Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data

Support CUSTOM shader attributes in 2D
This commit is contained in:
Rémi Verschelde 2024-02-08 10:53:24 +01:00
commit 4a30fe5e7c
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GPG key ID: C3336907360768E1
10 changed files with 106 additions and 25 deletions

View file

@ -627,6 +627,11 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.canvas_instance_batches[state.current_batch_index].material = material;
state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
if (shader_data_cache) {
state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = shader_data_cache->vertex_input_mask;
} else {
state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
}
}
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
@ -1413,11 +1418,12 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, Ren
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint64_t input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV; // 2D meshes always use the same vertex format.
uint64_t vertex_input_mask = state.canvas_instance_batches[p_index].vertex_input_mask;
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, vertex_input_mask, vertex_array_gl);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, vertex_input_mask, vertex_array_gl);
}
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
@ -1473,9 +1479,9 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, Ren
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (use_instancing) {
glDisableVertexAttribArray(5);
glDisableVertexAttribArray(6);
glDisableVertexAttribArray(7);
glDisableVertexAttribArray(8);
glDisableVertexAttribArray(9);
glDisableVertexAttribArray(10);
}
if (r_render_info) {
// Meshes, Particles, and MultiMesh are always just one object with one draw call.
@ -1540,15 +1546,15 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
}
void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
uint32_t split = p_primitive ? 11 : 12;
for (uint32_t i = 6; i < split; i++) {
uint32_t split = p_primitive ? 13 : 14;
for (uint32_t i = 8; i < split; i++) {
glEnableVertexAttribArray(i);
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 8) * 4 * sizeof(float)));
glVertexAttribDivisor(i, p_rate);
}
for (uint32_t i = split; i <= 13; i++) {
for (uint32_t i = split; i <= 15; i++) {
glEnableVertexAttribArray(i);
glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 8) * 4 * sizeof(float)));
glVertexAttribDivisor(i, p_rate);
}
}

View file

@ -269,6 +269,7 @@ public:
RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
uint64_t vertex_input_mask;
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.

View file

@ -32,18 +32,26 @@ layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed
#include "stdlib_inc.glsl"
layout(location = 6) in highp vec4 attrib_A;
layout(location = 7) in highp vec4 attrib_B;
layout(location = 8) in highp vec4 attrib_C;
layout(location = 9) in highp vec4 attrib_D;
layout(location = 10) in highp vec4 attrib_E;
#ifdef USE_PRIMITIVE
layout(location = 11) in highp uvec4 attrib_F;
#else
layout(location = 11) in highp vec4 attrib_F;
#if defined(CUSTOM0_USED)
layout(location = 6) in highp vec4 custom0_attrib;
#endif
layout(location = 12) in highp uvec4 attrib_G;
layout(location = 13) in highp uvec4 attrib_H;
#if defined(CUSTOM1_USED)
layout(location = 7) in highp vec4 custom1_attrib;
#endif
layout(location = 8) in highp vec4 attrib_A;
layout(location = 9) in highp vec4 attrib_B;
layout(location = 10) in highp vec4 attrib_C;
layout(location = 11) in highp vec4 attrib_D;
layout(location = 12) in highp vec4 attrib_E;
#ifdef USE_PRIMITIVE
layout(location = 13) in highp uvec4 attrib_F;
#else
layout(location = 13) in highp vec4 attrib_F;
#endif
layout(location = 14) in highp uvec4 attrib_G;
layout(location = 15) in highp uvec4 attrib_H;
#define read_draw_data_world_x attrib_A.xy
#define read_draw_data_world_y attrib_A.zw
@ -137,6 +145,13 @@ void main() {
vec4 instance_custom = vec4(0.0);
#if defined(CUSTOM0_USED)
vec4 custom0 = vec4(0.0);
#endif
#if defined(CUSTOM1_USED)
vec4 custom1 = vec4(0.0);
#endif
#ifdef USE_PRIMITIVE
vec2 vertex;
vec2 uv;
@ -169,9 +184,9 @@ void main() {
if (bool(read_draw_data_flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
}
#endif
#endif // !USE_INSTANCING
#else
#else // !USE_ATTRIBUTES
vec2 vertex_base_arr[6] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
vec2 vertex_base = vertex_base_arr[gl_VertexID % 6];
@ -179,6 +194,14 @@ void main() {
vec4 color = read_draw_data_modulation;
vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
#endif // USE_ATTRIBUTES
#if defined(CUSTOM0_USED)
custom0 = custom0_attrib;
#endif
#if defined(CUSTOM1_USED)
custom1 = custom1_attrib;
#endif
mat4 model_matrix = mat4(vec4(read_draw_data_world_x, 0.0, 0.0), vec4(read_draw_data_world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(read_draw_data_world_ofs, 0.0, 1.0));

View file

@ -1160,6 +1160,9 @@ MaterialStorage::MaterialStorage() {
actions.renames["INSTANCE_ID"] = "gl_InstanceID";
actions.renames["VERTEX_ID"] = "gl_VertexID";
actions.renames["CUSTOM0"] = "custom0";
actions.renames["CUSTOM1"] = "custom1";
actions.renames["LIGHT_POSITION"] = "light_position";
actions.renames["LIGHT_DIRECTION"] = "light_direction";
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
@ -1179,6 +1182,8 @@ MaterialStorage::MaterialStorage() {
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
@ -2537,6 +2542,8 @@ void CanvasShaderData::set_code(const String &p_code) {
uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
uses_custom0 = false;
uses_custom1 = false;
if (code.is_empty()) {
return; // Just invalid, but no error.
@ -2561,6 +2568,8 @@ void CanvasShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["CUSTOM0"] = &uses_custom0;
actions.usage_flag_pointers["CUSTOM1"] = &uses_custom1;
actions.uniforms = &uniforms;
Error err = MaterialStorage::get_singleton()->shaders.compiler_canvas.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
@ -2597,6 +2606,10 @@ void CanvasShaderData::set_code(const String &p_code) {
MaterialStorage::get_singleton()->shaders.canvas_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, texture_uniform_data);
ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;
vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;
ubo_size = gen_code.uniform_total_size;
ubo_offsets = gen_code.uniform_offsets;
texture_uniforms = gen_code.texture_uniforms;

View file

@ -168,6 +168,10 @@ struct CanvasShaderData : public ShaderData {
bool uses_screen_texture_mipmaps;
bool uses_sdf;
bool uses_time;
bool uses_custom0;
bool uses_custom1;
uint64_t vertex_input_mask;
virtual void set_code(const String &p_Code);
virtual bool is_animated() const;

View file

@ -5991,6 +5991,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("AtLightPass", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("CanvasMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ModelMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));

View file

@ -2966,6 +2966,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },

View file

@ -2561,6 +2561,9 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
actions.renames["VERTEX_ID"] = "gl_VertexIndex";
actions.renames["CUSTOM0"] = "custom0";
actions.renames["CUSTOM1"] = "custom1";
actions.renames["LIGHT_POSITION"] = "light_position";
actions.renames["LIGHT_DIRECTION"] = "light_direction";
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
@ -2581,6 +2584,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";

View file

@ -9,6 +9,14 @@ layout(location = 0) in vec2 vertex_attrib;
layout(location = 3) in vec4 color_attrib;
layout(location = 4) in vec2 uv_attrib;
#if defined(CUSTOM0_USED)
layout(location = 6) in vec4 custom0_attrib;
#endif
#if defined(CUSTOM1_USED)
layout(location = 7) in vec4 custom1_attrib;
#endif
layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
@ -44,6 +52,13 @@ vec3 srgb_to_linear(vec3 color) {
void main() {
vec4 instance_custom = vec4(0.0);
#if defined(CUSTOM0_USED)
vec4 custom0 = vec4(0.0);
#endif
#if defined(CUSTOM1_USED)
vec4 custom1 = vec4(0.0);
#endif
#ifdef USE_PRIMITIVE
//weird bug,
@ -78,9 +93,17 @@ void main() {
color *= draw_data.modulation;
vec2 uv = uv_attrib;
#if defined(CUSTOM0_USED)
custom0 = custom0_attrib;
#endif
#if defined(CUSTOM1_USED)
custom1 = custom1_attrib;
#endif
uvec4 bones = bone_attrib;
vec4 bone_weights = weight_attrib;
#else
#else // !USE_ATTRIBUTES
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
@ -90,7 +113,7 @@ void main() {
vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
uvec4 bones = uvec4(0, 0, 0, 0);
#endif
#endif // USE_ATTRIBUTES
mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));

View file

@ -250,6 +250,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM0"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CUSTOM1"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].main_function = true;