7dbc458bb4
This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations). This cleans up all the shader parameter code. This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided. **NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
286 lines
9.5 KiB
C++
286 lines
9.5 KiB
C++
/**************************************************************************/
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/* shader.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "shader.h"
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#include "core/io/file_access.h"
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#include "scene/scene_string_names.h"
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#include "servers/rendering/shader_language.h"
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#include "servers/rendering/shader_preprocessor.h"
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#include "servers/rendering_server.h"
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#include "texture.h"
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Shader::Mode Shader::get_mode() const {
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return mode;
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}
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void Shader::_dependency_changed() {
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RenderingServer::get_singleton()->shader_set_code(shader, RenderingServer::get_singleton()->shader_get_code(shader));
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emit_changed();
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}
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void Shader::set_path(const String &p_path, bool p_take_over) {
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Resource::set_path(p_path, p_take_over);
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RS::get_singleton()->shader_set_path_hint(shader, p_path);
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}
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void Shader::set_code(const String &p_code) {
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for (Ref<ShaderInclude> E : include_dependencies) {
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E->disconnect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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String type = ShaderLanguage::get_shader_type(p_code);
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if (type == "canvas_item") {
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mode = MODE_CANVAS_ITEM;
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} else if (type == "particles") {
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mode = MODE_PARTICLES;
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} else if (type == "sky") {
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mode = MODE_SKY;
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} else if (type == "fog") {
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mode = MODE_FOG;
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} else {
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mode = MODE_SPATIAL;
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}
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code = p_code;
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String pp_code = p_code;
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HashSet<Ref<ShaderInclude>> new_include_dependencies;
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{
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// Preprocessor must run here and not in the server because:
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// 1) Need to keep track of include dependencies at resource level
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// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
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ShaderPreprocessor preprocessor;
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preprocessor.preprocess(p_code, "", pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
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}
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// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
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include_dependencies = new_include_dependencies;
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for (Ref<ShaderInclude> E : include_dependencies) {
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E->connect(SNAME("changed"), callable_mp(this, &Shader::_dependency_changed));
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}
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RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
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emit_changed();
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}
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String Shader::get_code() const {
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_update_shader();
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return code;
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}
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void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
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_update_shader();
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List<PropertyInfo> local;
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RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local);
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for (PropertyInfo &pi : local) {
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bool is_group = pi.usage == PROPERTY_USAGE_GROUP || pi.usage == PROPERTY_USAGE_SUBGROUP;
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if (!p_get_groups && is_group) {
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continue;
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}
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if (!is_group) {
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if (default_textures.has(pi.name)) { //do not show default textures
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continue;
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}
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}
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if (p_params) {
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//small little hack
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if (pi.type == Variant::RID) {
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pi.type = Variant::OBJECT;
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}
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p_params->push_back(pi);
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}
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}
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}
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RID Shader::get_rid() const {
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_update_shader();
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return shader;
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}
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void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) {
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if (p_texture.is_valid()) {
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if (!default_textures.has(p_name)) {
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default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
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}
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default_textures[p_name][p_index] = p_texture;
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RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
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} else {
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if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
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default_textures[p_name].erase(p_index);
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if (default_textures[p_name].is_empty()) {
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default_textures.erase(p_name);
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}
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}
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RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
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}
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emit_changed();
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}
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Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
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if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
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return default_textures[p_name][p_index];
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}
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return Ref<Texture2D>();
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}
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void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
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for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
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r_textures->push_back(E.key);
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}
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}
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bool Shader::is_text_shader() const {
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return true;
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}
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void Shader::_update_shader() const {
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}
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Array Shader::_get_shader_uniform_list(bool p_get_groups) {
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List<PropertyInfo> uniform_list;
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get_shader_uniform_list(&uniform_list, p_get_groups);
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Array ret;
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for (const PropertyInfo &pi : uniform_list) {
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ret.push_back(pi.operator Dictionary());
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}
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return ret;
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}
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void Shader::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_mode"), &Shader::get_mode);
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ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
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ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
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ClassDB::bind_method(D_METHOD("set_default_texture_parameter", "name", "texture", "index"), &Shader::set_default_texture_parameter, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_default_texture_parameter", "name", "index"), &Shader::get_default_texture_parameter, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
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BIND_ENUM_CONSTANT(MODE_SPATIAL);
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BIND_ENUM_CONSTANT(MODE_CANVAS_ITEM);
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BIND_ENUM_CONSTANT(MODE_PARTICLES);
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BIND_ENUM_CONSTANT(MODE_SKY);
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BIND_ENUM_CONSTANT(MODE_FOG);
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}
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Shader::Shader() {
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shader = RenderingServer::get_singleton()->shader_create();
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}
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Shader::~Shader() {
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ERR_FAIL_NULL(RenderingServer::get_singleton());
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RenderingServer::get_singleton()->free(shader);
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}
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////////////
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Ref<Resource> ResourceFormatLoaderShader::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
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if (r_error) {
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*r_error = ERR_FILE_CANT_OPEN;
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}
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Ref<Shader> shader;
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shader.instantiate();
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Vector<uint8_t> buffer = FileAccess::get_file_as_bytes(p_path);
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String str;
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str.parse_utf8((const char *)buffer.ptr(), buffer.size());
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shader->set_code(str);
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if (r_error) {
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*r_error = OK;
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}
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return shader;
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}
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void ResourceFormatLoaderShader::get_recognized_extensions(List<String> *p_extensions) const {
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p_extensions->push_back("gdshader");
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}
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bool ResourceFormatLoaderShader::handles_type(const String &p_type) const {
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return (p_type == "Shader");
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}
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String ResourceFormatLoaderShader::get_resource_type(const String &p_path) const {
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String el = p_path.get_extension().to_lower();
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if (el == "gdshader") {
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return "Shader";
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}
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return "";
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}
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Error ResourceFormatSaverShader::save(const Ref<Resource> &p_resource, const String &p_path, uint32_t p_flags) {
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Ref<Shader> shader = p_resource;
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ERR_FAIL_COND_V(shader.is_null(), ERR_INVALID_PARAMETER);
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String source = shader->get_code();
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Error err;
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Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
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ERR_FAIL_COND_V_MSG(err, err, "Cannot save shader '" + p_path + "'.");
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file->store_string(source);
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if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
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return ERR_CANT_CREATE;
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}
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return OK;
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}
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void ResourceFormatSaverShader::get_recognized_extensions(const Ref<Resource> &p_resource, List<String> *p_extensions) const {
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if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) {
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if (shader->is_text_shader()) {
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p_extensions->push_back("gdshader");
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}
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}
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}
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bool ResourceFormatSaverShader::recognize(const Ref<Resource> &p_resource) const {
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return p_resource->get_class_name() == "Shader"; //only shader, not inherited
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}
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