@ SceneShaderForwardClustered::MaterialData::~MaterialData() {
free_parameters_uniform_set(uniform_set);
}
RendererRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
@ -610,8 +610,8 @@ void SceneShaderForwardClustered::init(const String p_defines) {
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs);
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs);
{
//shader compiler
@ -817,7 +817,7 @@ void fragment() {
material_storage->material_initialize(default_material);
material_storage->material_set_shader(default_material, default_shader);
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::SHADER_TYPE_3D));
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
@ -845,7 +845,7 @@ void fragment() {
material_storage->material_initialize(overdraw_material);
material_storage->material_set_shader(overdraw_material, overdraw_material_shader);
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::SHADER_TYPE_3D));
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
overdraw_material_shader_ptr = md->shader_data;
overdraw_material_uniform_set = md->uniform_set;
}

View File

@ -93,7 +93,7 @@ public:
SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3,
};
struct ShaderData : public RendererRD::ShaderData {
struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@ -198,12 +198,12 @@ public:
SelfList<ShaderData>::List shader_list;
RendererRD::ShaderData *_create_shader_func();
static RendererRD::ShaderData *_create_shader_funcs() {
RendererRD::MaterialStorage::ShaderData *_create_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func();
}
struct MaterialData : public RendererRD::MaterialData {
struct MaterialData : public RendererRD::MaterialStorage::MaterialData {
ShaderData *shader_data = nullptr;
RID uniform_set;
uint64_t last_pass = 0;
@ -216,8 +216,8 @@ public:
virtual ~MaterialData();
};
RendererRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererRD::MaterialData *_create_material_funcs(RendererRD::ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}

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@ -337,7 +337,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (p_radiance_texture.is_valid()) {
radiance_texture = p_radiance_texture;
} else {
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
}
RD::Uniform u;
u.binding = 2;
@ -354,7 +354,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (ref_texture.is_valid()) {
u.append_id(ref_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
}
uniforms.push_back(u);
}
@ -368,7 +368,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
}
if (!texture.is_valid()) {
texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
}
u.append_id(texture);
uniforms.push_back(u);
@ -380,7 +380,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
u.append_id(directional_shadow_get_texture());
} else {
u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH));
u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH));
}
uniforms.push_back(u);
}
@ -391,7 +391,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
@ -412,7 +412,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_VOXEL_GI_INSTANCESS);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) {
if (i < (int)p_voxel_gi_instances.size()) {
RID tex = gi.voxel_gi_instance_get_texture(p_voxel_gi_instances[i]);
@ -443,7 +443,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
u.append_id(texture);
uniforms.push_back(u);
}
@ -452,7 +452,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_data->render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -2227,7 +2227,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI
void *surface_shadow = nullptr;
if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
@ -2286,7 +2286,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(Geo
while (material->next_pass.is_valid()) {
RID next_pass = material->next_pass;
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (!material || !material->shader_data->valid) {
break;
}
@ -2306,7 +2306,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
SceneShaderForwardMobile::MaterialData *material = nullptr;
if (m_src.is_valid()) {
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@ -2317,7 +2317,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
} else {
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
m_src = scene_shader.default_material;
}
@ -2328,7 +2328,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
if (ginstance->data->material_overlay.is_valid()) {
m_src = ginstance->data->material_overlay;
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D));
material = static_cast<SceneShaderForwardMobile::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::MaterialStorage::SHADER_TYPE_3D));
if (material && material->shader_data->valid) {
if (ginstance->data->dirty_dependencies) {
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);

View File

@ -445,7 +445,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() {
}
}
RendererRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
singleton->shader_list.add(&shader_data->shader_list_element);
return shader_data;
@ -469,7 +469,7 @@ SceneShaderForwardMobile::MaterialData::~MaterialData() {
free_parameters_uniform_set(uniform_set);
}
RendererRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
@ -512,8 +512,8 @@ void SceneShaderForwardMobile::init(const String p_defines) {
}
}
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs);
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs);
{
//shader compiler
@ -716,7 +716,7 @@ void fragment() {
material_storage->material_initialize(default_material);
material_storage->material_set_shader(default_material, default_shader);
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::SHADER_TYPE_3D));
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_material_shader_ptr = md->shader_data;
@ -743,7 +743,7 @@ void fragment() {
material_storage->material_initialize(overdraw_material);
material_storage->material_set_shader(overdraw_material, overdraw_material_shader);
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::SHADER_TYPE_3D));
MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
overdraw_material_shader_ptr = md->shader_data;
overdraw_material_uniform_set = md->uniform_set;
}

View File

@ -55,7 +55,7 @@ public:
SHADER_VERSION_MAX
};
struct ShaderData : public RendererRD::ShaderData {
struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@ -157,12 +157,12 @@ public:
virtual ~ShaderData();
};
RendererRD::ShaderData *_create_shader_func();
static RendererRD::ShaderData *_create_shader_funcs() {
RendererRD::MaterialStorage::ShaderData *_create_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<SceneShaderForwardMobile *>(singleton)->_create_shader_func();
}
struct MaterialData : public RendererRD::MaterialData {
struct MaterialData : public RendererRD::MaterialStorage::MaterialData {
ShaderData *shader_data = nullptr;
RID uniform_set;
uint64_t last_pass = 0;
@ -177,8 +177,8 @@ public:
SelfList<ShaderData>::List shader_list;
RendererRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererRD::MaterialData *_create_material_funcs(RendererRD::ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}

View File

@ -192,7 +192,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[1] = vd;
buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_COLOR);
buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
}
//uvs
@ -220,7 +220,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[2] = vd;
buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_TEX_UV);
buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
}
//bones
@ -253,7 +253,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[3] = vd;
buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_BONES);
buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
}
//weights
@ -286,7 +286,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve
vd.stride = 0;
descriptions.write[4] = vd;
buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_WEIGHTS);
buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
}
//check that everything is as it should be
@ -988,7 +988,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
} else {
screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
if (screen.is_null()) { //unallocated backbuffer
screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
}
u.append_id(screen);
@ -1115,7 +1115,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material != prev_material) {
CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::SHADER_TYPE_2D));
material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
}
if (material_data) {
@ -1383,7 +1383,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
if (material.is_valid()) {
CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::SHADER_TYPE_2D));
CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
if (md && md->shader_data->valid) {
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
if (!material_screen_texture_found) {
@ -2261,7 +2261,7 @@ RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
}
}
RendererRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
CanvasShaderData *shader_data = memnew(CanvasShaderData);
return shader_data;
}
@ -2276,7 +2276,7 @@ RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
free_parameters_uniform_set(uniform_set);
}
RendererRD::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
CanvasMaterialData *material_data = memnew(CanvasMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
@ -2629,8 +2629,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
//create functions for shader and material
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_2D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_2D, _create_material_funcs);
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
state.time = 0;

View File

@ -149,7 +149,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
ShaderCompiler compiler;
} shader;
struct CanvasShaderData : public RendererRD::ShaderData {
struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@ -193,12 +193,12 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual ~CanvasShaderData();
};
RendererRD::ShaderData *_create_shader_func();
static RendererRD::ShaderData *_create_shader_funcs() {
RendererRD::MaterialStorage::ShaderData *_create_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
}
struct CanvasMaterialData : public RendererRD::MaterialData {
struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
CanvasShaderData *shader_data = nullptr;
RID uniform_set;
@ -208,8 +208,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual ~CanvasMaterialData();
};
RendererRD::MaterialData *_create_material_func(CanvasShaderData *p_shader);
static RendererRD::MaterialData *_create_material_funcs(RendererRD::ShaderData *p_shader) {
RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
}

View File

@ -2007,7 +2007,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.exposure_texture = rb->luminance.current;
tonemap.auto_exposure_grey = environment_get_auto_exp_scale(p_render_data->environment);
} else {
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
if (can_use_effects && p_render_data->environment.is_valid() && environment_get_glow_enabled(p_render_data->environment)) {
@ -2026,12 +2026,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.glow_map = texture_storage->texture_get_rd_texture(environment_get_glow_map(p_render_data->environment));
} else {
tonemap.glow_map_strength = 0.0f;
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
} else {
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
@ -2053,7 +2053,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
if (can_use_effects && p_render_data->environment.is_valid()) {
tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
@ -2123,14 +2123,14 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
}
tonemap.use_glow = false;
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.glow_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
tonemap.glow_map = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
tonemap.use_auto_exposure = false;
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
tonemap.use_color_correction = false;
tonemap.use_1d_color_correction = false;
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
tonemap.color_correction_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
if (can_use_effects && p_render_data->environment.is_valid()) {
tonemap.use_bcs = environment_get_adjustments_enabled(p_render_data->environment);
@ -2174,7 +2174,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
if (shadow_atlas_texture.is_null()) {
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
}
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);

View File

@ -56,7 +56,7 @@ LightStorage::LightStorage() {
}
for (int i = 0; i < lightmap_textures.size(); i++) {
lightmap_textures.write[i] = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
lightmap_textures.write[i] = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
}
@ -366,6 +366,13 @@ AABB LightStorage::light_get_aabb(RID p_light) const {
ERR_FAIL_V(AABB());
}
Dependency *LightStorage::light_get_dependency(RID p_light) const {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_NULL_V(light, nullptr);
return &light->dependency;
}
/* REFLECTION PROBE */
RID LightStorage::reflection_probe_allocate() {
@ -601,6 +608,13 @@ float LightStorage::reflection_probe_get_ambient_color_energy(RID p_probe) const
return reflection_probe->ambient_color_energy;
}
Dependency *LightStorage::reflection_probe_get_dependency(RID p_probe) const {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_NULL_V(reflection_probe, nullptr);
return &reflection_probe->dependency;
}
/* LIGHTMAP API */
RID LightStorage::lightmap_allocate() {
@ -628,17 +642,17 @@ void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_use
//erase lightmap users
if (lm->light_texture.is_valid()) {
RendererRD::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(lm->light_texture);
RendererRD::TextureStorage::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(lm->light_texture);
if (t) {
t->lightmap_users.erase(p_lightmap);
}
}
RendererRD::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(p_light);
RendererRD::TextureStorage::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(p_light);
lm->light_texture = p_light;
lm->uses_spherical_harmonics = p_uses_spherical_haromics;
RID default_2d_array = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
RID default_2d_array = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
if (!t) {
if (using_lightmap_array) {
if (lm->array_index >= 0) {
@ -725,6 +739,13 @@ void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
lightmap_probe_capture_update_speed = p_speed;
}
Dependency *LightStorage::lightmap_get_dependency(RID p_lightmap) const {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lm, nullptr);
return &lm->dependency;
}
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);

View File

@ -39,87 +39,81 @@
namespace RendererRD {
/* LIGHT */
struct Light {
RS::LightType type;
float param[RS::LIGHT_PARAM_MAX];
Color color = Color(1, 1, 1, 1);
RID projector;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
bool distance_fade = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
Dependency dependency;
};
/* REFLECTION PROBE */
struct ReflectionProbe {
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
int resolution = 256;
float intensity = 1.0;
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
Vector3 extents = Vector3(1, 1, 1);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
Dependency dependency;
};
/* LIGHTMAP */
struct Lightmap {
RID light_texture;
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
PackedInt32Array tetrahedra;
PackedInt32Array bsp_tree;
struct BSP {
static const int32_t EMPTY_LEAF = INT32_MIN;
float plane[4];
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
Dependency dependency;
};
class LightStorage : public RendererLightStorage {
private:
static LightStorage *singleton;
/* LIGHT */
struct Light {
RS::LightType type;
float param[RS::LIGHT_PARAM_MAX];
Color color = Color(1, 1, 1, 1);
RID projector;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
bool distance_fade = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
Dependency dependency;
};
mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
struct ReflectionProbe {
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
int resolution = 256;
float intensity = 1.0;
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
Vector3 extents = Vector3(1, 1, 1);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
Dependency dependency;
};
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* LIGHTMAP */
struct Lightmap {
RID light_texture;
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
PackedInt32Array tetrahedra;
PackedInt32Array bsp_tree;
struct BSP {
static const int32_t EMPTY_LEAF = INT32_MIN;
float plane[4];
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
Dependency dependency;
};
bool using_lightmap_array;
Vector<RID> lightmap_textures;
uint64_t lightmap_array_version = 0;
@ -135,7 +129,6 @@ public:
/* LIGHT */
Light *get_light(RID p_rid) { return light_owner.get_or_null(p_rid); };
bool owns_light(RID p_rid) { return light_owner.owns(p_rid); };
void _light_initialize(RID p_rid, RS::LightType p_type);
@ -268,9 +261,10 @@ public:
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
virtual uint64_t light_get_version(RID p_light) const override;
Dependency *light_get_dependency(RID p_light) const;
/* REFLECTION PROBE */
ReflectionProbe *get_reflection_probe(RID p_rid) { return reflection_probe_owner.get_or_null(p_rid); };
bool owns_reflection_probe(RID p_rid) { return reflection_probe_owner.owns(p_rid); };
virtual RID reflection_probe_allocate() override;
@ -310,9 +304,10 @@ public:
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
Dependency *reflection_probe_get_dependency(RID p_probe) const;
/* LIGHTMAP */
Lightmap *get_lightmap(RID p_rid) { return lightmap_owner.get_or_null(p_rid); };
bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); };
virtual RID lightmap_allocate() override;
@ -332,6 +327,8 @@ public:
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
Dependency *lightmap_get_dependency(RID p_lightmap) const;
virtual float lightmap_get_probe_capture_update_speed() const override {
return lightmap_probe_capture_update_speed;
}

View File

@ -926,9 +926,9 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
}
///////////////////////////////////////////////////////////////////////////
// MaterialData
// MaterialStorage::MaterialData
void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
MaterialStorage *material_storage = MaterialStorage::get_singleton();
bool uses_global_buffer = false;
@ -1007,7 +1007,7 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
}
}
MaterialData::~MaterialData() {
MaterialStorage::MaterialData::~MaterialData() {
MaterialStorage *material_storage = MaterialStorage::get_singleton();
if (global_buffer_E) {
@ -1033,14 +1033,14 @@ MaterialData::~MaterialData() {
}
}
void MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
TextureStorage *texture_storage = TextureStorage::get_singleton();
MaterialStorage *material_storage = MaterialStorage::get_singleton();
#ifdef TOOLS_ENABLED
Texture *roughness_detect_texture = nullptr;
TextureStorage::Texture *roughness_detect_texture = nullptr;
RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
Texture *normal_detect_texture = nullptr;
TextureStorage::Texture *normal_detect_texture = nullptr;
#endif
bool uses_global_textures = false;
@ -1123,19 +1123,19 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::TYPE_SAMPLER2D: {
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_ANISO);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
} break;
default: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
} break;
}
} break;
@ -1143,27 +1143,27 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::TYPE_SAMPLERCUBE: {
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
} break;
default: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
} break;
}
} break;
case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
} break;
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D:
case ShaderLanguage::TYPE_SAMPLER3D: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
} break;
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
} break;
default: {
@ -1185,7 +1185,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
bool srgb = p_use_linear_color && p_texture_uniforms[i].use_color;
for (int j = 0; j < textures.size(); j++) {
Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
TextureStorage::Texture *tex = TextureStorage::get_singleton()->get_texture(textures[j]);
if (tex) {
rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
@ -1207,7 +1207,7 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
#endif
}
if (rd_texture.is_null()) {
rd_texture = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE);
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
}
#ifdef TOOLS_ENABLED
if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) {
@ -1248,14 +1248,14 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
}
}
void MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
RD::get_singleton()->free(p_uniform_set);
}
}
bool MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
if ((uint32_t)ubo_data.size() != p_ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
@ -2577,6 +2577,15 @@ void MaterialStorage::material_set_shader(RID p_material, RID p_shader) {
_material_queue_update(material, true, true);
}
MaterialStorage::ShaderData *MaterialStorage::material_get_shader_data(RID p_material) {
const MaterialStorage::Material *material = MaterialStorage::get_singleton()->get_material(p_material);
if (material && material->shader && material->shader->data) {
return material->shader->data;
}
return nullptr;
}
void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
@ -2678,12 +2687,12 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
}
}
void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) {
void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
material_data_request_func[p_shader_type] = p_function;
}
MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
MaterialStorage::MaterialDataRequestFunction MaterialStorage::material_get_data_request_function(ShaderType p_shader_type) {
ERR_FAIL_INDEX_V(p_shader_type, SHADER_TYPE_MAX, nullptr);
return material_data_request_func[p_shader_type];
}

View File

@ -42,161 +42,62 @@
namespace RendererRD {
class MaterialStorage;
/* SHADER Structs */
enum ShaderType {
SHADER_TYPE_2D,
SHADER_TYPE_3D,
SHADER_TYPE_PARTICLES,
SHADER_TYPE_SKY,
SHADER_TYPE_FOG,
SHADER_TYPE_MAX
};
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_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_param_texture(const StringName &p_param) const = 0;
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
virtual ~ShaderData() {}
};
typedef ShaderData *(*ShaderDataRequestFunction)();
struct Material;
struct Shader {
ShaderData *data = nullptr;
String code;
String path_hint;
ShaderType type;
HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
HashSet<Material *> owners;
};
/* Material structs */
struct MaterialData {
void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual ~MaterialData();
//to be used internally by update_parameters, in the most common configuration of material parameters
bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void free_parameters_uniform_set(RID p_uniform_set);
private:
friend class MaterialStorage;
RID self;
List<RID>::Element *global_buffer_E = nullptr;
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
HashMap<StringName, uint64_t> used_global_textures;
//internally by update_parameters_uniform_set
Vector<uint8_t> ubo_data;
RID uniform_buffer;
Vector<RID> texture_cache;
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
struct Material {
RID self;
MaterialData *data = nullptr;
Shader *shader = nullptr;
//shortcut to shader data and type
ShaderType shader_type = SHADER_TYPE_MAX;
uint32_t shader_id = 0;
bool uniform_dirty = false;
bool texture_dirty = false;
HashMap<StringName, Variant> params;
int32_t priority = 0;
RID next_pass;
SelfList<Material> update_element;
Dependency dependency;
Material() :
update_element(this) {}
};
/* Global shader uniform structs */
struct GlobalShaderUniforms {
enum {
BUFFER_DIRTY_REGION_SIZE = 1024
};
struct Variable {
HashSet<RID> texture_materials; // materials using this
RS::GlobalShaderUniformType type;
Variant value;
Variant override;
int32_t buffer_index; //for vectors
int32_t buffer_elements; //for vectors
};
HashMap<StringName, Variable> variables;
struct Value {
float x;
float y;
float z;
float w;
};
struct ValueInt {
int32_t x;
int32_t y;
int32_t z;
int32_t w;
};
struct ValueUInt {
uint32_t x;
uint32_t y;
uint32_t z;
uint32_t w;
};
struct ValueUsage {
uint32_t elements = 0;
};
List<RID> materials_using_buffer;
List<RID> materials_using_texture;
RID buffer;
Value *buffer_values = nullptr;
ValueUsage *buffer_usage = nullptr;
bool *buffer_dirty_regions = nullptr;
uint32_t buffer_dirty_region_count = 0;
uint32_t buffer_size;
bool must_update_texture_materials = false;
bool must_update_buffer_materials = false;
HashMap<RID, int32_t> instance_buffer_pos;
};
class MaterialStorage : public RendererMaterialStorage {
public:
enum ShaderType {
SHADER_TYPE_2D,
SHADER_TYPE_3D,
SHADER_TYPE_PARTICLES,
SHADER_TYPE_SKY,
SHADER_TYPE_FOG,
SHADER_TYPE_MAX
};
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_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_param_texture(const StringName &p_param) const = 0;
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
virtual ~ShaderData() {}
};
struct MaterialData {
void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual ~MaterialData();
//to be used internally by update_parameters, in the most common configuration of material parameters
bool update_parameters_uniform_set(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void free_parameters_uniform_set(RID p_uniform_set);
private:
friend class MaterialStorage;
RID self;
List<RID>::Element *global_buffer_E = nullptr;
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
HashMap<StringName, uint64_t> used_global_textures;
//internally by update_parameters_uniform_set
Vector<uint8_t> ubo_data;
RID uniform_buffer;
Vector<RID> texture_cache;
};
private:
friend struct MaterialData;
static MaterialStorage *singleton;
/* Samplers */
@ -211,7 +112,63 @@ private:
/* GLOBAL SHADER UNIFORM API */
GlobalShaderUniforms global_shader_uniforms;
struct GlobalShaderUniforms {
enum {
BUFFER_DIRTY_REGION_SIZE = 1024
};
struct Variable {
HashSet<RID> texture_materials; // materials using this
RS::GlobalShaderUniformType type;
Variant value;
Variant override;
int32_t buffer_index; //for vectors
int32_t buffer_elements; //for vectors
};
HashMap<StringName, Variable> variables;
struct Value {
float x;
float y;
float z;
float w;
};
struct ValueInt {
int32_t x;
int32_t y;
int32_t z;
int32_t w;
};
struct ValueUInt {
uint32_t x;
uint32_t y;
uint32_t z;
uint32_t w;
};
struct ValueUsage {
uint32_t elements = 0;
};
List<RID> materials_using_buffer;
List<RID> materials_using_texture;
RID buffer;
Value *buffer_values = nullptr;
ValueUsage *buffer_usage = nullptr;
bool *buffer_dirty_regions = nullptr;
uint32_t buffer_dirty_region_count = 0;
uint32_t buffer_size;
bool must_update_texture_materials = false;
bool must_update_buffer_materials = false;
HashMap<RID, int32_t> instance_buffer_pos;
} global_shader_uniforms;
int32_t _global_shader_uniform_allocate(uint32_t p_elements);
void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderUniformType p_type, const Variant &p_value);
@ -219,12 +176,50 @@ private:
/* SHADER API */
struct Material;
struct Shader {
ShaderData *data = nullptr;
String code;
String path_hint;
ShaderType type;
HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
HashSet<Material *> owners;
};
typedef ShaderData *(*ShaderDataRequestFunction)();
ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
mutable RID_Owner<Shader, true> shader_owner;
Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
/* MATERIAL API */
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
struct Material {
RID self;
MaterialData *data = nullptr;
Shader *shader = nullptr;
//shortcut to shader data and type
ShaderType shader_type = SHADER_TYPE_MAX;
uint32_t shader_id = 0;
bool uniform_dirty = false;
bool texture_dirty = false;
HashMap<StringName, Variant> params;
int32_t priority = 0;
RID next_pass;
SelfList<Material> update_element;
Dependency dependency;
Material() :
update_element(this) {}
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
mutable RID_Owner<Material, true> material_owner;
Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
SelfList<Material>::List material_update_list;
@ -358,7 +353,6 @@ public:
/* SHADER API */
Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); };
bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); };
virtual RID shader_allocate() override;
@ -379,7 +373,6 @@ public:
/* MATERIAL API */
Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); };
bool owns_material(RID p_rid) { return material_owner.owns(p_rid); };
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
@ -390,6 +383,7 @@ public:
virtual void material_free(RID p_rid) override;
virtual void material_set_shader(RID p_material, RID p_shader) override;
ShaderData *material_get_shader_data(RID p_material);
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;

View File

@ -758,6 +758,13 @@ bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
}
Dependency *MeshStorage::mesh_get_dependency(RID p_mesh) const {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, nullptr);
return &mesh->dependency;
}
/* MESH INSTANCE */
RID MeshStorage::mesh_instance_create(RID p_base) {
@ -1473,6 +1480,13 @@ RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
return multimesh->mesh;
}
Dependency *MeshStorage::multimesh_get_dependency(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, nullptr);
return &multimesh->dependency;
}
Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform3D());

View File

@ -40,240 +40,151 @@
namespace RendererRD {
/* Mesh */
enum DefaultRDBuffer {
DEFAULT_RD_BUFFER_VERTEX,
DEFAULT_RD_BUFFER_NORMAL,
DEFAULT_RD_BUFFER_TANGENT,
DEFAULT_RD_BUFFER_COLOR,
DEFAULT_RD_BUFFER_TEX_UV,
DEFAULT_RD_BUFFER_TEX_UV2,
DEFAULT_RD_BUFFER_CUSTOM0,
DEFAULT_RD_BUFFER_CUSTOM1,
DEFAULT_RD_BUFFER_CUSTOM2,
DEFAULT_RD_BUFFER_CUSTOM3,
DEFAULT_RD_BUFFER_BONES,
DEFAULT_RD_BUFFER_WEIGHTS,
DEFAULT_RD_BUFFER_MAX,
};
struct MeshInstance;
struct Mesh {
struct Surface {
RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
uint32_t format = 0;
RID vertex_buffer;
RID attribute_buffer;
RID skin_buffer;
uint32_t vertex_count = 0;
uint32_t vertex_buffer_size = 0;
uint32_t skin_buffer_size = 0;
// A different pipeline needs to be allocated
// depending on the inputs available in the
// material.
// There are never that many geometry/material
// combinations, so a simple array is the most
// cache-efficient structure.
struct Version {
uint32_t input_mask = 0;
RD::VertexFormatID vertex_format = 0;
RID vertex_array;
};
SpinLock version_lock; //needed to access versions
Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
RID index_buffer;
RID index_array;
uint32_t index_count = 0;
struct LOD {
float edge_length = 0.0;
uint32_t index_count = 0;
RID index_buffer;
RID index_array;
};
LOD *lods = nullptr;
uint32_t lod_count = 0;
AABB aabb;
Vector<AABB> bone_aabbs;
RID blend_shape_buffer;
RID material;
uint32_t render_index = 0;
uint64_t render_pass = 0;
uint32_t multimesh_render_index = 0;
uint64_t multimesh_render_pass = 0;
uint32_t particles_render_index = 0;
uint64_t particles_render_pass = 0;
RID uniform_set;
};
uint32_t blend_shape_count = 0;
RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
Surface **surfaces = nullptr;
uint32_t surface_count = 0;
Vector<AABB> bone_aabbs;
bool has_bone_weights = false;
AABB aabb;
AABB custom_aabb;
Vector<RID> material_cache;
List<MeshInstance *> instances;
RID shadow_mesh;
HashSet<Mesh *> shadow_owners;
Dependency dependency;
};
/* Mesh Instance */
struct MeshInstance {
Mesh *mesh = nullptr;
RID skeleton;
struct Surface {
RID vertex_buffer;
RID uniform_set;
Mesh::Surface::Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
};
LocalVector<Surface> surfaces;
LocalVector<float> blend_weights;
RID blend_weights_buffer;
List<MeshInstance *>::Element *I = nullptr; //used to erase itself
uint64_t skeleton_version = 0;
bool dirty = false;
bool weights_dirty = false;
SelfList<MeshInstance> weight_update_list;
SelfList<MeshInstance> array_update_list;
MeshInstance() :
weight_update_list(this), array_update_list(this) {}
};
/* MultiMesh */
struct MultiMesh {
RID mesh;
int instances = 0;
RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
bool uses_colors = false;
bool uses_custom_data = false;
int visible_instances = -1;
AABB aabb;
bool aabb_dirty = false;
bool buffer_set = false;
uint32_t stride_cache = 0;
uint32_t color_offset_cache = 0;
uint32_t custom_data_offset_cache = 0;
Vector<float> data_cache; //used if individual setting is used
bool *data_cache_dirty_regions = nullptr;
uint32_t data_cache_used_dirty_regions = 0;
RID buffer; //storage buffer
RID uniform_set_3d;
RID uniform_set_2d;
bool dirty = false;
MultiMesh *dirty_list = nullptr;
Dependency dependency;
};
/* Skeleton */
struct SkeletonShader {
struct PushConstant {
uint32_t has_normal;
uint32_t has_tangent;
uint32_t has_skeleton;
uint32_t has_blend_shape;
uint32_t vertex_count;
uint32_t vertex_stride;
uint32_t skin_stride;
uint32_t skin_weight_offset;
uint32_t blend_shape_count;
uint32_t normalized_blend_shapes;
uint32_t pad0;
uint32_t pad1;
};
enum {
UNIFORM_SET_INSTANCE = 0,
UNIFORM_SET_SURFACE = 1,
UNIFORM_SET_SKELETON = 2,
};
enum {
SHADER_MODE_2D,
SHADER_MODE_3D,
SHADER_MODE_MAX
};
SkeletonShaderRD shader;
RID version;
RID version_shader[SHADER_MODE_MAX];
RID pipeline[SHADER_MODE_MAX];
RID default_skeleton_uniform_set;
};
struct Skeleton {
bool use_2d = false;
int size = 0;
Vector<float> data;
RID buffer;
bool dirty = false;
Skeleton *dirty_list = nullptr;
Transform2D base_transform_2d;
RID uniform_set_3d;
RID uniform_set_mi;
uint64_t version = 1;
Dependency dependency;
};
class MeshStorage : public RendererMeshStorage {
public:
enum DefaultRDBuffer {
DEFAULT_RD_BUFFER_VERTEX,
DEFAULT_RD_BUFFER_NORMAL,
DEFAULT_RD_BUFFER_TANGENT,
DEFAULT_RD_BUFFER_COLOR,
DEFAULT_RD_BUFFER_TEX_UV,
DEFAULT_RD_BUFFER_TEX_UV2,
DEFAULT_RD_BUFFER_CUSTOM0,
DEFAULT_RD_BUFFER_CUSTOM1,
DEFAULT_RD_BUFFER_CUSTOM2,
DEFAULT_RD_BUFFER_CUSTOM3,
DEFAULT_RD_BUFFER_BONES,
DEFAULT_RD_BUFFER_WEIGHTS,
DEFAULT_RD_BUFFER_MAX,
};
private:
static MeshStorage *singleton;
RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
RID default_rd_storage_buffer;
/* Mesh */
RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
struct MeshInstance;
struct Mesh {
struct Surface {
RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
uint32_t format = 0;
RID vertex_buffer;
RID attribute_buffer;
RID skin_buffer;
uint32_t vertex_count = 0;
uint32_t vertex_buffer_size = 0;
uint32_t skin_buffer_size = 0;
// A different pipeline needs to be allocated
// depending on the inputs available in the
// material.
// There are never that many geometry/material
// combinations, so a simple array is the most
// cache-efficient structure.
struct Version {
uint32_t input_mask = 0;
RD::VertexFormatID vertex_format = 0;
RID vertex_array;
};
SpinLock version_lock; //needed to access versions
Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
RID index_buffer;
RID index_array;
uint32_t index_count = 0;
struct LOD {
float edge_length = 0.0;
uint32_t index_count = 0;
RID index_buffer;
RID index_array;
};
LOD *lods = nullptr;
uint32_t lod_count = 0;
AABB aabb;
Vector<AABB> bone_aabbs;
RID blend_shape_buffer;
RID material;
uint32_t render_index = 0;
uint64_t render_pass = 0;
uint32_t multimesh_render_index = 0;
uint64_t multimesh_render_pass = 0;
uint32_t particles_render_index = 0;
uint64_t particles_render_pass = 0;
RID uniform_set;
};
uint32_t blend_shape_count = 0;
RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
Surface **surfaces = nullptr;
uint32_t surface_count = 0;
Vector<AABB> bone_aabbs;
bool has_bone_weights = false;
AABB aabb;
AABB custom_aabb;
Vector<RID> material_cache;
List<MeshInstance *> instances;
RID shadow_mesh;
HashSet<Mesh *> shadow_owners;
Dependency dependency;
};
mutable RID_Owner<Mesh, true> mesh_owner;
void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
/* Mesh Instance API */
struct MeshInstance {
Mesh *mesh = nullptr;
RID skeleton;
struct Surface {
RID vertex_buffer;
RID uniform_set;
Mesh::Surface::Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
};
LocalVector<Surface> surfaces;
LocalVector<float> blend_weights;
RID blend_weights_buffer;
List<MeshInstance *>::Element *I = nullptr; //used to erase itself
uint64_t skeleton_version = 0;
bool dirty = false;
bool weights_dirty = false;
SelfList<MeshInstance> weight_update_list;
SelfList<MeshInstance> array_update_list;
MeshInstance() :
weight_update_list(this), array_update_list(this) {}
};
void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
void _mesh_instance_clear(MeshInstance *mi);
void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
@ -284,6 +195,34 @@ private:
/* MultiMesh */
struct MultiMesh {
RID mesh;
int instances = 0;
RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
bool uses_colors = false;
bool uses_custom_data = false;
int visible_instances = -1;
AABB aabb;
bool aabb_dirty = false;
bool buffer_set = false;
uint32_t stride_cache = 0;
uint32_t color_offset_cache = 0;
uint32_t custom_data_offset_cache = 0;
Vector<float> data_cache; //used if individual setting is used
bool *data_cache_dirty_regions = nullptr;
uint32_t data_cache_used_dirty_regions = 0;
RID buffer; //storage buffer
RID uniform_set_3d;
RID uniform_set_2d;
bool dirty = false;
MultiMesh *dirty_list = nullptr;
Dependency dependency;
};
mutable RID_Owner<MultiMesh, true> multimesh_owner;
MultiMesh *multimesh_dirty_list = nullptr;
@ -295,7 +234,60 @@ private:
/* Skeleton */
SkeletonShader skeleton_shader;
struct SkeletonShader {
struct PushConstant {
uint32_t has_normal;
uint32_t has_tangent;
uint32_t has_skeleton;
uint32_t has_blend_shape;
uint32_t vertex_count;
uint32_t vertex_stride;
uint32_t skin_stride;
uint32_t skin_weight_offset;
uint32_t blend_shape_count;
uint32_t normalized_blend_shapes;
uint32_t pad0;
uint32_t pad1;
};
enum {
UNIFORM_SET_INSTANCE = 0,
UNIFORM_SET_SURFACE = 1,
UNIFORM_SET_SKELETON = 2,
};
enum {
SHADER_MODE_2D,
SHADER_MODE_3D,
SHADER_MODE_MAX
};
SkeletonShaderRD shader;
RID version;
RID version_shader[SHADER_MODE_MAX];
RID pipeline[SHADER_MODE_MAX];
RID default_skeleton_uniform_set;
} skeleton_shader;
struct Skeleton {
bool use_2d = false;
int size = 0;
Vector<float> data;
RID buffer;
bool dirty = false;
Skeleton *dirty_list = nullptr;
Transform2D base_transform_2d;
RID uniform_set_3d;
RID uniform_set_mi;
uint64_t version = 1;
Dependency dependency;
};
mutable RID_Owner<Skeleton, true> skeleton_owner;
@ -309,11 +301,10 @@ public:
MeshStorage();
virtual ~MeshStorage();
RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; }
RID get_default_rd_storage_buffer() const { return default_rd_storage_buffer; }
/* MESH API */
Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); };
bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); };
virtual RID mesh_allocate() override;
@ -542,10 +533,11 @@ public:
return s->particles_render_index;
}
Dependency *mesh_get_dependency(RID p_mesh) const;
/* MESH INSTANCE API */
MeshInstance *get_mesh_instance(RID p_rid) { return mesh_instance_owner.get_or_null(p_rid); };
bool owns_mesh_instance(RID p_rid) { return mesh_instance_owner.owns(p_rid); };
bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); };
virtual RID mesh_instance_create(RID p_base) override;
virtual void mesh_instance_free(RID p_rid) override;
@ -556,7 +548,6 @@ public:
/* MULTIMESH API */
MultiMesh *get_multimesh(RID p_rid) { return multimesh_owner.get_or_null(p_rid); };
bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); };
virtual RID multimesh_allocate() override;
@ -654,10 +645,11 @@ public:
return multimesh->uniform_set_2d;
}
Dependency *multimesh_get_dependency(RID p_multimesh) const;
/* SKELETON API */
Skeleton *get_skeleton(RID p_rid) { return skeleton_owner.get_or_null(p_rid); };
bool owns_skeleton(RID p_rid) { return skeleton_owner.owns(p_rid); };
bool owns_skeleton(RID p_rid) const { return skeleton_owner.owns(p_rid); };
virtual RID skeleton_allocate() override;
virtual void skeleton_initialize(RID p_skeleton) override;

View File

@ -54,8 +54,8 @@ ParticlesStorage::ParticlesStorage() {
particles_modes.push_back("");
particles_shader.shader.initialize(particles_modes, String());
}
MaterialStorage::get_singleton()->shader_set_data_request_function(SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
MaterialStorage::get_singleton()->material_set_data_request_function(SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
{
ShaderCompiler::DefaultIdentifierActions actions;
@ -134,7 +134,7 @@ void process() {
material_storage->material_initialize(particles_shader.default_material);
material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES));
ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
Vector<RD::Uniform> uniforms;
@ -987,14 +987,13 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
RID rd_tex;
if (i < collision_3d_textures_used) {
Texture *t = TextureStorage::get_singleton()->get_texture(collision_3d_textures[i]);
if (t && t->type == Texture::TYPE_3D) {
rd_tex = t->rd_texture;
if (TextureStorage::get_singleton()->texture_get_type(collision_3d_textures[i]) == TextureStorage::TYPE_3D) {
rd_tex = TextureStorage::get_singleton()->texture_get_rd_texture(collision_3d_textures[i]);
}
}
if (rd_tex == RID()) {
rd_tex = texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE);
rd_tex = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
u.append_id(rd_tex);
}
@ -1007,7 +1006,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
if (collision_heightmap_texture.is_valid()) {
u.append_id(collision_heightmap_texture);
} else {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK));
u.append_id(texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
}
uniforms.push_back(u);
}
@ -1073,9 +1072,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, SHADER_TYPE_PARTICLES));
ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
if (!m) {
m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, SHADER_TYPE_PARTICLES));
m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
}
ERR_FAIL_COND(!m);
@ -1228,10 +1227,10 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p
void ParticlesStorage::_particles_update_buffers(Particles *particles) {
uint32_t userdata_count = 0;
const Material *material = MaterialStorage::get_singleton()->get_material(particles->process_material);
if (material && material->shader && material->shader->data) {
const ParticlesShaderData *shader_data = static_cast<const ParticlesShaderData *>(material->shader->data);
userdata_count = shader_data->userdata_count;
MaterialStorage::ShaderData *shader_data = MaterialStorage::get_singleton()->material_get_shader_data(particles->process_material);
if (shader_data) {
const ParticlesShaderData *particle_shader_data = static_cast<const ParticlesShaderData *>(shader_data);
userdata_count = particle_shader_data->userdata_count;
}
if (userdata_count != particles->userdata_count) {
@ -1503,6 +1502,13 @@ void ParticlesStorage::update_particles() {
}
}
Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, nullptr);
return &particles->dependency;
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
const Particles *particles = particles_owner.get_or_null(p_particles);
@ -1685,7 +1691,7 @@ ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() {
}
}
ShaderData *ParticlesStorage::_create_particles_shader_func() {
MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {
ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
return shader_data;
}
@ -1698,7 +1704,7 @@ ParticlesStorage::ParticlesMaterialData::~ParticlesMaterialData() {
free_parameters_uniform_set(uniform_set);
}
MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {
MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {
ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
@ -1884,6 +1890,15 @@ bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collis
return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
ERR_FAIL_NULL_V(pc, nullptr);
return &pc->dependency;
}
/* Particles collision instance */
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
ParticlesCollisionInstance pci;
pci.collision = p_collision;

View File

@ -43,232 +43,204 @@
namespace RendererRD {
/* PARTICLES */
struct ParticleData {
float xform[16];
float velocity[3];
uint32_t active;
float color[4];
float custom[3];
float lifetime;
};
struct ParticlesFrameParams {
enum {
MAX_ATTRACTORS = 32,
MAX_COLLIDERS = 32,
MAX_3D_TEXTURES = 7
};
enum AttractorType {
ATTRACTOR_TYPE_SPHERE,
ATTRACTOR_TYPE_BOX,
ATTRACTOR_TYPE_VECTOR_FIELD,
};
struct Attractor {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
float strength;
float attenuation;
float directionality;
};
enum CollisionType {
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
COLLISION_TYPE_HEIGHT_FIELD,
COLLISION_TYPE_2D_SDF,
};
struct Collider {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
real_t scale;
uint32_t pad[2];
};
uint32_t emitting;
float system_phase;
float prev_system_phase;
uint32_t cycle;
real_t explosiveness;
real_t randomness;
float time;
float delta;
uint32_t frame;
uint32_t pad0;
uint32_t pad1;
uint32_t pad2;
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
float particle_size;
float emission_transform[16];
Attractor attractors[MAX_ATTRACTORS];
Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
};
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
float velocity[3];
uint32_t flags;
float color[4];
float custom[4];
};
int32_t particle_count;
int32_t particle_max;
uint32_t pad1;
uint32_t pad2;
Data data[1]; //its 2020 and empty arrays are still non standard in C++
};
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
double lifetime = 1.0;
double pre_process_time = 0.0;
real_t explosiveness = 0.0;
real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
bool has_collision_cache = false;
bool has_sdf_collision = false;
Transform2D sdf_collision_transform;
Rect2 sdf_collision_to_screen;
RID sdf_collision_texture;
RID process_material;
uint32_t frame_counter = 0;
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
Vector<Transform3D> trail_bind_poses;
bool trail_bind_poses_dirty = false;
RID trail_bind_pose_buffer;
RID trail_bind_pose_uniform_set;
RID particle_buffer;
RID particle_instance_buffer;
RID frame_params_buffer;
uint32_t userdata_count = 0;
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
RID collision_textures_uniform_set;
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
uint32_t collision_3d_textures_used = 0;
RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
bool dirty = false;
Particles *update_list = nullptr;
RID sub_emitter;
double phase = 0.0;
double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
double frame_remainder = 0;
real_t collision_base_size = 0.01;
bool clear = true;
bool force_sub_emit = false;
Transform3D emission_transform;
Vector<uint8_t> emission_buffer_data;
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
HashSet<RID> collisions;
Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
Particles() {
}
};
/* Particles Collision */
struct ParticlesCollision {
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
uint32_t cull_mask = 0xFFFFFFFF;
float radius = 1.0;
Vector3 extents = Vector3(1, 1, 1);
float attractor_strength = 1.0;
float attractor_attenuation = 1.0;
float attractor_directionality = 0.0;
RID field_texture;
RID heightfield_texture;
RID heightfield_fb;
Size2i heightfield_fb_size;
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
Dependency dependency;
};
struct ParticlesCollisionInstance {
RID collision;
Transform3D transform;
bool active = false;
};
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
/* PARTICLES */
struct ParticleData {
float xform[16];
float velocity[3];
uint32_t active;
float color[4];
float custom[3];
float lifetime;
};
struct ParticlesFrameParams {
enum {
MAX_ATTRACTORS = 32,
MAX_COLLIDERS = 32,
MAX_3D_TEXTURES = 7
};
enum AttractorType {
ATTRACTOR_TYPE_SPHERE,
ATTRACTOR_TYPE_BOX,
ATTRACTOR_TYPE_VECTOR_FIELD,
};
struct Attractor {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
float strength;
float attenuation;
float directionality;
};
enum CollisionType {
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
COLLISION_TYPE_HEIGHT_FIELD,
COLLISION_TYPE_2D_SDF,
};
struct Collider {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
real_t scale;
uint32_t pad[2];
};
uint32_t emitting;
float system_phase;
float prev_system_phase;
uint32_t cycle;
real_t explosiveness;
real_t randomness;
float time;
float delta;
uint32_t frame;
uint32_t pad0;
uint32_t pad1;
uint32_t pad2;
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
float particle_size;
float emission_transform[16];
Attractor attractors[MAX_ATTRACTORS];
Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
};
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
float velocity[3];
uint32_t flags;
float color[4];
float custom[4];
};
int32_t particle_count;
int32_t particle_max;
uint32_t pad1;
uint32_t pad2;
Data data[1]; //its 2020 and empty arrays are still non standard in C++
};
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
double lifetime = 1.0;
double pre_process_time = 0.0;
real_t explosiveness = 0.0;
real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
bool has_collision_cache = false;
bool has_sdf_collision = false;
Transform2D sdf_collision_transform;
Rect2 sdf_collision_to_screen;
RID sdf_collision_texture;
RID process_material;
uint32_t frame_counter = 0;
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
Vector<Transform3D> trail_bind_poses;
bool trail_bind_poses_dirty = false;
RID trail_bind_pose_buffer;
RID trail_bind_pose_uniform_set;
RID particle_buffer;
RID particle_instance_buffer;
RID frame_params_buffer;
uint32_t userdata_count = 0;
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
RID collision_textures_uniform_set;
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
uint32_t collision_3d_textures_used = 0;
RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
bool dirty = false;
Particles *update_list = nullptr;
RID sub_emitter;
double phase = 0.0;
double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
double frame_remainder = 0;
real_t collision_base_size = 0.01;
bool clear = true;
bool force_sub_emit = false;
Transform3D emission_transform;
Vector<uint8_t> emission_buffer_data;
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
HashSet<RID> collisions;
Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
Particles() {
}
};
void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
@ -340,7 +312,7 @@ private:
/* Particle Shader */
struct ParticlesShaderData : public ShaderData {
struct ParticlesShaderData : public MaterialStorage::ShaderData {
bool valid = false;
RID version;
bool uses_collision = false;
@ -377,12 +349,12 @@ private:
virtual ~ParticlesShaderData();
};
ShaderData *_create_particles_shader_func();
static ShaderData *_create_particles_shader_funcs() {
MaterialStorage::ShaderData *_create_particles_shader_func();
static MaterialStorage::ShaderData *_create_particles_shader_funcs() {
return ParticlesStorage::get_singleton()->_create_particles_shader_func();
}
struct ParticlesMaterialData : public MaterialData {
struct ParticlesMaterialData : public MaterialStorage::MaterialData {
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
@ -392,13 +364,37 @@ private:
virtual ~ParticlesMaterialData();
};
MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
static MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
MaterialStorage::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
static MaterialStorage::MaterialData *_create_particles_material_funcs(MaterialStorage::ShaderData *p_shader) {
return ParticlesStorage::get_singleton()->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
}
/* Particles Collision */
struct ParticlesCollision {
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
uint32_t cull_mask = 0xFFFFFFFF;
float radius = 1.0;
Vector3 extents = Vector3(1, 1, 1);
float attractor_strength = 1.0;
float attractor_attenuation = 1.0;
float attractor_directionality = 0.0;
RID field_texture;
RID heightfield_texture;
RID heightfield_fb;
Size2i heightfield_fb_size;
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
Dependency dependency;
};
struct ParticlesCollisionInstance {
RID collision;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
@ -411,7 +407,6 @@ public:
/* PARTICLES */
Particles *get_particles(RID p_rid) { return particles_owner.get_or_null(p_rid); }
bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
virtual RID particles_allocate() override;
@ -526,9 +521,10 @@ public:
virtual void update_particles() override;
Dependency *particles_get_dependency(RID p_particles) const;
/* Particles Collision */
ParticlesCollision *get_particles_collision(RID p_rid) { return particles_collision_owner.get_or_null(p_rid); }
bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
virtual RID particles_collision_allocate() override;
@ -550,8 +546,9 @@ public:
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
Dependency *particles_collision_get_dependency(RID p_particles) const;
//used from 2D and 3D
ParticlesCollisionInstance *get_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.get_or_null(p_rid); }
bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
virtual RID particles_collision_instance_create(RID p_collision) override;

View File

@ -35,9 +35,9 @@
using namespace RendererRD;
///////////////////////////////////////////////////////////////////////////
// CanvasTexture
// TextureStorage::CanvasTexture
void CanvasTexture::clear_sets() {
void TextureStorage::CanvasTexture::clear_sets() {
if (cleared_cache) {
return;
}
@ -52,14 +52,14 @@ void CanvasTexture::clear_sets() {
cleared_cache = true;
}
CanvasTexture::~CanvasTexture() {
TextureStorage::CanvasTexture::~CanvasTexture() {
clear_sets();
}
///////////////////////////////////////////////////////////////////////////
// Texture
// TextureStorage::Texture
void Texture::cleanup() {
void TextureStorage::Texture::cleanup() {
if (RD::get_singleton()->texture_is_valid(rd_texture_srgb)) {
//erase this first, as it's a dependency of the one below
RD::get_singleton()->free(rd_texture_srgb);
@ -534,7 +534,7 @@ bool TextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasIte
ct = t->canvas_texture;
} else {
ct = get_canvas_texture(p_texture);
ct = canvas_texture_owner.get_or_null(p_texture);
}
if (!ct) {
@ -657,7 +657,7 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im
Texture texture;
texture.type = Texture::TYPE_2D;
texture.type = TextureStorage::TYPE_2D;
texture.width = p_image->get_width();
texture.height = p_image->get_height();
@ -753,7 +753,7 @@ void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<R
Texture texture;
texture.type = Texture::TYPE_LAYERED;
texture.type = TextureStorage::TYPE_LAYERED;
texture.layered_type = p_layered_type;
texture.width = p_layers[0]->get_width();
@ -883,7 +883,7 @@ void TextureStorage::texture_3d_initialize(RID p_texture, Image::Format p_format
Texture texture;
texture.type = Texture::TYPE_3D;
texture.type = TextureStorage::TYPE_3D;
texture.width = p_width;
texture.height = p_height;
texture.depth = p_depth;
@ -975,7 +975,7 @@ void TextureStorage::_texture_2d_update(RID p_texture, const Ref<Image> &p_image
ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height);
ERR_FAIL_COND(p_image->get_format() != tex->format);
if (tex->type == Texture::TYPE_LAYERED) {
if (tex->type == TextureStorage::TYPE_LAYERED) {
ERR_FAIL_INDEX(p_layer, tex->layers);
}
@ -995,7 +995,7 @@ void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image,
void TextureStorage::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
ERR_FAIL_COND(tex->type != TextureStorage::TYPE_3D);
Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
if (verr != Image::VALIDATE_3D_OK) {
@ -1167,7 +1167,7 @@ Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) cons
Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>());
ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>());
ERR_FAIL_COND_V(tex->type != TextureStorage::TYPE_3D, Vector<Ref<Image>>());
Vector<uint8_t> all_data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
@ -1243,7 +1243,7 @@ void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(tex->type != Texture::TYPE_2D);
ERR_FAIL_COND(tex->type != TextureStorage::TYPE_2D);
tex->width_2d = p_width;
tex->height_2d = p_height;
@ -1855,6 +1855,13 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const {
return AABB(-decal->extents, decal->extents * 2.0);
}
Dependency *TextureStorage::decal_get_dependency(RID p_decal) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND_V(!decal, nullptr);
return &decal->dependency;
}
void TextureStorage::update_decal_atlas() {
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
ERR_FAIL_NULL(copy_effects);

View File

@ -38,248 +38,132 @@
namespace RendererRD {
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
DEFAULT_RD_TEXTURE_BLACK,
DEFAULT_RD_TEXTURE_NORMAL,
DEFAULT_RD_TEXTURE_ANISO,
DEFAULT_RD_TEXTURE_DEPTH,
DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
DEFAULT_RD_TEXTURE_VRS,
DEFAULT_RD_TEXTURE_MAX
};
class LightStorage;
class MaterialStorage;
class CanvasTexture {
class TextureStorage : public RendererTextureStorage {
public:
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
DEFAULT_RD_TEXTURE_BLACK,
DEFAULT_RD_TEXTURE_NORMAL,
DEFAULT_RD_TEXTURE_ANISO,
DEFAULT_RD_TEXTURE_DEPTH,
DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
DEFAULT_RD_TEXTURE_VRS,
DEFAULT_RD_TEXTURE_MAX
};
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
void clear_sets();
~CanvasTexture();
};
class Texture {
public:
enum Type {
enum TextureType {
TYPE_2D,
TYPE_LAYERED,
TYPE_3D
};
Type type;
RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
RenderingDevice::TextureType rd_type;
RID rd_texture;
RID rd_texture_srgb;
RenderingDevice::DataFormat rd_format;
RenderingDevice::DataFormat rd_format_srgb;
RD::TextureView rd_view;
Image::Format format;
Image::Format validated_format;
int width;
int height;
int depth;
int layers;
int mipmaps;
int height_2d;
int width_2d;
struct BufferSlice3D {
Size2i size;
uint32_t offset = 0;
uint32_t buffer_size = 0;
};
Vector<BufferSlice3D> buffer_slices_3d;
uint32_t buffer_size_3d = 0;
bool is_render_target;
bool is_proxy;
Ref<Image> image_cache_2d;
String path;
RID proxy_to;
Vector<RID> proxies;
HashSet<RID> lightmap_users;
RS::TextureDetectCallback detect_3d_callback = nullptr;
void *detect_3d_callback_ud = nullptr;
RS::TextureDetectCallback detect_normal_callback = nullptr;
void *detect_normal_callback_ud = nullptr;
RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
void *detect_roughness_callback_ud = nullptr;
CanvasTexture *canvas_texture = nullptr;
void cleanup();
};
struct DecalAtlas {
struct Texture {
int panorama_to_dp_users;
int users;
Rect2 uv_rect;
};
struct SortItem {
RID texture;
Size2i pixel_size;
Size2i size;
Point2i pos;
bool operator<(const SortItem &p_item) const {
//sort larger to smaller
if (size.height == p_item.size.height) {
return size.width > p_item.size.width;
} else {
return size.height > p_item.size.height;
}
}
};
HashMap<RID, Texture> textures;
bool dirty = true;
int mipmaps = 5;
RID texture;
RID texture_srgb;
struct MipMap {
RID fb;
RID texture;
Size2i size;
};
Vector<MipMap> texture_mipmaps;
Size2i size;
};
struct Decal {
Vector3 extents = Vector3(1, 1, 1);
RID textures[RS::DECAL_TEXTURE_MAX];
float emission_energy = 1.0;
float albedo_mix = 1.0;
Color modulate = Color(1, 1, 1, 1);
uint32_t cull_mask = (1 << 20) - 1;
float upper_fade = 0.3;
float lower_fade = 0.3;
bool distance_fade = false;
float distance_fade_begin = 40.0;
float distance_fade_length = 10.0;
float normal_fade = 0.0;
Dependency dependency;
};
struct RenderTarget {
Size2i size;
uint32_t view_count;
RID framebuffer;
RID color;
//used for retrieving from CPU
RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
Image::Format image_format = Image::FORMAT_L8;
bool is_transparent = false;
bool sdf_enabled = false;
RID backbuffer; //used for effects
RID backbuffer_fb;
RID backbuffer_mipmap0;
Vector<RID> backbuffer_mipmaps;
RID framebuffer_uniform_set;
RID backbuffer_uniform_set;
RID sdf_buffer_write;
RID sdf_buffer_write_fb;
RID sdf_buffer_process[2];
RID sdf_buffer_read;
RID sdf_buffer_process_uniform_sets[2];
RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
Size2i process_size;
// VRS
RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED;
RID vrs_texture;
//texture generated for this owner (nor RD).
RID texture;
bool was_used;
//clear request
bool clear_requested;
Color clear_color;
};
struct RenderTargetSDF {
enum {
SHADER_LOAD,
SHADER_LOAD_SHRINK,
SHADER_PROCESS,
SHADER_PROCESS_OPTIMIZED,
SHADER_STORE,
SHADER_STORE_SHRINK,
SHADER_MAX
};
struct PushConstant {
int32_t size[2];
int32_t stride;
int32_t shift;
int32_t base_size[2];
int32_t pad[2];
};
CanvasSdfShaderRD shader;
RID shader_version;
RID pipelines[SHADER_MAX];
};
class TextureStorage : public RendererTextureStorage {
private:
friend class LightStorage;
friend class MaterialStorage;
static TextureStorage *singleton;
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
/* Canvas Texture API */
RID_Owner<RendererRD::CanvasTexture, true> canvas_texture_owner;
class CanvasTexture {
public:
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
void clear_sets();
~CanvasTexture();
};
RID_Owner<CanvasTexture, true> canvas_texture_owner;
/* Texture API */
class Texture {
public:
TextureType type;
RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
RenderingDevice::TextureType rd_type;
RID rd_texture;
RID rd_texture_srgb;
RenderingDevice::DataFormat rd_format;
RenderingDevice::DataFormat rd_format_srgb;
RD::TextureView rd_view;
Image::Format format;
Image::Format validated_format;
int width;
int height;
int depth;
int layers;
int mipmaps;
int height_2d;
int width_2d;
struct BufferSlice3D {
Size2i size;
uint32_t offset = 0;
uint32_t buffer_size = 0;
};
Vector<BufferSlice3D> buffer_slices_3d;
uint32_t buffer_size_3d = 0;
bool is_render_target;
bool is_proxy;
Ref<Image> image_cache_2d;
String path;
RID proxy_to;
Vector<RID> proxies;
HashSet<RID> lightmap_users;
RS::TextureDetectCallback detect_3d_callback = nullptr;
void *detect_3d_callback_ud = nullptr;
RS::TextureDetectCallback detect_normal_callback = nullptr;
void *detect_normal_callback_ud = nullptr;
RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
void *detect_roughness_callback_ud = nullptr;
CanvasTexture *canvas_texture = nullptr;
void cleanup();
};
//textures can be created from threads, so this RID_Owner is thread safe
mutable RID_Owner<Texture, true> texture_owner;
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
struct TextureToRDFormat {
RD::DataFormat format;
@ -303,13 +187,115 @@ private:
/* DECAL API */
DecalAtlas decal_atlas;
struct DecalAtlas {
struct Texture {
int panorama_to_dp_users;
int users;
Rect2 uv_rect;
};
struct SortItem {
RID texture;
Size2i pixel_size;
Size2i size;
Point2i pos;
bool operator<(const SortItem &p_item) const {
//sort larger to smaller
if (size.height == p_item.size.height) {
return size.width > p_item.size.width;
} else {
return size.height > p_item.size.height;
}
}
};
HashMap<RID, Texture> textures;
bool dirty = true;
int mipmaps = 5;
RID texture;
RID texture_srgb;
struct MipMap {
RID fb;
RID texture;
Size2i size;
};
Vector<MipMap> texture_mipmaps;
Size2i size;
} decal_atlas;
struct Decal {
Vector3 extents = Vector3(1, 1, 1);
RID textures[RS::DECAL_TEXTURE_MAX];
float emission_energy = 1.0;
float albedo_mix = 1.0;
Color modulate = Color(1, 1, 1, 1);
uint32_t cull_mask = (1 << 20) - 1;
float upper_fade = 0.3;
float lower_fade = 0.3;
bool distance_fade = false;
float distance_fade_begin = 40.0;
float distance_fade_length = 10.0;
float normal_fade = 0.0;
Dependency dependency;
};
mutable RID_Owner<Decal, true> decal_owner;
Decal *get_decal(RID p_rid) const { return decal_owner.get_or_null(p_rid); };
/* RENDER TARGET API */
struct RenderTarget {
Size2i size;
uint32_t view_count;
RID framebuffer;
RID color;
//used for retrieving from CPU
RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
Image::Format image_format = Image::FORMAT_L8;
bool is_transparent = false;
bool sdf_enabled = false;
RID backbuffer; //used for effects
RID backbuffer_fb;
RID backbuffer_mipmap0;
Vector<RID> backbuffer_mipmaps;
RID framebuffer_uniform_set;
RID backbuffer_uniform_set;
RID sdf_buffer_write;
RID sdf_buffer_write_fb;
RID sdf_buffer_process[2];
RID sdf_buffer_read;
RID sdf_buffer_process_uniform_sets[2];
RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
Size2i process_size;
// VRS
RS::ViewportVRSMode vrs_mode = RS::VIEWPORT_VRS_DISABLED;
RID vrs_texture;
//texture generated for this owner (nor RD).
RID texture;
bool was_used;
//clear request
bool clear_requested;
Color clear_color;
};
mutable RID_Owner<RenderTarget> render_target_owner;
RenderTarget *get_render_target(RID p_rid) const { return render_target_owner.get_or_null(p_rid); };
void _clear_render_target(RenderTarget *rt);
void _update_render_target(RenderTarget *rt);
@ -318,13 +304,33 @@ private:
void _render_target_clear_sdf(RenderTarget *rt);
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
RenderTargetSDF rt_sdf;
struct RenderTargetSDF {
enum {
SHADER_LOAD,
SHADER_LOAD_SHRINK,
SHADER_PROCESS,
SHADER_PROCESS_OPTIMIZED,
SHADER_STORE,
SHADER_STORE_SHRINK,
SHADER_MAX
};
struct PushConstant {
int32_t size[2];
int32_t stride;
int32_t shift;
int32_t base_size[2];
int32_t pad[2];
};
CanvasSdfShaderRD shader;
RID shader_version;
RID pipelines[SHADER_MAX];
} rt_sdf;
public:
static TextureStorage *get_singleton();
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
return default_rd_textures[p_texture];
}
@ -334,7 +340,6 @@ public:
/* Canvas Texture API */
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
@ -351,8 +356,7 @@ public:
/* Texture API */
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
bool owns_texture(RID p_rid) const { return texture_owner.owns(p_rid); };
virtual bool can_create_resources_async() const override;
@ -394,12 +398,29 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy) override;
//internal usage
_FORCE_INLINE_ TextureType texture_get_type(RID p_texture) {
RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
if (tex == nullptr) {
return TYPE_2D;
}
return tex->type;
}
_FORCE_INLINE_ int texture_get_layers(RID p_texture) {
RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
if (tex == nullptr) {
return 1;
}
return tex->layers;
}
_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
if (p_texture.is_null()) {
return RID();
}
RendererRD::Texture *tex = texture_owner.get_or_null(p_texture);
RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return RID();
@ -411,7 +432,7 @@ public:
if (p_texture.is_null()) {
return Size2i();
}
RendererRD::Texture *tex = texture_owner.get_or_null(p_texture);
RendererRD::TextureStorage::Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return Size2i();
@ -423,8 +444,7 @@ public:
void update_decal_atlas();
Decal *get_decal(RID p_rid) { return decal_owner.get_or_null(p_rid); };
bool owns_decal(RID p_rid) { return decal_owner.owns(p_rid); };
bool owns_decal(RID p_rid) const { return decal_owner.owns(p_rid); };
RID decal_atlas_get_texture() const;
RID decal_atlas_get_texture_srgb() const;
@ -518,11 +538,11 @@ public:
}
virtual AABB decal_get_aabb(RID p_decal) const override;
Dependency *decal_get_dependency(RID p_decal);
/* RENDER TARGET API */
RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
bool owns_render_target(RID p_rid) const { return render_target_owner.owns(p_rid); };
virtual RID render_target_create() override;
virtual void render_target_free(RID p_rid) override;

View File

@ -138,35 +138,37 @@ bool Utilities::free(RID p_rid) {
void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
Mesh *mesh = MeshStorage::get_singleton()->get_mesh(p_base);
p_instance->update_dependency(&mesh->dependency);
Dependency *dependency = MeshStorage::get_singleton()->mesh_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
MultiMesh *multimesh = MeshStorage::get_singleton()->get_multimesh(p_base);
p_instance->update_dependency(&multimesh->dependency);
if (multimesh->mesh.is_valid()) {
base_update_dependency(multimesh->mesh, p_instance);
Dependency *dependency = MeshStorage::get_singleton()->multimesh_get_dependency(p_base);
p_instance->update_dependency(dependency);
RID mesh = MeshStorage::get_singleton()->multimesh_get_mesh(p_base);
if (mesh.is_valid()) {
base_update_dependency(mesh, p_instance);
}
} else if (LightStorage::get_singleton()->owns_reflection_probe(p_base)) {
ReflectionProbe *rp = LightStorage::get_singleton()->get_reflection_probe(p_base);
p_instance->update_dependency(&rp->dependency);
Dependency *dependency = LightStorage::get_singleton()->reflection_probe_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (TextureStorage::get_singleton()->owns_decal(p_base)) {
Decal *decal = TextureStorage::get_singleton()->get_decal(p_base);
p_instance->update_dependency(&decal->dependency);
Dependency *dependency = TextureStorage::get_singleton()->decal_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (GI::get_singleton()->owns_voxel_gi(p_base)) {
GI::VoxelGI *gip = GI::get_singleton()->get_voxel_gi(p_base);
p_instance->update_dependency(&gip->dependency);
} else if (LightStorage::get_singleton()->owns_lightmap(p_base)) {
Lightmap *lm = LightStorage::get_singleton()->get_lightmap(p_base);
p_instance->update_dependency(&lm->dependency);
Dependency *dependency = LightStorage::get_singleton()->lightmap_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Light *l = LightStorage::get_singleton()->get_light(p_base);
p_instance->update_dependency(&l->dependency);
Dependency *dependency = LightStorage::get_singleton()->light_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
Particles *p = ParticlesStorage::get_singleton()->get_particles(p_base);
p_instance->update_dependency(&p->dependency);
Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
ParticlesCollision *pc = ParticlesStorage::get_singleton()->get_particles_collision(p_base);
p_instance->update_dependency(&pc->dependency);
Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (Fog::get_singleton()->owns_fog_volume(p_base)) {
Fog::FogVolume *fv = Fog::get_singleton()->get_fog_volume(p_base);
p_instance->update_dependency(&fv->dependency);