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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-07-03 20:18:50 +0200
committerGitHub <noreply@github.com>2021-07-03 20:18:50 +0200
commitd4e081bfe3f371aa825327e03c5373ffea578cb8 (patch)
treef0edd50a5dca194630bcfa6f984597b9ae89c33e /servers
parent435a853bc9a27da1b6fc40ca2b2685498cba1fad (diff)
parentfe17a6c907b8e49ab88af80951dc31fad5634a49 (diff)
Merge pull request #50133 from reduz/fix-render-debug-modes
Fix render debug modes.
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp25
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h8
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp28
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h8
6 files changed, 66 insertions, 31 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 2c913ca295..3ab2f0eed2 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -345,8 +345,20 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
mesh_surface = surf->surface_shadow;
} else {
- material_uniform_set = surf->material_uniform_set;
- shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_uniform_set = scene_shader.default_material_uniform_set;
+ shader = scene_shader.default_material_shader_ptr;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_uniform_set = scene_shader.overdraw_material_uniform_set;
+ shader = scene_shader.overdraw_material_shader_ptr;
+ } else {
+#endif
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ }
+#endif
mesh_surface = surf->surface;
}
@@ -1048,10 +1060,15 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
// ADD Element
if (p_pass_mode == PASS_MODE_COLOR) {
- if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
rl->add_element(surf);
}
- if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
render_list[RENDER_LIST_ALPHA].add_element(surf);
if (uses_gi) {
surf->sort.uses_forward_gi = 1;
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 f125931df8..3270e30ded 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
@@ -546,11 +546,9 @@ SceneShaderForwardClustered::~SceneShaderForwardClustered() {
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
- storage->free(wireframe_material_shader);
storage->free(overdraw_material_shader);
storage->free(default_shader);
- storage->free(wireframe_material);
storage->free(overdraw_material);
storage->free(default_material);
}
@@ -775,6 +773,9 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
+
+ default_material_shader_ptr = md->shader_data;
+ default_material_uniform_set = md->uniform_set;
}
{
@@ -785,12 +786,9 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
- wireframe_material_shader = storage->shader_allocate();
- storage->shader_initialize(wireframe_material_shader);
- storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
- wireframe_material = storage->material_allocate();
- storage->material_initialize(wireframe_material);
- storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ overdraw_material_shader_ptr = md->shader_data;
+ overdraw_material_uniform_set = md->uniform_set;
}
{
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index 8add9f8095..6d7cef68c6 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -192,8 +192,6 @@ public:
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
RID default_shader_rd;
RID default_shader_sdfgi_rd;
@@ -202,6 +200,12 @@ public:
RID shadow_sampler;
+ RID default_material_uniform_set;
+ ShaderData *default_material_shader_ptr = nullptr;
+
+ RID overdraw_material_uniform_set;
+ ShaderData *overdraw_material_shader_ptr = nullptr;
+
SceneShaderForwardClustered();
~SceneShaderForwardClustered();
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 10dce7ff0f..e7521e6bef 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1078,14 +1078,16 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
// ADD Element
if (p_pass_mode == PASS_MODE_COLOR) {
- if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
rl->add_element(surf);
}
- if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
render_list[RENDER_LIST_ALPHA].add_element(surf);
- // if (uses_gi) {
- // surf->sort.uses_forward_gi = 1;
- // }
}
if (uses_lightmap) {
@@ -1451,8 +1453,20 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
mesh_surface = surf->surface_shadow;
} else {
- material_uniform_set = surf->material_uniform_set;
- shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_uniform_set = scene_shader.default_material_uniform_set;
+ shader = scene_shader.default_material_shader_ptr;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_uniform_set = scene_shader.overdraw_material_uniform_set;
+ shader = scene_shader.overdraw_material_shader_ptr;
+ } else {
+#endif
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ }
+#endif
mesh_surface = surf->surface;
}
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 b5fb9fbc62..187bdf14e3 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
@@ -759,6 +759,9 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
+
+ default_material_shader_ptr = md->shader_data;
+ default_material_uniform_set = md->uniform_set;
}
{
@@ -769,12 +772,9 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
- wireframe_material_shader = storage->shader_allocate();
- storage->shader_initialize(wireframe_material_shader);
- storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
- wireframe_material = storage->material_allocate();
- storage->material_initialize(wireframe_material);
- storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ overdraw_material_shader_ptr = md->shader_data;
+ overdraw_material_uniform_set = md->uniform_set;
}
{
@@ -802,11 +802,9 @@ SceneShaderForwardMobile::~SceneShaderForwardMobile() {
RD::get_singleton()->free(default_vec4_xform_buffer);
RD::get_singleton()->free(shadow_sampler);
- storage->free(wireframe_material_shader);
storage->free(overdraw_material_shader);
storage->free(default_shader);
- storage->free(wireframe_material);
storage->free(overdraw_material);
storage->free(default_material);
}
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index f4f6ceeb1d..476bb57bc5 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -189,8 +189,6 @@ public:
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
RID default_shader_rd;
RID default_vec4_xform_buffer;
@@ -198,6 +196,12 @@ public:
RID shadow_sampler;
+ RID default_material_uniform_set;
+ ShaderData *default_material_shader_ptr = nullptr;
+
+ RID overdraw_material_uniform_set;
+ ShaderData *overdraw_material_shader_ptr = nullptr;
+
SceneShaderForwardMobile();
~SceneShaderForwardMobile();