diff options
author | lawnjelly <lawnjelly@gmail.com> | 2019-09-20 09:45:51 +0100 |
---|---|---|
committer | lawnjelly <lawnjelly@gmail.com> | 2019-09-22 15:38:20 +0100 |
commit | f5365aa0e12fe0ba2acb60a3fcb99126e0428b93 (patch) | |
tree | 689e8ff3c92d425a817b27960bea240f1509dca7 /drivers/gles2 | |
parent | 2add51d0823fe2ef7cb439a6f3fae17e8dd4717f (diff) |
Fix GLES2 skinning where VERTEX_TEXTURE not supported
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 11 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 2 |
3 files changed, 13 insertions, 6 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index cc414c26af..96878c86b4 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1432,11 +1432,11 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } } - bool clear_skeleton_buffer = !storage->config.float_texture_supported; + bool clear_skeleton_buffer = storage->config.use_skeleton_software; if (p_skeleton) { - if (storage->config.float_texture_supported) { + if (!storage->config.use_skeleton_software) { //use float texture workflow glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id); @@ -2452,7 +2452,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (skeleton) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software); } else { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 5c02d8096d..0379aee561 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -2432,7 +2432,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: // from surface->data. // if USE_SKELETON_SOFTWARE is active - if (!config.float_texture_supported) { + if (config.use_skeleton_software) { // if this geometry is used specifically for skinning if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS)) surface->data = array; @@ -3514,7 +3514,7 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool skeleton->size = p_bones; skeleton->use_2d = p_2d_skeleton; - if (config.float_texture_supported) { + if (!config.use_skeleton_software) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, skeleton->tex_id); @@ -3699,7 +3699,7 @@ void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector< void RasterizerStorageGLES2::update_dirty_skeletons() { - if (!config.float_texture_supported) + if (config.use_skeleton_software) return; glActiveTexture(GL_TEXTURE0); @@ -5751,9 +5751,14 @@ void RasterizerStorageGLES2::initialize() { frame.current_rt = NULL; frame.clear_request = false; + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size); + // the use skeleton software path should be used if either float texture is not supported, + // OR max_vertex_texture_image_units is zero + config.use_skeleton_software = (config.float_texture_supported == false) || (config.max_vertex_texture_image_units == 0); + shaders.copy.init(); shaders.cubemap_filter.init(); bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx"); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index d139697b86..e6cdcac59f 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -60,7 +60,9 @@ public: bool shrink_textures_x2; bool use_fast_texture_filter; + bool use_skeleton_software; + int max_vertex_texture_image_units; int max_texture_image_units; int max_texture_size; |