diff options
author | clayjohn <claynjohn@gmail.com> | 2022-12-12 14:10:06 -0800 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-12-13 10:22:18 -0800 |
commit | bdd4001ef012c9e7a95b501225c3f6540a0299f3 (patch) | |
tree | ffd6b82a1eb19c0f322c8898e52962e1f6f8682e /servers/rendering/renderer_rd/effects | |
parent | ba4bd7f00971a94c20d90e7d2c665d5eb0ae1b90 (diff) |
Various fixes and documentation for CanvasGroup
Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
Diffstat (limited to 'servers/rendering/renderer_rd/effects')
-rw-r--r-- | servers/rendering/renderer_rd/effects/copy_effects.cpp | 8 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/effects/copy_effects.h | 2 |
2 files changed, 6 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index f94abd66d7..7632c0242d 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -628,7 +628,7 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) { RD::get_singleton()->draw_list_end(); } -void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) { +void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); @@ -640,8 +640,10 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re copy.push_constant.section[0] = p_region.position.x; copy.push_constant.section[1] = p_region.position.y; - copy.push_constant.section[2] = p_region.size.width; - copy.push_constant.section[3] = p_region.size.height; + copy.push_constant.target[0] = p_region.position.x; + copy.push_constant.target[1] = p_region.position.y; + copy.push_constant.section[2] = p_size.width; + copy.push_constant.section[3] = p_size.height; // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index 83f7a51a36..5360b38568 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -331,7 +331,7 @@ public: void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); void copy_raster(RID p_source_texture, RID p_dest_framebuffer); - void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false); + void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false); void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size); void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); |