feat: updated engine version to 4.4-rc1

This commit is contained in:
Sara 2025-02-23 14:38:14 +01:00
parent ee00efde1f
commit 21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions

View file

@ -29,8 +29,10 @@
/**************************************************************************/
#include "shader.h"
#include "shader.compat.inc"
#include "core/io/file_access.h"
#include "scene/main/scene_tree.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_preprocessor.h"
#include "servers/rendering_server.h"
@ -49,6 +51,14 @@ Shader::Mode Shader::get_mode() const {
return mode;
}
void Shader::_check_shader_rid() const {
MutexLock lock(shader_rid_mutex);
if (shader_rid.is_null() && !preprocessed_code.is_empty()) {
shader_rid = RenderingServer::get_singleton()->shader_create_from_code(preprocessed_code, get_path());
preprocessed_code = String();
}
}
void Shader::_dependency_changed() {
// Preprocess and compile the code again because a dependency has changed. It also calls emit_changed() for us.
_recompile();
@ -60,7 +70,10 @@ void Shader::_recompile() {
void Shader::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
RS::get_singleton()->shader_set_path_hint(shader, p_path);
if (shader_rid.is_valid()) {
RS::get_singleton()->shader_set_path_hint(shader_rid, p_path);
}
}
void Shader::set_include_path(const String &p_path) {
@ -75,7 +88,7 @@ void Shader::set_code(const String &p_code) {
}
code = p_code;
String pp_code = p_code;
preprocessed_code = p_code;
{
String path = get_path();
@ -87,7 +100,7 @@ void Shader::set_code(const String &p_code) {
// 2) Server does not do interaction with Resource filetypes, this is a scene level feature.
HashSet<Ref<ShaderInclude>> new_include_dependencies;
ShaderPreprocessor preprocessor;
Error result = preprocessor.preprocess(p_code, path, pp_code, nullptr, nullptr, nullptr, &new_include_dependencies);
Error result = preprocessor.preprocess(p_code, path, preprocessed_code, nullptr, nullptr, nullptr, &new_include_dependencies);
if (result == OK) {
// This ensures previous include resources are not freed and then re-loaded during parse (which would make compiling slower)
include_dependencies = new_include_dependencies;
@ -95,7 +108,7 @@ void Shader::set_code(const String &p_code) {
}
// Try to get the shader type from the final, fully preprocessed shader code.
String type = ShaderLanguage::get_shader_type(pp_code);
String type = ShaderLanguage::get_shader_type(preprocessed_code);
if (type == "canvas_item") {
mode = MODE_CANVAS_ITEM;
@ -113,7 +126,10 @@ void Shader::set_code(const String &p_code) {
E->connect_changed(callable_mp(this, &Shader::_dependency_changed));
}
RenderingServer::get_singleton()->shader_set_code(shader, pp_code);
if (shader_rid.is_valid()) {
RenderingServer::get_singleton()->shader_set_code(shader_rid, preprocessed_code);
preprocessed_code = String();
}
emit_changed();
}
@ -123,11 +139,20 @@ String Shader::get_code() const {
return code;
}
void Shader::inspect_native_shader_code() {
SceneTree *st = SceneTree::get_singleton();
RID _shader = get_rid();
if (st && _shader.is_valid()) {
st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", _shader);
}
}
void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
_update_shader();
_check_shader_rid();
List<PropertyInfo> local;
RenderingServer::get_singleton()->get_shader_parameter_list(shader, &local);
RenderingServer::get_singleton()->get_shader_parameter_list(shader_rid, &local);
#ifdef TOOLS_ENABLED
DocData::ClassDoc class_doc;
@ -157,7 +182,7 @@ void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_gr
#ifdef MODULE_REGEX_ENABLED
const RegEx pattern("/\\*\\*\\s([^*]|[\\r\\n]|(\\*+([^*/]|[\\r\\n])))*\\*+/\\s*uniform\\s+\\w+\\s+" + pi.name + "(?=[\\s:;=])");
Ref<RegExMatch> pattern_ref = pattern.search(code);
if (pattern_ref != nullptr) {
if (pattern_ref.is_valid()) {
RegExMatch *match = pattern_ref.ptr();
const RegEx pattern_tip("\\/\\*\\*([\\s\\S]*?)\\*/");
Ref<RegExMatch> pattern_tip_ref = pattern_tip.search(match->get_string(0));
@ -181,17 +206,20 @@ void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_gr
RID Shader::get_rid() const {
_update_shader();
_check_shader_rid();
return shader;
return shader_rid;
}
void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index) {
void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index) {
_check_shader_rid();
if (p_texture.is_valid()) {
if (!default_textures.has(p_name)) {
default_textures[p_name] = HashMap<int, Ref<Texture2D>>();
default_textures[p_name] = HashMap<int, Ref<Texture>>();
}
default_textures[p_name][p_index] = p_texture;
RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, p_texture->get_rid(), p_index);
RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, p_texture->get_rid(), p_index);
} else {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
default_textures[p_name].erase(p_index);
@ -200,13 +228,13 @@ void Shader::set_default_texture_parameter(const StringName &p_name, const Ref<T
default_textures.erase(p_name);
}
}
RS::get_singleton()->shader_set_default_texture_parameter(shader, p_name, RID(), p_index);
RS::get_singleton()->shader_set_default_texture_parameter(shader_rid, p_name, RID(), p_index);
}
emit_changed();
}
Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
Ref<Texture> Shader::get_default_texture_parameter(const StringName &p_name, int p_index) const {
if (default_textures.has(p_name) && default_textures[p_name].has(p_index)) {
return default_textures[p_name][p_index];
}
@ -214,7 +242,7 @@ Ref<Texture2D> Shader::get_default_texture_parameter(const StringName &p_name, i
}
void Shader::get_default_texture_parameter_list(List<StringName> *r_textures) const {
for (const KeyValue<StringName, HashMap<int, Ref<Texture2D>>> &E : default_textures) {
for (const KeyValue<StringName, HashMap<int, Ref<Texture>>> &E : default_textures) {
r_textures->push_back(E.key);
}
}
@ -224,6 +252,7 @@ bool Shader::is_text_shader() const {
}
void Shader::_update_shader() const {
// Base implementation does nothing.
}
Array Shader::_get_shader_uniform_list(bool p_get_groups) {
@ -247,6 +276,9 @@ void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_shader_uniform_list", "get_groups"), &Shader::_get_shader_uniform_list, DEFVAL(false));
ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Shader::inspect_native_shader_code);
ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");
BIND_ENUM_CONSTANT(MODE_SPATIAL);
@ -257,12 +289,14 @@ void Shader::_bind_methods() {
}
Shader::Shader() {
shader = RenderingServer::get_singleton()->shader_create();
// Shader RID will be empty until it is required.
}
Shader::~Shader() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(shader);
if (shader_rid.is_valid()) {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(shader_rid);
}
}
////////////