Unify material parameter update

* Unifies how material parameters are updated.
* Single function, easier to maintain.
* Updates materials properly when textures change.
This commit is contained in:
reduz 2021-07-06 18:56:28 -03:00
parent 5d7c23dcc6
commit c43f624d44
11 changed files with 143 additions and 461 deletions

View file

@ -193,7 +193,7 @@ public:
if (THREAD_SAFE) {
spin_lock.unlock();
}
if (validator_chunks[idx_chunk][idx_element] & 0x80000000) {
if ((validator_chunks[idx_chunk][idx_element] & 0x80000000) && validator_chunks[idx_chunk][idx_element] != 0xFFFFFFFF) {
ERR_FAIL_V_MSG(nullptr, "Attempting to use an uninitialized RID");
}
return nullptr;

View file

@ -435,94 +435,16 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
void SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
bool SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET);
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), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardClustered::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {

View file

@ -166,17 +166,14 @@ public:
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};

View file

@ -429,94 +429,16 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
void SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
bool SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET);
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, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardMobile::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {

View file

@ -163,17 +163,14 @@ public:
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};

View file

@ -2201,94 +2201,16 @@ RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
return shader_data;
}
void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
}
if (shader_data->ubo_size == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
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, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RendererCanvasRenderRD::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {

View file

@ -201,14 +201,11 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};

View file

@ -230,96 +230,18 @@ RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Sky material
void RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
uniform_set_updated = true;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
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, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
}
RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
////////////////////////////////////////////////////////////////////////////////

View file

@ -224,15 +224,12 @@ public:
struct SkyMaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
SkyShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
bool uniform_set_updated;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~SkyMaterialData();
};

View file

@ -1526,27 +1526,18 @@ RID RendererStorageRD::material_allocate() {
return material_owner.allocate_rid();
}
void RendererStorageRD::material_initialize(RID p_rid) {
Material material;
material.data = nullptr;
material.shader = nullptr;
material.shader_type = SHADER_TYPE_MAX;
material.update_next = nullptr;
material.update_requested = false;
material.uniform_dirty = false;
material.texture_dirty = false;
material.priority = 0;
material.self = p_rid;
material_owner.initialize_rid(p_rid, material);
material_owner.initialize_rid(p_rid);
Material *material = material_owner.getornull(p_rid);
material->self = p_rid;
}
void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
if (material->update_requested) {
if (material->update_element.in_list()) {
return;
}
material->update_next = material_update_list;
material_update_list = material;
material->update_requested = true;
material_update_list.add(&material->update_element);
material->uniform_dirty = material->uniform_dirty || p_uniform;
material->texture_dirty = material->texture_dirty || p_texture;
}
@ -1610,6 +1601,8 @@ void RendererStorageRD::material_set_param(RID p_material, const StringName &p_p
} else {
_material_queue_update(material, true, true);
}
print_line("set parameter: " + String(p_param));
}
Variant RendererStorageRD::material_get_param(RID p_material, const StringName &p_param) const {
@ -2232,6 +2225,10 @@ RendererStorageRD::MaterialData::~MaterialData() {
//unregister material from those using global textures
rs->global_variables.materials_using_texture.erase(global_texture_E);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
@ -2381,6 +2378,86 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
}
}
bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
if ((uint32_t)ubo_data.size() != p_ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(p_ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
}
uint32_t tex_uniform_count = p_texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
}
if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return false;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return false;
}
Vector<RD::Uniform> uniforms;
{
if (p_ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
return true;
}
void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.getornull(p_material);
if (material->shader_type != p_shader_type) {
@ -2392,20 +2469,23 @@ void RendererStorageRD::material_force_update_textures(RID p_material, ShaderTyp
}
void RendererStorageRD::_update_queued_materials() {
Material *material = material_update_list;
while (material) {
Material *next = material->update_next;
while (material_update_list.first()) {
Material *material = material_update_list.first()->self();
bool uniforms_changed = false;
if (material->data) {
material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
}
material->update_requested = false;
material->texture_dirty = false;
material->uniform_dirty = false;
material->update_next = nullptr;
material = next;
material_update_list.remove(&material->update_element);
if (uniforms_changed) {
//some implementations such as 3D renderer cache the matreial uniform set, so update is required
material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
}
}
material_update_list = nullptr;
}
/* MESH API */
@ -5281,94 +5361,16 @@ RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func(
return shader_data;
}
void RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
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, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
}
RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
@ -8661,9 +8663,6 @@ bool RendererStorageRD::free(RID p_rid) {
} else if (material_owner.owns(p_rid)) {
Material *material = material_owner.getornull(p_rid);
if (material->update_requested) {
_update_queued_materials();
}
material_set_shader(p_rid, RID()); //clean up shader
material->dependency.deleted_notify(p_rid);
@ -8849,7 +8848,6 @@ RendererStorageRD::RendererStorageRD() {
memset(global_variables.buffer_dirty_regions, 0, sizeof(bool) * global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE);
global_variables.buffer = RD::get_singleton()->storage_buffer_create(sizeof(GlobalVariables::Value) * global_variables.buffer_size);
material_update_list = nullptr;
{ //create default textures
RD::TextureFormat tformat;

View file

@ -155,9 +155,12 @@ public:
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual ~MaterialData();
//to be used internally by update_parameters, in the most common configuration of material parameters
bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
private:
friend class RendererStorageRD;
RID self;
@ -165,6 +168,11 @@ public:
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
Map<StringName, uint64_t> used_global_textures;
//internally by update_parameters_uniform_set
Vector<uint8_t> ubo_data;
RID uniform_buffer;
Vector<RID> texture_cache;
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
@ -373,25 +381,28 @@ private:
struct Material {
RID self;
MaterialData *data;
Shader *shader;
MaterialData *data = nullptr;
Shader *shader = nullptr;
//shortcut to shader data and type
ShaderType shader_type;
ShaderType shader_type = SHADER_TYPE_MAX;
uint32_t shader_id = 0;
bool update_requested;
bool uniform_dirty;
bool texture_dirty;
Material *update_next;
bool uniform_dirty = false;
bool texture_dirty = false;
Map<StringName, Variant> params;
int32_t priority;
int32_t priority = 0;
RID next_pass;
SelfList<Material> update_element;
Dependency dependency;
Material() :
update_element(this) {}
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
mutable RID_Owner<Material, true> material_owner;
Material *material_update_list;
SelfList<Material>::List material_update_list;
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
void _update_queued_materials();
@ -895,17 +906,14 @@ private:
}
struct ParticlesMaterialData : public MaterialData {
uint64_t last_frame;
ParticlesShaderData *shader_data;
RID uniform_buffer;
uint64_t last_frame = 0;
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
bool uniform_set_updated;
bool uniform_set_updated = false;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};