material_storage.h 20 KB

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  1. /**************************************************************************/
  2. /* material_storage.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef MATERIAL_STORAGE_GLES3_H
  31. #define MATERIAL_STORAGE_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "core/templates/rid_owner.h"
  34. #include "core/templates/self_list.h"
  35. #include "servers/rendering/shader_compiler.h"
  36. #include "servers/rendering/shader_language.h"
  37. #include "servers/rendering/storage/material_storage.h"
  38. #include "servers/rendering/storage/utilities.h"
  39. #include "drivers/gles3/shaders/canvas.glsl.gen.h"
  40. #include "drivers/gles3/shaders/particles.glsl.gen.h"
  41. #include "drivers/gles3/shaders/scene.glsl.gen.h"
  42. #include "drivers/gles3/shaders/sky.glsl.gen.h"
  43. namespace GLES3 {
  44. /* Shader Structs */
  45. struct ShaderData {
  46. String path;
  47. HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
  48. HashMap<StringName, HashMap<int, RID>> default_texture_params;
  49. virtual void set_path_hint(const String &p_hint);
  50. virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
  51. virtual Variant get_default_parameter(const StringName &p_parameter) const;
  52. virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
  53. virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
  54. virtual bool is_parameter_texture(const StringName &p_param) const;
  55. virtual void set_code(const String &p_Code) = 0;
  56. virtual bool is_animated() const = 0;
  57. virtual bool casts_shadows() const = 0;
  58. virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
  59. virtual ~ShaderData() {}
  60. };
  61. typedef ShaderData *(*ShaderDataRequestFunction)();
  62. struct Material;
  63. struct Shader {
  64. ShaderData *data = nullptr;
  65. String code;
  66. String path_hint;
  67. RS::ShaderMode mode;
  68. HashMap<StringName, HashMap<int, RID>> default_texture_parameter;
  69. HashSet<Material *> owners;
  70. };
  71. /* Material structs */
  72. struct MaterialData {
  73. void update_uniform_buffer(const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const HashMap<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size);
  74. void update_textures(const HashMap<StringName, Variant> &p_parameters, const HashMap<StringName, HashMap<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
  75. virtual void set_render_priority(int p_priority) = 0;
  76. virtual void set_next_pass(RID p_pass) = 0;
  77. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
  78. virtual void bind_uniforms() = 0;
  79. virtual ~MaterialData();
  80. // Used internally by all Materials
  81. void update_parameters_internal(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const HashMap<StringName, HashMap<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, bool p_is_3d_shader_type);
  82. protected:
  83. Vector<uint8_t> ubo_data;
  84. GLuint uniform_buffer = GLuint(0);
  85. Vector<RID> texture_cache;
  86. private:
  87. friend class MaterialStorage;
  88. RID self;
  89. List<RID>::Element *global_buffer_E = nullptr;
  90. List<RID>::Element *global_texture_E = nullptr;
  91. uint64_t global_textures_pass = 0;
  92. HashMap<StringName, uint64_t> used_global_textures;
  93. };
  94. typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
  95. struct Material {
  96. RID self;
  97. MaterialData *data = nullptr;
  98. Shader *shader = nullptr;
  99. //shortcut to shader data and type
  100. RS::ShaderMode shader_mode = RS::SHADER_MAX;
  101. uint32_t shader_id = 0;
  102. bool uniform_dirty = false;
  103. bool texture_dirty = false;
  104. HashMap<StringName, Variant> params;
  105. int32_t priority = 0;
  106. RID next_pass;
  107. SelfList<Material> update_element;
  108. Dependency dependency;
  109. Material() :
  110. update_element(this) {}
  111. };
  112. /* CanvasItem Materials */
  113. struct CanvasShaderData : public ShaderData {
  114. enum BlendMode { // Used internally.
  115. BLEND_MODE_MIX,
  116. BLEND_MODE_ADD,
  117. BLEND_MODE_SUB,
  118. BLEND_MODE_MUL,
  119. BLEND_MODE_PMALPHA,
  120. BLEND_MODE_DISABLED,
  121. BLEND_MODE_LCD,
  122. };
  123. // All these members are (re)initialized in `set_code`.
  124. // Make sure to add the init to `set_code` whenever adding new members.
  125. bool valid;
  126. RID version;
  127. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  128. Vector<uint32_t> ubo_offsets;
  129. uint32_t ubo_size;
  130. String code;
  131. BlendMode blend_mode;
  132. bool uses_screen_texture;
  133. bool uses_screen_texture_mipmaps;
  134. bool uses_sdf;
  135. bool uses_time;
  136. bool uses_custom0;
  137. bool uses_custom1;
  138. uint64_t vertex_input_mask;
  139. virtual void set_code(const String &p_Code);
  140. virtual bool is_animated() const;
  141. virtual bool casts_shadows() const;
  142. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  143. CanvasShaderData();
  144. virtual ~CanvasShaderData();
  145. };
  146. ShaderData *_create_canvas_shader_func();
  147. struct CanvasMaterialData : public MaterialData {
  148. CanvasShaderData *shader_data = nullptr;
  149. virtual void set_render_priority(int p_priority) {}
  150. virtual void set_next_pass(RID p_pass) {}
  151. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  152. virtual void bind_uniforms();
  153. virtual ~CanvasMaterialData();
  154. };
  155. MaterialData *_create_canvas_material_func(ShaderData *p_shader);
  156. /* Sky Materials */
  157. struct SkyShaderData : public ShaderData {
  158. // All these members are (re)initialized in `set_code`.
  159. // Make sure to add the init to `set_code` whenever adding new members.
  160. bool valid;
  161. RID version;
  162. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  163. Vector<uint32_t> ubo_offsets;
  164. uint32_t ubo_size;
  165. String code;
  166. bool uses_time;
  167. bool uses_position;
  168. bool uses_half_res;
  169. bool uses_quarter_res;
  170. bool uses_light;
  171. virtual void set_code(const String &p_Code);
  172. virtual bool is_animated() const;
  173. virtual bool casts_shadows() const;
  174. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  175. SkyShaderData();
  176. virtual ~SkyShaderData();
  177. };
  178. ShaderData *_create_sky_shader_func();
  179. struct SkyMaterialData : public MaterialData {
  180. SkyShaderData *shader_data = nullptr;
  181. bool uniform_set_updated = false;
  182. virtual void set_render_priority(int p_priority) {}
  183. virtual void set_next_pass(RID p_pass) {}
  184. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  185. virtual void bind_uniforms();
  186. virtual ~SkyMaterialData();
  187. };
  188. MaterialData *_create_sky_material_func(ShaderData *p_shader);
  189. /* Scene Materials */
  190. struct SceneShaderData : public ShaderData {
  191. enum BlendMode { // Used internally.
  192. BLEND_MODE_MIX,
  193. BLEND_MODE_ADD,
  194. BLEND_MODE_SUB,
  195. BLEND_MODE_MUL,
  196. BLEND_MODE_PREMULT_ALPHA,
  197. BLEND_MODE_ALPHA_TO_COVERAGE
  198. };
  199. enum DepthDraw {
  200. DEPTH_DRAW_DISABLED,
  201. DEPTH_DRAW_OPAQUE,
  202. DEPTH_DRAW_ALWAYS
  203. };
  204. enum DepthTest {
  205. DEPTH_TEST_DISABLED,
  206. DEPTH_TEST_ENABLED
  207. };
  208. enum AlphaAntiAliasing {
  209. ALPHA_ANTIALIASING_OFF,
  210. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
  211. ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
  212. };
  213. // All these members are (re)initialized in `set_code`.
  214. // Make sure to add the init to `set_code` whenever adding new members.
  215. bool valid;
  216. RID version;
  217. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  218. Vector<uint32_t> ubo_offsets;
  219. uint32_t ubo_size;
  220. String code;
  221. BlendMode blend_mode;
  222. AlphaAntiAliasing alpha_antialiasing_mode;
  223. DepthDraw depth_draw;
  224. DepthTest depth_test;
  225. RS::CullMode cull_mode;
  226. bool uses_point_size;
  227. bool uses_alpha;
  228. bool uses_alpha_clip;
  229. bool uses_blend_alpha;
  230. bool uses_depth_prepass_alpha;
  231. bool uses_discard;
  232. bool uses_roughness;
  233. bool uses_normal;
  234. bool uses_particle_trails;
  235. bool wireframe;
  236. bool unshaded;
  237. bool uses_vertex;
  238. bool uses_position;
  239. bool uses_sss;
  240. bool uses_transmittance;
  241. bool uses_screen_texture;
  242. bool uses_screen_texture_mipmaps;
  243. bool uses_depth_texture;
  244. bool uses_normal_texture;
  245. bool uses_time;
  246. bool uses_vertex_time;
  247. bool uses_fragment_time;
  248. bool writes_modelview_or_projection;
  249. bool uses_world_coordinates;
  250. bool uses_tangent;
  251. bool uses_color;
  252. bool uses_uv;
  253. bool uses_uv2;
  254. bool uses_custom0;
  255. bool uses_custom1;
  256. bool uses_custom2;
  257. bool uses_custom3;
  258. bool uses_bones;
  259. bool uses_weights;
  260. uint64_t vertex_input_mask;
  261. virtual void set_code(const String &p_Code);
  262. virtual bool is_animated() const;
  263. virtual bool casts_shadows() const;
  264. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  265. SceneShaderData();
  266. virtual ~SceneShaderData();
  267. };
  268. ShaderData *_create_scene_shader_func();
  269. struct SceneMaterialData : public MaterialData {
  270. SceneShaderData *shader_data = nullptr;
  271. uint64_t last_pass = 0;
  272. uint32_t index = 0;
  273. RID next_pass;
  274. uint8_t priority = 0;
  275. virtual void set_render_priority(int p_priority);
  276. virtual void set_next_pass(RID p_pass);
  277. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  278. virtual void bind_uniforms();
  279. virtual ~SceneMaterialData();
  280. };
  281. MaterialData *_create_scene_material_func(ShaderData *p_shader);
  282. /* Particle Shader */
  283. enum {
  284. PARTICLES_MAX_USERDATAS = 6
  285. };
  286. struct ParticlesShaderData : public ShaderData {
  287. // All these members are (re)initialized in `set_code`.
  288. // Make sure to add the init to `set_code` whenever adding new members.
  289. bool valid;
  290. RID version;
  291. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  292. Vector<uint32_t> ubo_offsets;
  293. uint32_t ubo_size;
  294. String code;
  295. bool uses_collision;
  296. bool uses_time;
  297. bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
  298. uint32_t userdata_count;
  299. virtual void set_code(const String &p_Code);
  300. virtual bool is_animated() const;
  301. virtual bool casts_shadows() const;
  302. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  303. ParticlesShaderData() {}
  304. virtual ~ParticlesShaderData();
  305. };
  306. ShaderData *_create_particles_shader_func();
  307. struct ParticleProcessMaterialData : public MaterialData {
  308. ParticlesShaderData *shader_data = nullptr;
  309. RID uniform_set;
  310. virtual void set_render_priority(int p_priority) {}
  311. virtual void set_next_pass(RID p_pass) {}
  312. virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  313. virtual void bind_uniforms();
  314. virtual ~ParticleProcessMaterialData();
  315. };
  316. MaterialData *_create_particles_material_func(ShaderData *p_shader);
  317. /* Global shader uniform structs */
  318. struct GlobalShaderUniforms {
  319. enum {
  320. BUFFER_DIRTY_REGION_SIZE = 1024
  321. };
  322. struct Variable {
  323. HashSet<RID> texture_materials; // materials using this
  324. RS::GlobalShaderParameterType type;
  325. Variant value;
  326. Variant override;
  327. int32_t buffer_index; //for vectors
  328. int32_t buffer_elements; //for vectors
  329. };
  330. HashMap<StringName, Variable> variables;
  331. struct Value {
  332. float x;
  333. float y;
  334. float z;
  335. float w;
  336. };
  337. struct ValueInt {
  338. int32_t x;
  339. int32_t y;
  340. int32_t z;
  341. int32_t w;
  342. };
  343. struct ValueUInt {
  344. uint32_t x;
  345. uint32_t y;
  346. uint32_t z;
  347. uint32_t w;
  348. };
  349. struct ValueUsage {
  350. uint32_t elements = 0;
  351. };
  352. List<RID> materials_using_buffer;
  353. List<RID> materials_using_texture;
  354. GLuint buffer = GLuint(0);
  355. Value *buffer_values = nullptr;
  356. ValueUsage *buffer_usage = nullptr;
  357. bool *buffer_dirty_regions = nullptr;
  358. uint32_t buffer_dirty_region_count = 0;
  359. uint32_t buffer_size;
  360. bool must_update_texture_materials = false;
  361. bool must_update_buffer_materials = false;
  362. HashMap<RID, int32_t> instance_buffer_pos;
  363. };
  364. class MaterialStorage : public RendererMaterialStorage {
  365. private:
  366. friend struct MaterialData;
  367. static MaterialStorage *singleton;
  368. /* GLOBAL SHADER UNIFORM API */
  369. GlobalShaderUniforms global_shader_uniforms;
  370. int32_t _global_shader_uniform_allocate(uint32_t p_elements);
  371. void _global_shader_uniform_store_in_buffer(int32_t p_index, RS::GlobalShaderParameterType p_type, const Variant &p_value);
  372. void _global_shader_uniform_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
  373. /* SHADER API */
  374. ShaderDataRequestFunction shader_data_request_func[RS::SHADER_MAX];
  375. mutable RID_Owner<Shader, true> shader_owner;
  376. /* MATERIAL API */
  377. MaterialDataRequestFunction material_data_request_func[RS::SHADER_MAX];
  378. mutable RID_Owner<Material, true> material_owner;
  379. SelfList<Material>::List material_update_list;
  380. public:
  381. static MaterialStorage *get_singleton();
  382. MaterialStorage();
  383. virtual ~MaterialStorage();
  384. static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
  385. p_array[0] = p_mtx.basis.rows[0][0];
  386. p_array[1] = p_mtx.basis.rows[1][0];
  387. p_array[2] = p_mtx.basis.rows[2][0];
  388. p_array[3] = 0;
  389. p_array[4] = p_mtx.basis.rows[0][1];
  390. p_array[5] = p_mtx.basis.rows[1][1];
  391. p_array[6] = p_mtx.basis.rows[2][1];
  392. p_array[7] = 0;
  393. p_array[8] = p_mtx.basis.rows[0][2];
  394. p_array[9] = p_mtx.basis.rows[1][2];
  395. p_array[10] = p_mtx.basis.rows[2][2];
  396. p_array[11] = 0;
  397. p_array[12] = p_mtx.origin.x;
  398. p_array[13] = p_mtx.origin.y;
  399. p_array[14] = p_mtx.origin.z;
  400. p_array[15] = 1;
  401. }
  402. static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
  403. p_array[0] = p_mtx.rows[0][0];
  404. p_array[1] = p_mtx.rows[1][0];
  405. p_array[2] = p_mtx.rows[2][0];
  406. p_array[3] = 0;
  407. p_array[4] = p_mtx.rows[0][1];
  408. p_array[5] = p_mtx.rows[1][1];
  409. p_array[6] = p_mtx.rows[2][1];
  410. p_array[7] = 0;
  411. p_array[8] = p_mtx.rows[0][2];
  412. p_array[9] = p_mtx.rows[1][2];
  413. p_array[10] = p_mtx.rows[2][2];
  414. p_array[11] = 0;
  415. }
  416. static _FORCE_INLINE_ void store_camera(const Projection &p_mtx, float *p_array) {
  417. for (int i = 0; i < 4; i++) {
  418. for (int j = 0; j < 4; j++) {
  419. p_array[i * 4 + j] = p_mtx.columns[i][j];
  420. }
  421. }
  422. }
  423. struct Shaders {
  424. CanvasShaderGLES3 canvas_shader;
  425. SkyShaderGLES3 sky_shader;
  426. SceneShaderGLES3 scene_shader;
  427. ParticlesShaderGLES3 particles_process_shader;
  428. ShaderCompiler compiler_canvas;
  429. ShaderCompiler compiler_scene;
  430. ShaderCompiler compiler_particles;
  431. ShaderCompiler compiler_sky;
  432. } shaders;
  433. /* GLOBAL SHADER UNIFORM API */
  434. void _update_global_shader_uniforms();
  435. virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override;
  436. virtual void global_shader_parameter_remove(const StringName &p_name) override;
  437. virtual Vector<StringName> global_shader_parameter_get_list() const override;
  438. virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override;
  439. virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override;
  440. virtual Variant global_shader_parameter_get(const StringName &p_name) const override;
  441. virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override;
  442. RS::GlobalShaderParameterType global_shader_parameter_get_type_internal(const StringName &p_name) const;
  443. virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override;
  444. virtual void global_shader_parameters_clear() override;
  445. virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override;
  446. virtual void global_shader_parameters_instance_free(RID p_instance) override;
  447. virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override;
  448. GLuint global_shader_parameters_get_uniform_buffer() const;
  449. /* SHADER API */
  450. Shader *get_shader(RID p_rid) { return shader_owner.get_or_null(p_rid); }
  451. bool owns_shader(RID p_rid) { return shader_owner.owns(p_rid); }
  452. void _shader_make_dirty(Shader *p_shader);
  453. virtual RID shader_allocate() override;
  454. virtual void shader_initialize(RID p_rid) override;
  455. virtual void shader_free(RID p_rid) override;
  456. virtual void shader_set_code(RID p_shader, const String &p_code) override;
  457. virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
  458. virtual String shader_get_code(RID p_shader) const override;
  459. virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
  460. virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
  461. virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override;
  462. virtual Variant shader_get_parameter_default(RID p_shader, const StringName &p_name) const override;
  463. virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override;
  464. /* MATERIAL API */
  465. Material *get_material(RID p_rid) { return material_owner.get_or_null(p_rid); }
  466. bool owns_material(RID p_rid) { return material_owner.owns(p_rid); }
  467. void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
  468. void _update_queued_materials();
  469. virtual RID material_allocate() override;
  470. virtual void material_initialize(RID p_rid) override;
  471. virtual void material_free(RID p_rid) override;
  472. virtual void material_set_shader(RID p_material, RID p_shader) override;
  473. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
  474. virtual Variant material_get_param(RID p_material, const StringName &p_param) const override;
  475. virtual void material_set_next_pass(RID p_material, RID p_next_material) override;
  476. virtual void material_set_render_priority(RID p_material, int priority) override;
  477. virtual bool material_is_animated(RID p_material) override;
  478. virtual bool material_casts_shadows(RID p_material) override;
  479. virtual RS::CullMode material_get_cull_mode(RID p_material) const override;
  480. virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
  481. virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;
  482. _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
  483. Material *material = material_owner.get_or_null(p_material);
  484. return material->shader_id;
  485. }
  486. _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, RS::ShaderMode p_shader_mode) {
  487. Material *material = material_owner.get_or_null(p_material);
  488. if (!material || material->shader_mode != p_shader_mode) {
  489. return nullptr;
  490. } else {
  491. return material->data;
  492. }
  493. }
  494. };
  495. } // namespace GLES3
  496. #endif // GLES3_ENABLED
  497. #endif // MATERIAL_STORAGE_GLES3_H