feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
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@ -1,4 +1,5 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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File diff suppressed because it is too large
Load diff
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@ -33,9 +33,7 @@
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#include "core/templates/paged_allocator.h"
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#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
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#define RB_SCOPE_MOBILE SNAME("mobile")
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@ -59,32 +57,6 @@ private:
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MATERIAL_UNIFORM_SET = 3,
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};
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enum {
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SPEC_CONSTANT_USING_PROJECTOR = 0,
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SPEC_CONSTANT_USING_SOFT_SHADOWS = 1,
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SPEC_CONSTANT_USING_DIRECTIONAL_SOFT_SHADOWS = 2,
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SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 3,
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SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 4,
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SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 5,
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SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 6,
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SPEC_CONSTANT_DECAL_USE_MIPMAPS = 7,
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SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS = 8,
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SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 9,
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SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 10,
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SPEC_CONSTANT_DISABLE_REFLECTION_PROBES = 11,
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SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 12,
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SPEC_CONSTANT_DISABLE_DECALS = 13,
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SPEC_CONSTANT_DISABLE_FOG = 14,
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SPEC_CONSTANT_USE_DEPTH_FOG = 16,
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SPEC_CONSTANT_IS_MULTIMESH = 17,
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};
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enum {
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MAX_LIGHTMAPS = 8,
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MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance
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@ -152,14 +124,14 @@ private:
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RID render_pass_uniform_set;
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bool force_wireframe = false;
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Vector2 uv_offset;
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uint32_t spec_constant_base_flags = 0;
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SceneShaderForwardMobile::ShaderSpecialization base_specialization;
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float lod_distance_multiplier = 0.0;
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float screen_mesh_lod_threshold = 0.0;
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RD::FramebufferFormatID framebuffer_format = 0;
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uint32_t element_offset = 0;
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uint32_t subpass = 0;
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RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0) {
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RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, SceneShaderForwardMobile::ShaderSpecialization p_base_specialization, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0) {
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elements = p_elements;
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element_info = p_element_info;
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element_count = p_element_count;
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@ -173,7 +145,7 @@ private:
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lod_distance_multiplier = p_lod_distance_multiplier;
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screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
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element_offset = p_element_offset;
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spec_constant_base_flags = p_spec_constant_base_flags;
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base_specialization = p_base_specialization;
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}
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};
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@ -208,8 +180,9 @@ private:
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struct LightmapData {
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float normal_xform[12];
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float pad[3];
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float texture_size[2];
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float exposure_normalization;
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uint32_t flags;
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};
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struct LightmapCaptureData {
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@ -221,10 +194,16 @@ private:
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struct SceneState {
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LocalVector<RID> uniform_buffers;
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struct PushConstantUbershader {
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SceneShaderForwardMobile::ShaderSpecialization specialization;
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SceneShaderForwardMobile::UbershaderConstants constants;
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};
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struct PushConstant {
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float uv_offset[2];
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uint32_t base_index;
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uint32_t pad;
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PushConstantUbershader ubershader;
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};
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struct InstanceData {
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@ -263,6 +242,7 @@ private:
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bool used_normal_texture = false;
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bool used_depth_texture = false;
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bool used_sss = false;
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bool used_lightmap = false;
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struct ShadowPass {
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uint32_t element_from;
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@ -275,8 +255,8 @@ private:
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float screen_mesh_lod_threshold;
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RID framebuffer;
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RD::InitialAction initial_depth_action;
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Rect2i rect;
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bool clear_depth;
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};
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LocalVector<ShadowPass> shadow_passes;
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@ -350,7 +330,7 @@ private:
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template <PassMode p_pass_mode>
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_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
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void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
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void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 0.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
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void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, BitField<RD::DrawFlags> p_clear_colors = RD::DRAW_DEFAULT_ALL, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth_value = 0.0, uint32_t p_clear_stencil_value = 0, const Rect2 &p_region = Rect2());
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RenderList render_list[RENDER_LIST_MAX];
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@ -365,12 +345,12 @@ protected:
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virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
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virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
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virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override{};
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virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override{};
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override{};
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virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
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virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override{};
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override{};
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override {}
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override {}
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/* Geometry instance */
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@ -378,6 +358,7 @@ protected:
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// When changing any of these enums, remember to change the corresponding enums in the shader files as well.
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enum {
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INSTANCE_DATA_FLAG_MULTIMESH_INDIRECT = 1 << 2,
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INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3,
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INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
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INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
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@ -416,6 +397,10 @@ protected:
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};
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union {
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struct {
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uint64_t sort_key1;
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uint64_t sort_key2;
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};
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struct {
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// !BAS! CHECK BITS!!!
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@ -432,10 +417,6 @@ protected:
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// uint64_t lod_index : 8; // no need to sort on LOD
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// uint64_t uses_forward_gi : 1; // no GI here, remove
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};
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struct {
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uint64_t sort_key1;
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uint64_t sort_key2;
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};
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} sort;
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RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
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@ -454,6 +435,12 @@ protected:
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GeometryInstanceSurfaceDataCache *next = nullptr;
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GeometryInstanceForwardMobile *owner = nullptr;
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SelfList<GeometryInstanceSurfaceDataCache> compilation_dirty_element;
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SelfList<GeometryInstanceSurfaceDataCache> compilation_all_element;
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GeometryInstanceSurfaceDataCache() :
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compilation_dirty_element(this), compilation_all_element(this) {}
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};
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class GeometryInstanceForwardMobile : public RenderGeometryInstanceBase {
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@ -541,6 +528,14 @@ protected:
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return forward_id_storage_mobile;
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}
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struct ForwardIDByMapSort {
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uint8_t map;
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RendererRD::ForwardID forward_id;
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bool operator<(const ForwardIDByMapSort &p_sort) const {
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return map > p_sort.map;
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}
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};
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public:
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static RenderForwardMobile *get_singleton() { return singleton; }
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@ -559,24 +554,79 @@ public:
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static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
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SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
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SelfList<GeometryInstanceSurfaceDataCache>::List geometry_surface_compilation_dirty_list;
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SelfList<GeometryInstanceSurfaceDataCache>::List geometry_surface_compilation_all_list;
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PagedAllocator<GeometryInstanceForwardMobile> geometry_instance_alloc;
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PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
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PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
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struct SurfacePipelineData {
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void *mesh_surface = nullptr;
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void *mesh_surface_shadow = nullptr;
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SceneShaderForwardMobile::ShaderData *shader = nullptr;
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SceneShaderForwardMobile::ShaderData *shader_shadow = nullptr;
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bool instanced = false;
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bool uses_opaque = false;
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bool uses_transparent = false;
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bool uses_depth = false;
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bool can_use_lightmap = false;
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};
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struct GlobalPipelineData {
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union {
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uint32_t key;
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struct {
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uint32_t texture_samples : 3;
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uint32_t target_samples : 3;
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uint32_t use_reflection_probes : 1;
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uint32_t use_lightmaps : 1;
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uint32_t use_multiview : 1;
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uint32_t use_16_bit_shadows : 1;
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uint32_t use_32_bit_shadows : 1;
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uint32_t use_shadow_cubemaps : 1;
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uint32_t use_shadow_dual_paraboloid : 1;
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uint32_t use_vrs : 1;
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uint32_t use_subpass_post_pass : 1;
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uint32_t use_separate_post_pass : 1;
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uint32_t use_hdr_render_target : 1;
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uint32_t use_ldr_render_target : 1;
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};
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};
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};
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GlobalPipelineData global_pipeline_data_compiled = {};
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GlobalPipelineData global_pipeline_data_required = {};
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typedef Pair<SceneShaderForwardMobile::ShaderData *, SceneShaderForwardMobile::ShaderData::PipelineKey> ShaderPipelinePair;
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void _update_global_pipeline_data_requirements_from_project();
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void _update_global_pipeline_data_requirements_from_light_storage();
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void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
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void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh);
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void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
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void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
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void _mesh_compile_pipeline_for_surface(SceneShaderForwardMobile::ShaderData *p_shader, void *p_mesh_surface, bool p_instanced_surface, RS::PipelineSource p_source, SceneShaderForwardMobile::ShaderData::PipelineKey &r_pipeline_key, Vector<ShaderPipelinePair> *r_pipeline_pairs = nullptr);
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void _mesh_compile_pipelines_for_surface(const SurfacePipelineData &p_surface, const GlobalPipelineData &p_global, RS::PipelineSource p_source, Vector<ShaderPipelinePair> *r_pipeline_pairs = nullptr);
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void _mesh_generate_all_pipelines_for_surface_cache(GeometryInstanceSurfaceDataCache *p_surface_cache, const GlobalPipelineData &p_global);
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void _update_dirty_geometry_instances();
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void _update_dirty_geometry_pipelines();
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virtual RenderGeometryInstance *geometry_instance_create(RID p_base) override;
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virtual void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
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virtual uint32_t geometry_instance_get_pair_mask() override;
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/* PIPELINES */
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virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation) override;
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virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override;
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virtual bool free(RID p_rid) override;
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virtual void update() override;
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virtual void base_uniforms_changed() override;
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virtual bool is_dynamic_gi_supported() const override;
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@ -43,9 +43,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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//compile
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code = p_code;
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valid = false;
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ubo_size = 0;
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uniforms.clear();
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_clear_vertex_input_mask_cache();
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if (code.is_empty()) {
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return; //just invalid, but no error
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@ -53,10 +53,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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ShaderCompiler::GeneratedCode gen_code;
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int blend_mode = BLEND_MODE_MIX;
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int depth_testi = DEPTH_TEST_ENABLED;
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int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
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int cull = CULL_BACK;
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blend_mode = BLEND_MODE_MIX;
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depth_testi = DEPTH_TEST_ENABLED;
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alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
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cull_mode = RS::CULL_MODE_BACK;
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uses_point_size = false;
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uses_alpha = false;
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@ -68,8 +68,8 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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uses_roughness = false;
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uses_normal = false;
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uses_tangent = false;
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bool uses_normal_map = false;
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bool wireframe = false;
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uses_normal_map = false;
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wireframe = false;
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unshaded = false;
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uses_vertex = false;
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@ -91,7 +91,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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@ -102,9 +102,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
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actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
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actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
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actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
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actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_DISABLED);
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actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_FRONT);
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actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull_mode, RS::CULL_MODE_BACK);
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actions.render_mode_flags["unshaded"] = &unshaded;
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actions.render_mode_flags["wireframe"] = &wireframe;
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@ -141,13 +141,19 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.uniforms = &uniforms;
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SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
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MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
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Error err = SceneShaderForwardMobile::singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
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Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
|
||||
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
|
||||
if (err != OK) {
|
||||
if (version.is_valid()) {
|
||||
SceneShaderForwardMobile::singleton->shader.version_free(version);
|
||||
version = RID();
|
||||
}
|
||||
ERR_FAIL_MSG("Shader compilation failed.");
|
||||
}
|
||||
|
||||
if (version.is_null()) {
|
||||
version = shader_singleton->shader.version_create();
|
||||
version = SceneShaderForwardMobile::singleton->shader.version_create();
|
||||
}
|
||||
|
||||
depth_draw = DepthDraw(depth_drawi);
|
||||
|
|
@ -163,11 +169,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
|
|||
|
||||
#ifdef DEBUG_ENABLED
|
||||
if (uses_sss) {
|
||||
WARN_PRINT_ONCE_ED("Sub-surface scattering is only available when using the Forward+ rendering backend.");
|
||||
WARN_PRINT_ONCE_ED("Subsurface scattering is only available when using the Forward+ renderer.");
|
||||
}
|
||||
|
||||
if (uses_transmittance) {
|
||||
WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend.");
|
||||
WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ renderer.");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
@ -189,86 +195,62 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
|
|||
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
|
||||
#endif
|
||||
|
||||
shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
|
||||
ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
|
||||
SceneShaderForwardMobile::singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
|
||||
|
||||
ubo_size = gen_code.uniform_total_size;
|
||||
ubo_offsets = gen_code.uniform_offsets;
|
||||
texture_uniforms = gen_code.texture_uniforms;
|
||||
|
||||
//blend modes
|
||||
pipeline_hash_map.clear_pipelines();
|
||||
|
||||
// if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
|
||||
// If any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage.
|
||||
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
|
||||
blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
|
||||
}
|
||||
|
||||
RD::PipelineColorBlendState::Attachment blend_attachment;
|
||||
uses_blend_alpha = blend_mode_uses_blend_alpha(BlendMode(blend_mode));
|
||||
}
|
||||
|
||||
switch (blend_mode) {
|
||||
case BLEND_MODE_MIX: {
|
||||
blend_attachment.enable_blend = true;
|
||||
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
||||
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
bool SceneShaderForwardMobile::ShaderData::is_animated() const {
|
||||
return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
|
||||
}
|
||||
|
||||
} break;
|
||||
case BLEND_MODE_ADD: {
|
||||
blend_attachment.enable_blend = true;
|
||||
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
||||
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
||||
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
uses_blend_alpha = true; //force alpha used because of blend
|
||||
bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
|
||||
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
|
||||
bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
|
||||
bool has_alpha = has_base_alpha || uses_blend_alpha;
|
||||
|
||||
} break;
|
||||
case BLEND_MODE_SUB: {
|
||||
blend_attachment.enable_blend = true;
|
||||
blend_attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
|
||||
blend_attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
|
||||
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
||||
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
||||
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
uses_blend_alpha = true; //force alpha used because of blend
|
||||
return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
|
||||
}
|
||||
|
||||
} break;
|
||||
case BLEND_MODE_MUL: {
|
||||
blend_attachment.enable_blend = true;
|
||||
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
|
||||
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
|
||||
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
|
||||
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
|
||||
uses_blend_alpha = true; //force alpha used because of blend
|
||||
} break;
|
||||
case BLEND_MODE_ALPHA_TO_COVERAGE: {
|
||||
blend_attachment.enable_blend = true;
|
||||
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
||||
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
|
||||
} break;
|
||||
case BLEND_MODE_PREMULT_ALPHA: {
|
||||
blend_attachment.enable_blend = true;
|
||||
blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
|
||||
blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
||||
blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
uses_blend_alpha = true; // Force alpha used because of blend.
|
||||
} break;
|
||||
RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
|
||||
if (version.is_valid()) {
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
return SceneShaderForwardMobile::singleton->shader.version_get_native_source_code(version);
|
||||
} else {
|
||||
return RS::ShaderNativeSourceCode();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneShaderForwardMobile::ShaderData::_create_pipeline(PipelineKey p_pipeline_key) {
|
||||
#if PRINT_PIPELINE_COMPILATION_KEYS
|
||||
print_line(
|
||||
"HASH:", p_pipeline_key.hash(),
|
||||
"VERSION:", version,
|
||||
"VERTEX:", p_pipeline_key.vertex_format_id,
|
||||
"FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,
|
||||
"CULL:", p_pipeline_key.cull_mode,
|
||||
"PRIMITIVE:", p_pipeline_key.primitive_type,
|
||||
"VERSION:", p_pipeline_key.version,
|
||||
"SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,
|
||||
"SPEC PACKED #1:", p_pipeline_key.shader_specialization.packed_1,
|
||||
"SPEC PACKED #2:", p_pipeline_key.shader_specialization.packed_2,
|
||||
"SPEC PACKED #3:", p_pipeline_key.shader_specialization.packed_3,
|
||||
"RENDER PASS:", p_pipeline_key.render_pass,
|
||||
"WIREFRAME:", p_pipeline_key.wireframe);
|
||||
#endif
|
||||
|
||||
RD::PipelineColorBlendState::Attachment blend_attachment = blend_mode_to_blend_attachment(BlendMode(blend_mode));
|
||||
RD::PipelineColorBlendState blend_state_blend;
|
||||
blend_state_blend.attachments.push_back(blend_attachment);
|
||||
RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
|
||||
|
|
@ -286,113 +268,161 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
|
|||
depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < CULL_VARIANT_MAX; i++) {
|
||||
RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
|
||||
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
|
||||
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
|
||||
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
|
||||
};
|
||||
RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
|
||||
RD::RENDER_PRIMITIVE_POINTS,
|
||||
RD::RENDER_PRIMITIVE_LINES,
|
||||
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
||||
RD::RENDER_PRIMITIVE_TRIANGLES,
|
||||
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
||||
};
|
||||
|
||||
RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
|
||||
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[p_pipeline_key.primitive_type];
|
||||
|
||||
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
|
||||
RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
|
||||
RD::RENDER_PRIMITIVE_POINTS,
|
||||
RD::RENDER_PRIMITIVE_LINES,
|
||||
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
||||
RD::RENDER_PRIMITIVE_TRIANGLES,
|
||||
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
||||
};
|
||||
RD::PipelineRasterizationState raster_state;
|
||||
raster_state.cull_mode = p_pipeline_key.cull_mode;
|
||||
raster_state.wireframe = wireframe || p_pipeline_key.wireframe;
|
||||
|
||||
RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
|
||||
RD::PipelineMultisampleState multisample_state;
|
||||
multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
|
||||
|
||||
for (int k = 0; k < SHADER_VERSION_MAX; k++) {
|
||||
if (!static_cast<SceneShaderForwardMobile *>(singleton)->shader.is_variant_enabled(k)) {
|
||||
continue;
|
||||
}
|
||||
RD::PipelineRasterizationState raster_state;
|
||||
raster_state.cull_mode = cull_mode_rd;
|
||||
raster_state.wireframe = wireframe;
|
||||
RD::PipelineColorBlendState blend_state;
|
||||
if (uses_alpha || uses_blend_alpha) {
|
||||
// These flags should only go through if we have some form of MSAA.
|
||||
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
|
||||
multisample_state.enable_alpha_to_coverage = true;
|
||||
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
|
||||
multisample_state.enable_alpha_to_coverage = true;
|
||||
multisample_state.enable_alpha_to_one = true;
|
||||
}
|
||||
|
||||
RD::PipelineColorBlendState blend_state;
|
||||
RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
|
||||
RD::PipelineMultisampleState multisample_state;
|
||||
|
||||
if (uses_alpha || uses_blend_alpha) {
|
||||
// only allow these flags to go through if we have some form of msaa
|
||||
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
|
||||
multisample_state.enable_alpha_to_coverage = true;
|
||||
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
|
||||
multisample_state.enable_alpha_to_coverage = true;
|
||||
multisample_state.enable_alpha_to_one = true;
|
||||
}
|
||||
|
||||
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
|
||||
blend_state = blend_state_blend;
|
||||
if (depth_draw == DEPTH_DRAW_OPAQUE && !uses_alpha_clip) {
|
||||
depth_stencil.enable_depth_write = false; //alpha does not draw depth
|
||||
}
|
||||
} else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) {
|
||||
//none, blend state contains nothing
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
|
||||
} else {
|
||||
pipelines[i][j][k].clear();
|
||||
continue; // do not use this version (will error if using it is attempted)
|
||||
}
|
||||
} else {
|
||||
if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
|
||||
blend_state = blend_state_opaque;
|
||||
} else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) {
|
||||
//none, leave empty
|
||||
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
|
||||
} else {
|
||||
// ???
|
||||
}
|
||||
}
|
||||
|
||||
RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
|
||||
pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
|
||||
if (p_pipeline_key.version == SHADER_VERSION_COLOR_PASS || p_pipeline_key.version == SHADER_VERSION_COLOR_PASS_MULTIVIEW || p_pipeline_key.version == SHADER_VERSION_LIGHTMAP_COLOR_PASS || p_pipeline_key.version == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
|
||||
blend_state = blend_state_blend;
|
||||
if (depth_draw == DEPTH_DRAW_OPAQUE && !uses_alpha_clip) {
|
||||
// Alpha does not write to depth.
|
||||
depth_stencil_state.enable_depth_write = false;
|
||||
}
|
||||
} else if (p_pipeline_key.version == SHADER_VERSION_SHADOW_PASS || p_pipeline_key.version == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || p_pipeline_key.version == SHADER_VERSION_SHADOW_PASS_DP) {
|
||||
// Contains nothing.
|
||||
} else if (p_pipeline_key.version == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
// Writes to normal and roughness in opaque way.
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5);
|
||||
} else {
|
||||
// Do not use this version (error case).
|
||||
}
|
||||
} else {
|
||||
if (p_pipeline_key.version == SHADER_VERSION_COLOR_PASS || p_pipeline_key.version == SHADER_VERSION_COLOR_PASS_MULTIVIEW || p_pipeline_key.version == SHADER_VERSION_LIGHTMAP_COLOR_PASS || p_pipeline_key.version == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
|
||||
blend_state = blend_state_opaque;
|
||||
} else if (p_pipeline_key.version == SHADER_VERSION_SHADOW_PASS || p_pipeline_key.version == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || p_pipeline_key.version == SHADER_VERSION_SHADOW_PASS_DP) {
|
||||
// Contains nothing.
|
||||
} else if (p_pipeline_key.version == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
// Writes to normal and roughness in opaque way.
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5);
|
||||
} else {
|
||||
// Unknown pipeline version.
|
||||
}
|
||||
}
|
||||
|
||||
valid = true;
|
||||
// Convert the specialization from the key to pipeline specialization constants.
|
||||
Vector<RD::PipelineSpecializationConstant> specialization_constants;
|
||||
RD::PipelineSpecializationConstant sc;
|
||||
sc.constant_id = 0;
|
||||
sc.int_value = p_pipeline_key.shader_specialization.packed_0;
|
||||
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
|
||||
specialization_constants.push_back(sc);
|
||||
|
||||
sc.constant_id = 1;
|
||||
sc.int_value = p_pipeline_key.shader_specialization.packed_1;
|
||||
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
|
||||
specialization_constants.push_back(sc);
|
||||
|
||||
sc.constant_id = 2;
|
||||
sc.int_value = p_pipeline_key.shader_specialization.packed_2;
|
||||
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
|
||||
specialization_constants.push_back(sc);
|
||||
|
||||
sc.constant_id = 3;
|
||||
sc.float_value = p_pipeline_key.shader_specialization.packed_3;
|
||||
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT;
|
||||
specialization_constants.push_back(sc);
|
||||
|
||||
RID shader_rid = get_shader_variant(p_pipeline_key.version, p_pipeline_key.ubershader);
|
||||
ERR_FAIL_COND(shader_rid.is_null());
|
||||
|
||||
RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, primitive_rd, raster_state, multisample_state, depth_stencil_state, blend_state, 0, p_pipeline_key.render_pass, specialization_constants);
|
||||
ERR_FAIL_COND(pipeline.is_null());
|
||||
|
||||
pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
|
||||
}
|
||||
|
||||
bool SceneShaderForwardMobile::ShaderData::is_animated() const {
|
||||
return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
|
||||
RD::PolygonCullMode SceneShaderForwardMobile::ShaderData::get_cull_mode_from_cull_variant(CullVariant p_cull_variant) {
|
||||
const RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
|
||||
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
|
||||
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
|
||||
{ RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
|
||||
};
|
||||
|
||||
return cull_mode_rd_table[p_cull_variant][cull_mode];
|
||||
}
|
||||
|
||||
bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
|
||||
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
|
||||
bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha;
|
||||
bool has_alpha = has_base_alpha || uses_blend_alpha;
|
||||
|
||||
return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
|
||||
void SceneShaderForwardMobile::ShaderData::_clear_vertex_input_mask_cache() {
|
||||
for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {
|
||||
vertex_input_masks[i].store(0);
|
||||
}
|
||||
}
|
||||
|
||||
RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
|
||||
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
|
||||
RID SceneShaderForwardMobile::ShaderData::get_shader_variant(ShaderVersion p_shader_version, bool p_ubershader) const {
|
||||
if (version.is_valid()) {
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
ERR_FAIL_NULL_V(SceneShaderForwardMobile::singleton, RID());
|
||||
return SceneShaderForwardMobile::singleton->shader.version_get_shader(version, p_shader_version + (p_ubershader ? SHADER_VERSION_MAX : 0));
|
||||
} else {
|
||||
return RID();
|
||||
}
|
||||
}
|
||||
|
||||
return shader_singleton->shader.version_get_native_source_code(version);
|
||||
uint64_t SceneShaderForwardMobile::ShaderData::get_vertex_input_mask(ShaderVersion p_shader_version, bool p_ubershader) {
|
||||
// Vertex input masks require knowledge of the shader. Since querying the shader can be expensive due to high contention and the necessary mutex, we cache the result instead.
|
||||
uint32_t input_mask_index = p_shader_version + (p_ubershader ? SHADER_VERSION_MAX : 0);
|
||||
uint64_t input_mask = vertex_input_masks[input_mask_index].load(std::memory_order_relaxed);
|
||||
if (input_mask == 0) {
|
||||
RID shader_rid = get_shader_variant(p_shader_version, p_ubershader);
|
||||
ERR_FAIL_COND_V(shader_rid.is_null(), 0);
|
||||
|
||||
input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);
|
||||
vertex_input_masks[input_mask_index].store(input_mask, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
return input_mask;
|
||||
}
|
||||
|
||||
bool SceneShaderForwardMobile::ShaderData::is_valid() const {
|
||||
if (version.is_valid()) {
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
ERR_FAIL_NULL_V(SceneShaderForwardMobile::singleton, false);
|
||||
return SceneShaderForwardMobile::singleton->shader.version_is_valid(version);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
SceneShaderForwardMobile::ShaderData::ShaderData() :
|
||||
shader_list_element(this) {
|
||||
pipeline_hash_map.set_creation_object_and_function(this, &ShaderData::_create_pipeline);
|
||||
pipeline_hash_map.set_compilations(SceneShaderForwardMobile::singleton->pipeline_compilations, &SceneShaderForwardMobile::singleton_mutex);
|
||||
}
|
||||
|
||||
SceneShaderForwardMobile::ShaderData::~ShaderData() {
|
||||
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
|
||||
ERR_FAIL_NULL(shader_singleton);
|
||||
//pipeline variants will clear themselves if shader is gone
|
||||
pipeline_hash_map.clear_pipelines();
|
||||
|
||||
if (version.is_valid()) {
|
||||
shader_singleton->shader.version_free(version);
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
ERR_FAIL_NULL(SceneShaderForwardMobile::singleton);
|
||||
SceneShaderForwardMobile::singleton->shader.version_free(version);
|
||||
}
|
||||
}
|
||||
|
||||
RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
ShaderData *shader_data = memnew(ShaderData);
|
||||
singleton->shader_list.add(&shader_data->shader_list_element);
|
||||
return shader_data;
|
||||
|
|
@ -407,9 +437,12 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
|
|||
}
|
||||
|
||||
bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
||||
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
|
||||
|
||||
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, true);
|
||||
if (shader_data->version.is_valid()) {
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, SceneShaderForwardMobile::singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, true);
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
SceneShaderForwardMobile::MaterialData::~MaterialData() {
|
||||
|
|
@ -426,6 +459,7 @@ RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_mat
|
|||
/* Scene Shader */
|
||||
|
||||
SceneShaderForwardMobile *SceneShaderForwardMobile::singleton = nullptr;
|
||||
Mutex SceneShaderForwardMobile::singleton_mutex;
|
||||
|
||||
SceneShaderForwardMobile::SceneShaderForwardMobile() {
|
||||
// there should be only one of these, contained within our RenderForwardMobile singleton.
|
||||
|
|
@ -435,27 +469,48 @@ SceneShaderForwardMobile::SceneShaderForwardMobile() {
|
|||
void SceneShaderForwardMobile::init(const String p_defines) {
|
||||
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
|
||||
|
||||
// Immutable samplers : create the shadow sampler to be passed when creating the pipeline.
|
||||
{
|
||||
RD::SamplerState sampler;
|
||||
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
|
||||
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
|
||||
sampler.enable_compare = true;
|
||||
sampler.compare_op = RD::COMPARE_OP_GREATER;
|
||||
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
|
||||
}
|
||||
|
||||
/* SCENE SHADER */
|
||||
|
||||
{
|
||||
Vector<String> shader_versions;
|
||||
shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
|
||||
shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_SHADOW_PASS, should probably change this to MODE_RENDER_SHADOW because we don't have a depth pass here...
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_SHADOW_PASS_DP
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
|
||||
for (uint32_t ubershader = 0; ubershader < 2; ubershader++) {
|
||||
const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";
|
||||
shader_versions.push_back(base_define + ""); // SHADER_VERSION_COLOR_PASS
|
||||
shader_versions.push_back(base_define + "\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
|
||||
shader_versions.push_back(base_define + "\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_SHADOW_PASS, should probably change this to MODE_RENDER_SHADOW because we don't have a depth pass here...
|
||||
shader_versions.push_back(base_define + "\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_SHADOW_PASS_DP
|
||||
shader_versions.push_back(base_define + "\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
|
||||
|
||||
// multiview versions of our shaders
|
||||
shader_versions.push_back("\n#define USE_MULTIVIEW\n"); // SHADER_VERSION_COLOR_PASS_MULTIVIEW
|
||||
shader_versions.push_back("\n#define USE_MULTIVIEW\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW
|
||||
shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_SHADOW_PASS_MULTIVIEW
|
||||
|
||||
shader.initialize(shader_versions, p_defines);
|
||||
// Multiview versions of our shaders.
|
||||
shader_versions.push_back(base_define + "\n#define USE_MULTIVIEW\n"); // SHADER_VERSION_COLOR_PASS_MULTIVIEW
|
||||
shader_versions.push_back(base_define + "\n#define USE_MULTIVIEW\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW
|
||||
shader_versions.push_back(base_define + "\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_SHADOW_PASS_MULTIVIEW
|
||||
}
|
||||
|
||||
Vector<RD::PipelineImmutableSampler> immutable_samplers;
|
||||
RD::PipelineImmutableSampler immutable_shadow_sampler;
|
||||
immutable_shadow_sampler.binding = 2;
|
||||
immutable_shadow_sampler.append_id(shadow_sampler);
|
||||
immutable_shadow_sampler.uniform_type = RenderingDeviceCommons::UNIFORM_TYPE_SAMPLER;
|
||||
immutable_samplers.push_back(immutable_shadow_sampler);
|
||||
shader.initialize(shader_versions, p_defines, immutable_samplers);
|
||||
if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
|
||||
shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_MULTIVIEW, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_SHADOW_PASS_MULTIVIEW, false);
|
||||
for (uint32_t ubershader = 0; ubershader < 2; ubershader++) {
|
||||
uint32_t base_variant = ubershader ? SHADER_VERSION_MAX : 0;
|
||||
shader.set_variant_enabled(base_variant + SHADER_VERSION_COLOR_PASS_MULTIVIEW, false);
|
||||
shader.set_variant_enabled(base_variant + SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW, false);
|
||||
shader.set_variant_enabled(base_variant + SHADER_VERSION_SHADOW_PASS_MULTIVIEW, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -500,6 +555,8 @@ void SceneShaderForwardMobile::init(const String p_defines) {
|
|||
actions.renames["PI"] = _MKSTR(Math_PI);
|
||||
actions.renames["TAU"] = _MKSTR(Math_TAU);
|
||||
actions.renames["E"] = _MKSTR(Math_E);
|
||||
actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
|
||||
actions.renames["CLIP_SPACE_FAR"] = "SHADER_SPACE_FAR";
|
||||
actions.renames["VIEWPORT_SIZE"] = "read_viewport_size";
|
||||
|
||||
actions.renames["FRAGCOORD"] = "gl_FragCoord";
|
||||
|
|
@ -539,7 +596,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
|
|||
actions.renames["CUSTOM1"] = "custom1_attrib";
|
||||
actions.renames["CUSTOM2"] = "custom2_attrib";
|
||||
actions.renames["CUSTOM3"] = "custom3_attrib";
|
||||
actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB";
|
||||
actions.renames["LIGHT_VERTEX"] = "light_vertex";
|
||||
|
||||
actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
|
||||
|
|
@ -632,6 +688,13 @@ void SceneShaderForwardMobile::init(const String p_defines) {
|
|||
actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
|
||||
actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
|
||||
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
||||
|
||||
bool force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
|
||||
if (!force_vertex_shading) {
|
||||
// If forcing vertex shading, this will be defined already.
|
||||
actions.render_mode_defines["vertex_lighting"] = "#define USE_VERTEX_LIGHTING\n";
|
||||
}
|
||||
|
||||
actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n";
|
||||
actions.render_mode_defines["fog_disabled"] = "#define FOG_DISABLED\n";
|
||||
|
||||
|
|
@ -741,27 +804,23 @@ void fragment() {
|
|||
|
||||
default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardMobile::TRANSFORMS_UNIFORM_SET);
|
||||
}
|
||||
{
|
||||
RD::SamplerState sampler;
|
||||
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
|
||||
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
|
||||
sampler.enable_compare = true;
|
||||
sampler.compare_op = RD::COMPARE_OP_GREATER;
|
||||
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
|
||||
}
|
||||
|
||||
void SceneShaderForwardMobile::set_default_specialization(const ShaderSpecialization &p_specialization) {
|
||||
default_specialization = p_specialization;
|
||||
|
||||
for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
|
||||
E->self()->pipeline_hash_map.clear_pipelines();
|
||||
}
|
||||
}
|
||||
|
||||
void SceneShaderForwardMobile::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
|
||||
default_specialization_constants = p_constants;
|
||||
for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
|
||||
for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
|
||||
for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
|
||||
for (int k = 0; k < SHADER_VERSION_MAX; k++) {
|
||||
E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
uint32_t SceneShaderForwardMobile::get_pipeline_compilations(RS::PipelineSource p_source) {
|
||||
MutexLock lock(SceneShaderForwardMobile::singleton_mutex);
|
||||
return pipeline_compilations[p_source];
|
||||
}
|
||||
|
||||
bool SceneShaderForwardMobile::is_multiview_enabled() const {
|
||||
return shader.is_variant_enabled(SHADER_VERSION_COLOR_PASS_MULTIVIEW);
|
||||
}
|
||||
|
||||
SceneShaderForwardMobile::~SceneShaderForwardMobile() {
|
||||
|
|
|
|||
|
|
@ -31,7 +31,8 @@
|
|||
#ifndef SCENE_SHADER_FORWARD_MOBILE_H
|
||||
#define SCENE_SHADER_FORWARD_MOBILE_H
|
||||
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
|
||||
#include "../storage_rd/material_storage.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_hash_map_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl.gen.h"
|
||||
|
||||
namespace RendererSceneRenderImplementation {
|
||||
|
|
@ -39,6 +40,7 @@ namespace RendererSceneRenderImplementation {
|
|||
class SceneShaderForwardMobile {
|
||||
private:
|
||||
static SceneShaderForwardMobile *singleton;
|
||||
static Mutex singleton_mutex;
|
||||
|
||||
public:
|
||||
enum ShaderVersion {
|
||||
|
|
@ -55,16 +57,79 @@ public:
|
|||
SHADER_VERSION_MAX
|
||||
};
|
||||
|
||||
struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
|
||||
enum BlendMode { //used internally
|
||||
BLEND_MODE_MIX,
|
||||
BLEND_MODE_ADD,
|
||||
BLEND_MODE_SUB,
|
||||
BLEND_MODE_MUL,
|
||||
BLEND_MODE_PREMULT_ALPHA,
|
||||
BLEND_MODE_ALPHA_TO_COVERAGE
|
||||
struct ShaderSpecialization {
|
||||
union {
|
||||
uint32_t packed_0;
|
||||
|
||||
struct {
|
||||
uint32_t use_light_projector : 1;
|
||||
uint32_t use_light_soft_shadows : 1;
|
||||
uint32_t use_directional_soft_shadows : 1;
|
||||
uint32_t decal_use_mipmaps : 1;
|
||||
uint32_t projector_use_mipmaps : 1;
|
||||
uint32_t disable_fog : 1;
|
||||
uint32_t use_depth_fog : 1;
|
||||
uint32_t use_fog_aerial_perspective : 1;
|
||||
uint32_t use_fog_sun_scatter : 1;
|
||||
uint32_t use_fog_height_density : 1;
|
||||
uint32_t use_lightmap_bicubic_filter : 1;
|
||||
uint32_t multimesh : 1;
|
||||
uint32_t multimesh_format_2d : 1;
|
||||
uint32_t multimesh_has_color : 1;
|
||||
uint32_t multimesh_has_custom_data : 1;
|
||||
uint32_t scene_use_ambient_cubemap : 1;
|
||||
uint32_t scene_use_reflection_cubemap : 1;
|
||||
uint32_t scene_roughness_limiter_enabled : 1;
|
||||
uint32_t padding_0 : 2;
|
||||
uint32_t soft_shadow_samples : 6;
|
||||
uint32_t penumbra_shadow_samples : 6;
|
||||
};
|
||||
};
|
||||
|
||||
union {
|
||||
uint32_t packed_1;
|
||||
|
||||
struct {
|
||||
uint32_t directional_soft_shadow_samples : 6;
|
||||
uint32_t directional_penumbra_shadow_samples : 6;
|
||||
uint32_t omni_lights : 4;
|
||||
uint32_t spot_lights : 4;
|
||||
uint32_t reflection_probes : 4;
|
||||
uint32_t directional_lights : 4;
|
||||
uint32_t decals : 4;
|
||||
};
|
||||
};
|
||||
|
||||
union {
|
||||
uint32_t packed_2;
|
||||
|
||||
struct {
|
||||
uint32_t directional_light_blend_splits : 8;
|
||||
uint32_t padding_1 : 24;
|
||||
};
|
||||
};
|
||||
|
||||
union {
|
||||
float packed_3;
|
||||
float luminance_multiplier;
|
||||
};
|
||||
};
|
||||
|
||||
struct UbershaderConstants {
|
||||
union {
|
||||
uint32_t packed_0;
|
||||
|
||||
struct {
|
||||
uint32_t cull_mode : 2;
|
||||
};
|
||||
};
|
||||
|
||||
uint32_t padding_1;
|
||||
uint32_t padding_2;
|
||||
uint32_t padding_3;
|
||||
};
|
||||
|
||||
struct ShaderData : public RendererRD::MaterialStorage::ShaderData {
|
||||
enum DepthDraw {
|
||||
DEPTH_DRAW_DISABLED,
|
||||
DEPTH_DRAW_OPAQUE,
|
||||
|
|
@ -76,12 +141,6 @@ public:
|
|||
DEPTH_TEST_ENABLED
|
||||
};
|
||||
|
||||
enum Cull {
|
||||
CULL_DISABLED,
|
||||
CULL_FRONT,
|
||||
CULL_BACK
|
||||
};
|
||||
|
||||
enum CullVariant {
|
||||
CULL_VARIANT_NORMAL,
|
||||
CULL_VARIANT_REVERSED,
|
||||
|
|
@ -96,10 +155,41 @@ public:
|
|||
ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
|
||||
};
|
||||
|
||||
bool valid = false;
|
||||
struct PipelineKey {
|
||||
RD::VertexFormatID vertex_format_id;
|
||||
RD::FramebufferFormatID framebuffer_format_id;
|
||||
RD::PolygonCullMode cull_mode = RD::POLYGON_CULL_MAX;
|
||||
RS::PrimitiveType primitive_type = RS::PRIMITIVE_MAX;
|
||||
ShaderSpecialization shader_specialization = {};
|
||||
ShaderVersion version = SHADER_VERSION_MAX;
|
||||
uint32_t render_pass = 0;
|
||||
uint32_t wireframe = false;
|
||||
uint32_t ubershader = false;
|
||||
|
||||
uint32_t hash() const {
|
||||
uint32_t h = hash_murmur3_one_32(vertex_format_id);
|
||||
h = hash_murmur3_one_32(framebuffer_format_id, h);
|
||||
h = hash_murmur3_one_32(cull_mode, h);
|
||||
h = hash_murmur3_one_32(primitive_type, h);
|
||||
h = hash_murmur3_one_32(shader_specialization.packed_0, h);
|
||||
h = hash_murmur3_one_32(shader_specialization.packed_1, h);
|
||||
h = hash_murmur3_one_32(shader_specialization.packed_2, h);
|
||||
h = hash_murmur3_one_float(shader_specialization.packed_3, h);
|
||||
h = hash_murmur3_one_32(version, h);
|
||||
h = hash_murmur3_one_32(render_pass, h);
|
||||
h = hash_murmur3_one_32(wireframe, h);
|
||||
h = hash_murmur3_one_32(ubershader, h);
|
||||
return hash_fmix32(h);
|
||||
}
|
||||
};
|
||||
|
||||
void _create_pipeline(PipelineKey p_pipeline_key);
|
||||
PipelineHashMapRD<PipelineKey, ShaderData, void (ShaderData::*)(PipelineKey)> pipeline_hash_map;
|
||||
|
||||
RID version;
|
||||
uint64_t vertex_input_mask = 0;
|
||||
PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
|
||||
|
||||
static const uint32_t VERTEX_INPUT_MASKS_SIZE = SHADER_VERSION_MAX * 2;
|
||||
std::atomic<uint64_t> vertex_input_masks[VERTEX_INPUT_MASKS_SIZE] = {};
|
||||
|
||||
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
|
||||
|
||||
|
|
@ -111,6 +201,11 @@ public:
|
|||
DepthDraw depth_draw;
|
||||
DepthTest depth_test;
|
||||
|
||||
int blend_mode = BLEND_MODE_MIX;
|
||||
int depth_testi = DEPTH_TEST_ENABLED;
|
||||
int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
|
||||
int cull_mode = RS::CULL_MODE_BACK;
|
||||
|
||||
bool uses_point_size = false;
|
||||
bool uses_alpha = false;
|
||||
bool uses_blend_alpha = false;
|
||||
|
|
@ -122,6 +217,8 @@ public:
|
|||
bool uses_normal = false;
|
||||
bool uses_tangent = false;
|
||||
bool uses_particle_trails = false;
|
||||
bool uses_normal_map = false;
|
||||
bool wireframe = false;
|
||||
|
||||
bool unshaded = false;
|
||||
bool uses_vertex = false;
|
||||
|
|
@ -140,10 +237,35 @@ public:
|
|||
uint64_t last_pass = 0;
|
||||
uint32_t index = 0;
|
||||
|
||||
_FORCE_INLINE_ bool uses_alpha_pass() const {
|
||||
bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
|
||||
bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing));
|
||||
bool has_blend_alpha = uses_blend_alpha;
|
||||
bool has_alpha = has_base_alpha || has_blend_alpha;
|
||||
bool no_depth_draw = depth_draw == DEPTH_DRAW_DISABLED;
|
||||
bool no_depth_test = depth_test == DEPTH_TEST_DISABLED;
|
||||
return has_alpha || has_read_screen_alpha || no_depth_draw || no_depth_test;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ bool uses_depth_in_alpha_pass() const {
|
||||
bool no_depth_draw = depth_draw == DEPTH_DRAW_DISABLED;
|
||||
bool no_depth_test = depth_test == DEPTH_TEST_DISABLED;
|
||||
return (uses_depth_prepass_alpha || uses_alpha_antialiasing) && !(no_depth_draw || no_depth_test);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ bool uses_shared_shadow_material() const {
|
||||
return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && !uses_world_coordinates && !wireframe;
|
||||
}
|
||||
|
||||
virtual void set_code(const String &p_Code);
|
||||
virtual bool is_animated() const;
|
||||
virtual bool casts_shadows() const;
|
||||
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
|
||||
RD::PolygonCullMode get_cull_mode_from_cull_variant(CullVariant p_cull_variant);
|
||||
void _clear_vertex_input_mask_cache();
|
||||
RID get_shader_variant(ShaderVersion p_shader_version, bool p_ubershader) const;
|
||||
uint64_t get_vertex_input_mask(ShaderVersion p_shader_version, bool p_ubershader);
|
||||
bool is_valid() const;
|
||||
|
||||
SelfList<ShaderData> shader_list_element;
|
||||
|
||||
|
|
@ -204,10 +326,14 @@ public:
|
|||
SceneShaderForwardMobile();
|
||||
~SceneShaderForwardMobile();
|
||||
|
||||
Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
|
||||
ShaderSpecialization default_specialization = {};
|
||||
|
||||
uint32_t pipeline_compilations[RS::PIPELINE_SOURCE_MAX] = {};
|
||||
|
||||
void init(const String p_defines);
|
||||
void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
|
||||
void set_default_specialization(const ShaderSpecialization &p_specialization);
|
||||
uint32_t get_pipeline_compilations(RS::PipelineSource p_source);
|
||||
bool is_multiview_enabled() const;
|
||||
};
|
||||
|
||||
} // namespace RendererSceneRenderImplementation
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue