e2c6daf7ef
- Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
303 lines
12 KiB
C++
303 lines
12 KiB
C++
/**************************************************************************/
|
|
/* canvas_item_material.cpp */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#include "canvas_item_material.h"
|
|
|
|
#include "core/version.h"
|
|
|
|
Mutex CanvasItemMaterial::material_mutex;
|
|
SelfList<CanvasItemMaterial>::List CanvasItemMaterial::dirty_materials;
|
|
HashMap<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData, CanvasItemMaterial::MaterialKey> CanvasItemMaterial::shader_map;
|
|
CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
|
|
|
|
void CanvasItemMaterial::init_shaders() {
|
|
shader_names = memnew(ShaderNames);
|
|
|
|
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
|
|
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
|
|
shader_names->particles_anim_loop = "particles_anim_loop";
|
|
}
|
|
|
|
void CanvasItemMaterial::finish_shaders() {
|
|
dirty_materials.clear();
|
|
|
|
memdelete(shader_names);
|
|
shader_names = nullptr;
|
|
}
|
|
|
|
void CanvasItemMaterial::_update_shader() {
|
|
MaterialKey mk = _compute_key();
|
|
if (mk.key == current_key.key) {
|
|
return; //no update required in the end
|
|
}
|
|
|
|
if (shader_map.has(current_key)) {
|
|
shader_map[current_key].users--;
|
|
if (shader_map[current_key].users == 0) {
|
|
//deallocate shader, as it's no longer in use
|
|
RS::get_singleton()->free(shader_map[current_key].shader);
|
|
shader_map.erase(current_key);
|
|
}
|
|
}
|
|
|
|
current_key = mk;
|
|
|
|
if (shader_map.has(mk)) {
|
|
RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
|
|
shader_map[mk].users++;
|
|
return;
|
|
}
|
|
|
|
//must create a shader!
|
|
|
|
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
|
|
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
|
|
|
|
code += "shader_type canvas_item;\nrender_mode ";
|
|
switch (blend_mode) {
|
|
case BLEND_MODE_MIX:
|
|
code += "blend_mix";
|
|
break;
|
|
case BLEND_MODE_ADD:
|
|
code += "blend_add";
|
|
break;
|
|
case BLEND_MODE_SUB:
|
|
code += "blend_sub";
|
|
break;
|
|
case BLEND_MODE_MUL:
|
|
code += "blend_mul";
|
|
break;
|
|
case BLEND_MODE_PREMULT_ALPHA:
|
|
code += "blend_premul_alpha";
|
|
break;
|
|
case BLEND_MODE_DISABLED:
|
|
code += "blend_disabled";
|
|
break;
|
|
}
|
|
|
|
switch (light_mode) {
|
|
case LIGHT_MODE_NORMAL:
|
|
break;
|
|
case LIGHT_MODE_UNSHADED:
|
|
code += ",unshaded";
|
|
break;
|
|
case LIGHT_MODE_LIGHT_ONLY:
|
|
code += ",light_only";
|
|
break;
|
|
}
|
|
|
|
code += ";\n";
|
|
|
|
if (particles_animation) {
|
|
code += "uniform int particles_anim_h_frames;\n";
|
|
code += "uniform int particles_anim_v_frames;\n";
|
|
code += "uniform bool particles_anim_loop;\n\n";
|
|
|
|
code += "void vertex() {\n";
|
|
code += " float h_frames = float(particles_anim_h_frames);\n";
|
|
code += " float v_frames = float(particles_anim_v_frames);\n";
|
|
code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
|
|
code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
|
|
code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
|
|
code += " if (!particles_anim_loop) {\n";
|
|
code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
|
|
code += " } else {\n";
|
|
code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
|
|
code += " }";
|
|
code += " UV /= vec2(h_frames, v_frames);\n";
|
|
code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
|
|
code += "}\n";
|
|
}
|
|
|
|
ShaderData shader_data;
|
|
shader_data.shader = RS::get_singleton()->shader_create();
|
|
shader_data.users = 1;
|
|
|
|
RS::get_singleton()->shader_set_code(shader_data.shader, code);
|
|
|
|
shader_map[mk] = shader_data;
|
|
|
|
RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
|
|
}
|
|
|
|
void CanvasItemMaterial::flush_changes() {
|
|
MutexLock lock(material_mutex);
|
|
|
|
while (dirty_materials.first()) {
|
|
dirty_materials.first()->self()->_update_shader();
|
|
dirty_materials.first()->remove_from_list();
|
|
}
|
|
}
|
|
|
|
void CanvasItemMaterial::_queue_shader_change() {
|
|
MutexLock lock(material_mutex);
|
|
|
|
if (_is_initialized() && !element.in_list()) {
|
|
dirty_materials.add(&element);
|
|
}
|
|
}
|
|
|
|
void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
|
|
blend_mode = p_blend_mode;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
|
|
return blend_mode;
|
|
}
|
|
|
|
void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
|
|
light_mode = p_light_mode;
|
|
_queue_shader_change();
|
|
}
|
|
|
|
CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
|
|
return light_mode;
|
|
}
|
|
|
|
void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
|
|
particles_animation = p_particles_anim;
|
|
_queue_shader_change();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
bool CanvasItemMaterial::get_particles_animation() const {
|
|
return particles_animation;
|
|
}
|
|
|
|
void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
|
|
particles_anim_h_frames = p_frames;
|
|
RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
|
|
}
|
|
|
|
int CanvasItemMaterial::get_particles_anim_h_frames() const {
|
|
return particles_anim_h_frames;
|
|
}
|
|
|
|
void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
|
|
particles_anim_v_frames = p_frames;
|
|
RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
|
|
}
|
|
|
|
int CanvasItemMaterial::get_particles_anim_v_frames() const {
|
|
return particles_anim_v_frames;
|
|
}
|
|
|
|
void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
|
|
particles_anim_loop = p_loop;
|
|
RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
|
|
}
|
|
|
|
bool CanvasItemMaterial::get_particles_anim_loop() const {
|
|
return particles_anim_loop;
|
|
}
|
|
|
|
void CanvasItemMaterial::_validate_property(PropertyInfo &p_property) const {
|
|
if (p_property.name.begins_with("particles_anim_") && !particles_animation) {
|
|
p_property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
}
|
|
|
|
RID CanvasItemMaterial::get_shader_rid() const {
|
|
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
|
|
return shader_map[current_key].shader;
|
|
}
|
|
|
|
Shader::Mode CanvasItemMaterial::get_shader_mode() const {
|
|
return Shader::MODE_CANVAS_ITEM;
|
|
}
|
|
|
|
void CanvasItemMaterial::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
|
|
ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
|
|
ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
|
|
ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
|
|
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
|
|
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
|
|
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
|
|
|
|
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");
|
|
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");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
|
|
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
|
|
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
|
|
|
|
BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
|
|
BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
|
|
BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
|
|
}
|
|
|
|
CanvasItemMaterial::CanvasItemMaterial() :
|
|
element(this) {
|
|
_set_material(RS::get_singleton()->material_create());
|
|
|
|
set_particles_anim_h_frames(1);
|
|
set_particles_anim_v_frames(1);
|
|
set_particles_anim_loop(false);
|
|
|
|
current_key.invalid_key = 1;
|
|
|
|
_mark_initialized(callable_mp(this, &CanvasItemMaterial::_queue_shader_change), callable_mp(this, &CanvasItemMaterial::_update_shader));
|
|
}
|
|
|
|
CanvasItemMaterial::~CanvasItemMaterial() {
|
|
MutexLock lock(material_mutex);
|
|
|
|
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
|
|
|
if (shader_map.has(current_key)) {
|
|
shader_map[current_key].users--;
|
|
if (shader_map[current_key].users == 0) {
|
|
//deallocate shader, as it's no longer in use
|
|
RS::get_singleton()->free(shader_map[current_key].shader);
|
|
shader_map.erase(current_key);
|
|
}
|
|
|
|
RS::get_singleton()->material_set_shader(_get_material(), RID());
|
|
}
|
|
}
|