Merge pull request #109143 from sievaxx/more_sampler_default_texs

Add and enable default textures for other samplers
This commit is contained in:
Thaddeus Crews 2025-09-16 11:44:51 -05:00
commit 853884ba05
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GPG key ID: 8C6E5FEB5FC03CCC
6 changed files with 165 additions and 8 deletions

View file

@ -960,6 +960,9 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_TRANSPARENT);
} break;
default: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_CUBEMAP_WHITE);
} break;
@ -979,6 +982,9 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_TRANSPARENT);
} break;
default: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_3D_WHITE);
} break;
@ -988,7 +994,17 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_TRANSPARENT);
} break;
default: {
gl_texture = texture_storage->texture_gl_get_default(DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE);
} break;
}
} break;
default: {

View file

@ -106,7 +106,12 @@ TextureStorage::TextureStorage() {
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK], image);
Vector<Ref<Image>> images;
for (int i = 0; i < 6; i++) {
images.push_back(image);
default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_BLACK] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_BLACK], images, RS::TEXTURE_LAYERED_2D_ARRAY);
for (int i = 0; i < 5; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_BLACK] = texture_allocate();
@ -132,6 +137,31 @@ TextureStorage::TextureStorage() {
default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT] = texture_allocate();
texture_2d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_TRANSPARENT], image);
Vector<Ref<Image>> images;
images.push_back(image);
default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_TRANSPARENT] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_2D_ARRAY_TRANSPARENT], images, RS::TEXTURE_LAYERED_2D_ARRAY);
for (int i = 0; i < 5; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_TRANSPARENT] = texture_allocate();
texture_2d_layered_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_CUBEMAP_TRANSPARENT], images, RS::TEXTURE_LAYERED_CUBEMAP);
}
{
Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8);
image->fill(Color(0, 0, 0, 0));
Vector<Ref<Image>> images;
for (int i = 0; i < 4; i++) {
images.push_back(image);
}
default_gl_textures[DEFAULT_GL_TEXTURE_3D_TRANSPARENT] = texture_allocate();
texture_3d_initialize(default_gl_textures[DEFAULT_GL_TEXTURE_3D_TRANSPARENT], image->get_format(), 4, 4, 4, false, images);
}
{

View file

@ -122,9 +122,13 @@ enum DefaultGLTexture {
DEFAULT_GL_TEXTURE_CUBEMAP_BLACK,
//DEFAULT_GL_TEXTURE_CUBEMAP_ARRAY_BLACK, // Cubemap Arrays not supported in GL 3.3 or GL ES 3.0
DEFAULT_GL_TEXTURE_CUBEMAP_WHITE,
DEFAULT_GL_TEXTURE_CUBEMAP_TRANSPARENT,
DEFAULT_GL_TEXTURE_3D_WHITE,
DEFAULT_GL_TEXTURE_3D_BLACK,
DEFAULT_GL_TEXTURE_3D_TRANSPARENT,
DEFAULT_GL_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_GL_TEXTURE_2D_ARRAY_BLACK,
DEFAULT_GL_TEXTURE_2D_ARRAY_TRANSPARENT,
DEFAULT_GL_TEXTURE_2D_UINT,
DEFAULT_GL_TEXTURE_EXT,
DEFAULT_GL_TEXTURE_MAX

View file

@ -994,25 +994,58 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_TRANSPARENT);
} break;
default: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE);
} break;
}
} break;
case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_WHITE: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_TRANSPARENT);
} break;
default: { // previously this only had the black texture available. Keeping black as the default to minimize breaking anything.
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
} break;
}
} break;
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D:
case ShaderLanguage::TYPE_SAMPLER3D: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_TRANSPARENT);
} break;
default: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
} break;
}
} break;
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
switch (p_texture_uniforms[i].hint) {
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_BLACK: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_TRANSPARENT);
} break;
default: {
rd_texture = texture_storage->texture_rd_get_default(TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
} break;
}
} break;
default: {

View file

@ -211,7 +211,7 @@ TextureStorage::TextureStorage() {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 0);
pv.set(i * 4 + 3, 255);
}
{
@ -251,6 +251,34 @@ TextureStorage::TextureStorage() {
}
}
{ //create default transparent cubemap array
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tformat.width = 4;
tformat.height = 4;
tformat.array_layers = 6;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
Vector<uint8_t> pv;
pv.resize(16 * 4);
for (int i = 0; i < 16; i++) {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 0);
}
{
Vector<Vector<uint8_t>> vpv;
for (int i = 0; i < 6; i++) {
vpv.push_back(pv);
}
default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
}
{ //create default black cubemap
RD::TextureFormat tformat;
@ -267,7 +295,7 @@ TextureStorage::TextureStorage() {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 0);
pv.set(i * 4 + 3, 255);
}
{
@ -307,6 +335,34 @@ TextureStorage::TextureStorage() {
}
}
{ //create default transparent cubemap
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tformat.width = 4;
tformat.height = 4;
tformat.array_layers = 6;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
Vector<uint8_t> pv;
pv.resize(16 * 4);
for (int i = 0; i < 16; i++) {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 0);
}
{
Vector<Vector<uint8_t>> vpv;
for (int i = 0; i < 6; i++) {
vpv.push_back(pv);
}
default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
}
{ //create default 3D
RD::TextureFormat tformat;
@ -320,6 +376,20 @@ TextureStorage::TextureStorage() {
Vector<uint8_t> pv;
pv.resize(64 * 4);
for (int i = 0; i < 64; i++) {
// opaque black
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 255);
}
{
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_3D_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
for (int i = 0; i < 64; i++) {
// transparent black
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
@ -329,7 +399,7 @@ TextureStorage::TextureStorage() {
{
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_3D_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
default_rd_textures[DEFAULT_RD_TEXTURE_3D_TRANSPARENT] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
for (int i = 0; i < 64; i++) {
pv.set(i * 4 + 0, 255);

View file

@ -57,10 +57,14 @@ public:
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_CUBEMAP_TRANSPARENT,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_TRANSPARENT,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_3D_TRANSPARENT,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_TRANSPARENT,
DEFAULT_RD_TEXTURE_2D_ARRAY_NORMAL,
DEFAULT_RD_TEXTURE_2D_ARRAY_DEPTH,
DEFAULT_RD_TEXTURE_2D_UINT,