dbe757102c
Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid shaders (temporarily)." The bug occurred because various setters called in materials' constructors add materials to queues that are processed on the main thread. This means that when the materials are created in another thread, they can be processed on the main thread before the constructor has finished. The fix adds a flag to affected materials that prevents them from being added to the queue until their constructors have finished initialising all the members.
308 lines
11 KiB
C++
308 lines
11 KiB
C++
/*************************************************************************/
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/* canvas_item_material.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "canvas_item_material.h"
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#include "core/version.h"
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Mutex CanvasItemMaterial::material_mutex;
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SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
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Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
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CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
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void CanvasItemMaterial::init_shaders() {
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dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
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shader_names = memnew(ShaderNames);
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shader_names->particles_anim_h_frames = "particles_anim_h_frames";
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shader_names->particles_anim_v_frames = "particles_anim_v_frames";
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shader_names->particles_anim_loop = "particles_anim_loop";
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}
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void CanvasItemMaterial::finish_shaders() {
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memdelete(dirty_materials);
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memdelete(shader_names);
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dirty_materials = nullptr;
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}
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void CanvasItemMaterial::_update_shader() {
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dirty_materials->remove(&element);
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MaterialKey mk = _compute_key();
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if (mk.key == current_key.key) {
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return; //no update required in the end
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}
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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RS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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}
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current_key = mk;
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if (shader_map.has(mk)) {
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RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
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shader_map[mk].users++;
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return;
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}
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//must create a shader!
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// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
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String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
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code += "shader_type canvas_item;\nrender_mode ";
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switch (blend_mode) {
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case BLEND_MODE_MIX:
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code += "blend_mix";
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break;
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case BLEND_MODE_ADD:
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code += "blend_add";
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break;
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case BLEND_MODE_SUB:
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code += "blend_sub";
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break;
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case BLEND_MODE_MUL:
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code += "blend_mul";
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break;
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case BLEND_MODE_PREMULT_ALPHA:
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code += "blend_premul_alpha";
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break;
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case BLEND_MODE_DISABLED:
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code += "blend_disabled";
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break;
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}
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switch (light_mode) {
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case LIGHT_MODE_NORMAL:
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break;
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case LIGHT_MODE_UNSHADED:
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code += ",unshaded";
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break;
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case LIGHT_MODE_LIGHT_ONLY:
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code += ",light_only";
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break;
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}
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code += ";\n";
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if (particles_animation) {
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code += "uniform int particles_anim_h_frames;\n";
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code += "uniform int particles_anim_v_frames;\n";
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code += "uniform bool particles_anim_loop;\n\n";
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code += "void vertex() {\n";
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code += " float h_frames = float(particles_anim_h_frames);\n";
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code += " float v_frames = float(particles_anim_v_frames);\n";
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code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
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code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
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code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
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code += " if (!particles_anim_loop) {\n";
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code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
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code += " } else {\n";
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code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
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code += " }";
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code += " UV /= vec2(h_frames, v_frames);\n";
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code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
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code += "}\n";
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}
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ShaderData shader_data;
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shader_data.shader = RS::get_singleton()->shader_create();
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shader_data.users = 1;
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RS::get_singleton()->shader_set_code(shader_data.shader, code);
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shader_map[mk] = shader_data;
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RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
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}
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void CanvasItemMaterial::flush_changes() {
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MutexLock lock(material_mutex);
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while (dirty_materials->first()) {
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dirty_materials->first()->self()->_update_shader();
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}
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}
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void CanvasItemMaterial::_queue_shader_change() {
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MutexLock lock(material_mutex);
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if (is_initialized && !element.in_list()) {
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dirty_materials->add(&element);
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}
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}
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bool CanvasItemMaterial::_is_shader_dirty() const {
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MutexLock lock(material_mutex);
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return element.in_list();
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}
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void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
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blend_mode = p_blend_mode;
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_queue_shader_change();
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}
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CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
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return blend_mode;
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}
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void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
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light_mode = p_light_mode;
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_queue_shader_change();
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}
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CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
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return light_mode;
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}
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void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
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particles_animation = p_particles_anim;
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_queue_shader_change();
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notify_property_list_changed();
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}
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bool CanvasItemMaterial::get_particles_animation() const {
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return particles_animation;
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}
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void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
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particles_anim_h_frames = p_frames;
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RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
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}
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int CanvasItemMaterial::get_particles_anim_h_frames() const {
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return particles_anim_h_frames;
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}
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void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
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particles_anim_v_frames = p_frames;
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RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
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}
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int CanvasItemMaterial::get_particles_anim_v_frames() const {
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return particles_anim_v_frames;
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}
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void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
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particles_anim_loop = p_loop;
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RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
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}
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bool CanvasItemMaterial::get_particles_anim_loop() const {
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return particles_anim_loop;
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}
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void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
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if (property.name.begins_with("particles_anim_") && !particles_animation) {
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property.usage = PROPERTY_USAGE_NONE;
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}
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}
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RID CanvasItemMaterial::get_shader_rid() const {
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ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
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return shader_map[current_key].shader;
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}
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Shader::Mode CanvasItemMaterial::get_shader_mode() const {
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return Shader::MODE_CANVAS_ITEM;
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}
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void CanvasItemMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
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ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
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ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
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ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
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ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
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ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
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ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
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ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
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ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
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ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
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ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
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ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
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BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
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BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
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BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
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BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
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BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
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BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
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BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
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BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
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}
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CanvasItemMaterial::CanvasItemMaterial() :
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element(this) {
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set_particles_anim_h_frames(1);
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set_particles_anim_v_frames(1);
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set_particles_anim_loop(false);
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current_key.invalid_key = 1;
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is_initialized = true;
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_queue_shader_change();
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}
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CanvasItemMaterial::~CanvasItemMaterial() {
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MutexLock lock(material_mutex);
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if (shader_map.has(current_key)) {
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shader_map[current_key].users--;
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if (shader_map[current_key].users == 0) {
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//deallocate shader, as it's no longer in use
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RS::get_singleton()->free(shader_map[current_key].shader);
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shader_map.erase(current_key);
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}
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RS::get_singleton()->material_set_shader(_get_material(), RID());
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}
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}
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