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authorBastiaan Olij <mux213@gmail.com>2023-01-15 16:07:59 +1100
committerBastiaan Olij <mux213@gmail.com>2023-01-25 13:35:01 +1100
commit85c478e170a40bc471fa2e0dec377b237e0a69b3 (patch)
treecad2888012e6a7e37c8845c984eae9d272a6ae14
parenteaf306e0b15e4283883f06bf903b05711a4dbfe8 (diff)
Make screen texture and depth texture work in Multiview
-rw-r--r--drivers/gles3/shader_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/scene.glsl10
-rw-r--r--drivers/gles3/storage/material_storage.cpp6
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h4
-rw-r--r--servers/rendering/shader_compiler.cpp45
-rw-r--r--servers/rendering/shader_compiler.h1
15 files changed, 103 insertions, 23 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 71caf3b8e3..10f42bf22b 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -192,7 +192,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("#define ViewIndex gl_ViewID_OVR\n");
builder.append("#define MAX_VIEWS 2\n");
builder.append("#else\n");
- builder.append("#define ViewIndex 0\n");
+ builder.append("#define ViewIndex uint(0)\n");
builder.append("#define MAX_VIEWS 1\n");
builder.append("#endif\n");
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 951155e287..ee7e9dd672 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -565,9 +565,15 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
uniform highp sampler2DArray color_buffer; // texunit:-5
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
uniform highp sampler2D depth_buffer; // texunit:-6
uniform highp sampler2D color_buffer; // texunit:-5
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif
uniform highp mat4 world_transform;
@@ -924,8 +930,12 @@ void main() {
vec3 vertex = vertex_interp;
#ifdef USE_MULTIVIEW
vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
+ mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
#else
vec3 view = -normalize(vertex_interp);
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
#endif
highp mat4 model_matrix = world_transform;
vec3 albedo = vec3(1.0);
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 50e5c868d3..4a44279be9 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1635,8 +1635,8 @@ MaterialStorage::MaterialStorage() {
actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
actions.renames["VIEW_INDEX"] = "ViewIndex";
- actions.renames["VIEW_MONO_LEFT"] = "0";
- actions.renames["VIEW_RIGHT"] = "1";
+ actions.renames["VIEW_MONO_LEFT"] = "uint(0)";
+ actions.renames["VIEW_RIGHT"] = "uint(1)";
//for light
actions.renames["VIEW"] = "view";
@@ -1718,6 +1718,8 @@ MaterialStorage::MaterialStorage() {
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.check_multiview_samplers = true;
+
shaders.compiler_scene.initialize(actions);
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 412406c0b4..2aaea4288b 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -717,6 +717,8 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.global_buffer_array_variable = "global_shader_uniforms.data";
actions.instance_uniform_index_variable = "instances.data[instance_index_interp].instance_uniforms_ofs";
+ actions.check_multiview_samplers = true; // make sure we check sampling multiview textures
+
compiler.initialize(actions);
}
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 3d1d78c63d..f9eecf4dc7 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -609,6 +609,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
+ actions.check_multiview_samplers = true; // make sure we check sampling multiview textures
compiler.initialize(actions);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 2a87c4fa8d..33f6ac0276 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -253,6 +253,11 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
+ if (!rb->has_internal_texture()) {
+ // We're likely rendering reflection probes where we can't use our backbuffers.
+ return;
+ }
+
RD::get_singleton()->draw_command_begin_label("Copy screen texture");
rb->allocate_blur_textures();
@@ -292,6 +297,11 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
+ if (!rb->has_depth_texture()) {
+ // We're likely rendering reflection probes where we can't use our backbuffers.
+ return;
+ }
+
RD::get_singleton()->draw_command_begin_label("Copy depth texture");
// note, this only creates our back depth texture if we haven't already created it.
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index d32e6d717f..91ae1b4344 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -118,13 +118,13 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
-vec3 normal_roughness_uv(vec2 uv) {
+vec3 multiview_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
-vec2 normal_roughness_uv(vec2 uv) {
+vec2 multiview_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
@@ -550,13 +550,13 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
-vec3 normal_roughness_uv(vec2 uv) {
+vec3 multiview_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
-vec2 normal_roughness_uv(vec2 uv) {
+vec2 multiview_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 1f524313f2..8ff7a784dc 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -271,15 +271,16 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define multiviewSampler sampler2D
#else
-layout(set = 1, binding = 10) uniform texture2D depth_buffer;
-layout(set = 1, binding = 11) uniform texture2D color_buffer;
-
#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 10) uniform texture2DArray depth_buffer;
+layout(set = 1, binding = 11) uniform texture2DArray color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
+layout(set = 1, binding = 10) uniform texture2D depth_buffer;
+layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 5e64d4e651..52eee15c2f 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -112,9 +112,15 @@ layout(location = 9) out highp float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -523,9 +529,15 @@ layout(location = 9) highp in float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 631ff0575b..78b39a356d 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -154,8 +154,15 @@ layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
// this needs to change to providing just the lightmap we're using..
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 9) uniform highp texture2DArray depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2DArray color_buffer;
+#define multiviewSampler sampler2DArray
+#else
layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
+#define multiviewSampler sampler2D
+#endif // USE_MULTIVIEW
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 33e35a7a64..cdecb3828b 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -1464,7 +1464,6 @@ bool LightStorage::reflection_probe_instance_begin_render(RID p_instance, RID p_
fb.push_back(atlas->depth_buffer);
atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
- atlas->render_buffers->cleanup();
atlas->render_buffers->configure_for_reflections(Size2i(atlas->size, atlas->size));
}
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index 31377a10a0..8deed034c0 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -490,6 +490,16 @@ Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const String
// Depth texture
+bool RenderSceneBuffersRD::has_depth_texture() {
+ RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
+ RID depth = texture_storage->render_target_get_override_depth(render_target);
+ if (depth.is_valid()) {
+ return true;
+ } else {
+ return has_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH);
+ }
+}
+
RID RenderSceneBuffersRD::get_depth_texture() {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RID depth = texture_storage->render_target_get_override_depth(render_target);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
index dc849fd56a..50fb06c0d9 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h
@@ -185,6 +185,9 @@ public:
// For our internal textures we provide some easy access methods.
+ _FORCE_INLINE_ bool has_internal_texture() const {
+ return has_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR);
+ }
_FORCE_INLINE_ RID get_internal_texture() const {
return get_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR);
}
@@ -192,6 +195,7 @@ public:
return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_COLOR, p_layer, 0);
}
+ bool has_depth_texture();
RID get_depth_texture();
RID get_depth_texture(const uint32_t p_layer);
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 68542f32af..2710724066 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1173,9 +1173,10 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code += "(";
- // if normal roughness texture is used, we will add logic to automatically switch between
+ // if color backbuffer, depth backbuffer or normal roughness texture is used,
+ // we will add logic to automatically switch between
// sampler2D and sampler2D array and vec2 UV and vec3 UV.
- bool normal_roughness_texture_used = false;
+ bool multiview_uv_needed = false;
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
@@ -1220,8 +1221,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
- if (!RS::get_singleton()->is_low_end() && is_texture_func && i == 1) {
- //need to map from texture to sampler in order to sample when using Vulkan GLSL
+ if (is_texture_func && i == 1) {
+ // If we're doing a texture lookup we need to check our texture argument
StringName texture_uniform;
bool correct_texture_uniform = false;
@@ -1240,8 +1241,10 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
break;
}
- if (correct_texture_uniform) {
+ if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) {
+ // Need to map from texture to sampler in order to sample when using Vulkan GLSL.
String sampler_name;
+ bool is_depth_texture = false;
bool is_normal_roughness_texture = false;
if (actions.custom_samplers.has(texture_uniform)) {
@@ -1251,6 +1254,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
is_screen_texture = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ is_depth_texture = true;
} else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
is_normal_roughness_texture = true;
}
@@ -1281,24 +1286,40 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
String data_type_name = "";
- if (is_normal_roughness_texture) {
+ if (actions.check_multiview_samplers && (is_screen_texture || is_depth_texture || is_normal_roughness_texture)) {
data_type_name = "multiviewSampler";
- normal_roughness_texture_used = true;
+ multiview_uv_needed = true;
} else {
data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype());
}
code += data_type_name + "(" + node_code + ", " + sampler_name + ")";
+ } else if (actions.check_multiview_samplers && correct_texture_uniform && RS::get_singleton()->is_low_end()) {
+ // Texture function on low end hardware (i.e. OpenGL).
+ // We just need to know if the texture supports multiview.
+
+ if (shader->uniforms.has(texture_uniform)) {
+ const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform];
+ if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) {
+ multiview_uv_needed = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ multiview_uv_needed = true;
+ } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) {
+ multiview_uv_needed = true;
+ }
+ }
+
+ code += node_code;
} else {
code += node_code;
}
- } else {
- if (normal_roughness_texture_used && i == 2) {
- // UV coordinate after using normal roughness texture.
- node_code = "normal_roughness_uv(" + node_code + ".xy)";
- }
+ } else if (multiview_uv_needed && i == 2) {
+ // UV coordinate after using color, depth or normal roughness texture.
+ node_code = "multiview_uv(" + node_code + ".xy)";
code += node_code;
+ } else {
+ code += node_code;
}
}
code += ")";
diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h
index 43bea213da..3bb29a545b 100644
--- a/servers/rendering/shader_compiler.h
+++ b/servers/rendering/shader_compiler.h
@@ -101,6 +101,7 @@ public:
String instance_uniform_index_variable;
uint32_t base_varying_index = 0;
bool apply_luminance_multiplier = false;
+ bool check_multiview_samplers = false;
};
private: