diff options
author | clayjohn <claynjohn@gmail.com> | 2023-04-12 14:41:17 -0700 |
---|---|---|
committer | Yuri Sizov <yuris@humnom.net> | 2023-04-24 16:52:24 +0200 |
commit | ad582cf0b163a8c15ba6a372ee76e0133213976c (patch) | |
tree | 5ee432e3ee2480463875c906e40fdc1de0c15756 /servers/rendering | |
parent | 410b503aace744ba1ea5b1f7a67d0d8600258481 (diff) |
Don't store instance transform in RD 3D renderer unless requested
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
Diffstat (limited to 'servers/rendering')
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp | 16 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp | 16 |
2 files changed, 16 insertions, 16 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 91789201c6..c7d85a3bbf 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -721,6 +721,14 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i if (inst->store_transform_cache) { RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform); RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform); + +#ifdef REAL_T_IS_DOUBLE + // Split the origin into two components, the float approximation and the missing precision + // In the shader we will combine these back together to restore the lost precision. + RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]); +#endif } else { RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform); RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform); @@ -735,14 +743,6 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x; instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y; -#ifdef REAL_T_IS_DOUBLE - // Split the origin into two components, the float approximation and the missing precision - // In the shader we will combine these back together to restore the lost precision. - RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]); -#endif - bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid(); if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && inst->mirror == prev_surface->owner->mirror && repeats < RenderElementInfo::MAX_REPEATS) { diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 6bfbc2e0a7..b9edc46aee 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -2060,17 +2060,17 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr if (inst->store_transform_cache) { RendererRD::MaterialStorage::store_transform(inst->transform, push_constant.transform); - } else { - RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform); - } #ifdef REAL_T_IS_DOUBLE - // Split the origin into two components, the float approximation and the missing precision - // In the shader we will combine these back together to restore the lost precision. - RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]); + // Split the origin into two components, the float approximation and the missing precision + // In the shader we will combine these back together to restore the lost precision. + RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]); #endif + } else { + RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform); + } push_constant.flags = inst->flags_cache; push_constant.gi_offset = inst->gi_offset_cache; |