diff options
5 files changed, 201 insertions, 29 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 a741fb4c6a..5b465fb45c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1162,6 +1162,7 @@ void RenderForwardClustered::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_ ERR_FAIL_COND(p_render_buffers.is_null()); Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); ERR_FAIL_COND(!p_render_buffers->has_custom_data(RB_SCOPE_GI)); Ref<RendererRD::GI::RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); @@ -1332,7 +1333,9 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; Ref<RenderBufferDataForwardClustered> rb_data; - if (rb.is_valid()) { + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) { + // Our forward clustered custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } @@ -1485,7 +1488,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo current_cluster_builder->bake_cluster(); } - if (rb.is_valid()) { + if (rb_data.is_valid()) { bool directional_shadows = RendererRD::LightStorage::get_singleton()->has_directional_shadows(directional_light_count); _update_volumetric_fog(rb, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, p_render_data->voxel_gi_count, *p_render_data->fog_volumes); } @@ -1551,7 +1554,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co Ref<RenderBufferDataForwardClustered> rb_data; if (p_render_data && p_render_data->render_buffers.is_valid()) { rb = p_render_data->render_buffers; - rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + if (rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) { + // Our forward clustered custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + } } static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; @@ -1570,32 +1577,32 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } // obtain cluster builder - if (rb_data.is_valid()) { - current_cluster_builder = rb_data->cluster_builder; - } else if (light_storage->owns_reflection_probe_instance(p_render_data->reflection_probe)) { + if (light_storage->owns_reflection_probe_instance(p_render_data->reflection_probe)) { current_cluster_builder = light_storage->reflection_probe_instance_get_cluster_builder(p_render_data->reflection_probe, &cluster_builder_shared); if (p_render_data->camera_attributes.is_valid()) { light_storage->reflection_probe_set_baked_exposure(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe), RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes)); } - } else { - ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash - current_cluster_builder = nullptr; - } + } else if (rb_data.is_valid()) { + current_cluster_builder = rb_data->cluster_builder; - p_render_data->voxel_gi_count = 0; + p_render_data->voxel_gi_count = 0; - if (rb.is_valid()) { - if (rb->has_custom_data(RB_SCOPE_SDFGI)) { - Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); - if (sdfgi.is_valid()) { - sdfgi->update_cascades(); - sdfgi->pre_process_gi(p_render_data->scene_data->cam_transform, p_render_data); - sdfgi->update_light(); + if (rb.is_valid()) { + if (rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + if (sdfgi.is_valid()) { + sdfgi->update_cascades(); + sdfgi->pre_process_gi(p_render_data->scene_data->cam_transform, p_render_data); + sdfgi->update_light(); + } } - } - gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count); + gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count); + } + } else { + ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash + current_cluster_builder = nullptr; } if (current_cluster_builder != nullptr) { @@ -2054,7 +2061,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Resolve"); - if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + if (rb_data.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { for (uint32_t v = 0; v < rb->get_view_count(); v++) { RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); @@ -2073,12 +2080,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } RD::get_singleton()->draw_command_end_label(); - if (rb.is_valid() && taa && rb->get_use_taa()) { + if (rb_data.is_valid() && taa && rb->get_use_taa()) { RENDER_TIMESTAMP("TAA") taa->process(rb, _render_buffers_get_color_format(), p_render_data->scene_data->z_near, p_render_data->scene_data->z_far); } - if (rb.is_valid()) { + if (rb_data.is_valid()) { _debug_draw_cluster(rb); RENDER_TIMESTAMP("Tonemap"); @@ -2086,7 +2093,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _render_buffers_post_process_and_tonemap(p_render_data); } - if (rb.is_valid()) { + if (rb_data.is_valid()) { _render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) { @@ -2876,7 +2883,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend Ref<RenderBufferDataForwardClustered> rb_data; if (p_render_data && p_render_data->render_buffers.is_valid()) { rb = p_render_data->render_buffers; - rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + if (rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) { + // Our forward clustered custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + } } //default render buffer and scene state uniform set 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 7f567bcc2e..53bcb1c038 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -362,6 +362,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ if (p_render_data && p_render_data->render_buffers.is_valid()) { rb = p_render_data->render_buffers; if (rb->has_custom_data(RB_SCOPE_MOBILE)) { + // Our forward mobile custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } } @@ -643,6 +645,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (p_render_data->render_buffers.is_valid()) { rb = p_render_data->render_buffers; if (rb->has_custom_data(RB_SCOPE_MOBILE)) { + // Our forward mobile custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } } 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 fd7b62cd6c..12ba29a0b8 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 @@ -202,6 +202,7 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna vrs_texture = create_texture(RB_SCOPE_VRS, RB_TEXTURE, RD::DATA_FORMAT_R8_UINT, usage_bits, RD::TEXTURE_SAMPLES_1, vrs->get_vrs_texture_size(internal_size)); } + // (re-)configure any named buffers for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { E.value->configure(this); } @@ -220,6 +221,14 @@ void RenderSceneBuffersRD::configure_for_reflections(const Size2i p_reflection_s use_taa = false; use_debanding = false; view_count = 1; + + // cleanout any old buffers we had. + cleanup(); + + // (re-)configure any named buffers + for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { + E.value->configure(this); + } } void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) { @@ -498,10 +507,6 @@ void RenderSceneBuffersRD::set_custom_data(const StringName &p_name, Ref<RenderB } Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const StringName &p_name) const { - if (!data_buffers.has(p_name)) { - print_line("test"); - } - ERR_FAIL_COND_V(!data_buffers.has(p_name), Ref<RenderBufferCustomDataRD>()); Ref<RenderBufferCustomDataRD> ret = data_buffers[p_name]; diff --git a/tests/scene/test_visual_shader.h b/tests/scene/test_visual_shader.h new file mode 100644 index 0000000000..457f9ad6ac --- /dev/null +++ b/tests/scene/test_visual_shader.h @@ -0,0 +1,151 @@ +/*************************************************************************/ +/* test_visual_shader.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TEST_VISUAL_SHADER_H +#define TEST_VISUAL_SHADER_H + +#include "scene/resources/visual_shader.h" + +#include "tests/test_macros.h" + +namespace TestVisualArray { + +TEST_CASE("[SceneTree][VisualShader] Object creation and parameter") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + CHECK(vs->get_mode() == Shader::MODE_SPATIAL); + + for (int i = 1; i < Shader::MODE_MAX; i++) { + vs->set_mode((Shader::Mode)i); + CHECK(vs->get_mode() == i); + } +} + +TEST_CASE("[SceneTree][VisualShader] Testing VisualShaderNodes") { + SUBCASE("Testing Node Creation") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); + CHECK(vsn.is_valid()); + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); + CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn); + } + + ERR_PRINT_OFF; + + // Testing for Invalid entries. + Ref<VisualShaderNode> vsn5 = memnew(VisualShaderNodeInput); + Ref<VisualShaderNode> vsn6 = memnew(VisualShaderNodeInput); + CHECK(vsn6.is_valid()); + CHECK(vsn5.is_valid()); + + vs->add_node(VisualShader::TYPE_SKY, vsn5, Vector2(1, 10), 0); + CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 0) == vsn6); + vs->add_node(VisualShader::TYPE_MAX, vsn6, Vector2(1, 10), 7); + CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 7) == vsn6); + + ERR_PRINT_ON; + } + + SUBCASE("Testing VisualShaderNode position getter and setter") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + Ref<VisualShaderNode> vsn1 = memnew(VisualShaderNodeInput); + CHECK(vsn1.is_valid()); + vs->add_node(VisualShader::TYPE_COLLIDE, vsn1, Vector2(0, 0), 3); + CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(0, 0)); + vs->set_node_position(VisualShader::TYPE_COLLIDE, 3, Vector2(1, 1)); + CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(1, 1)); + + Ref<VisualShaderNode> vsn2 = memnew(VisualShaderNodeInput); + CHECK(vsn2.is_valid()); + vs->add_node(VisualShader::TYPE_FOG, vsn2, Vector2(1, 2), 4); + CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(1, 2)); + vs->set_node_position(VisualShader::TYPE_FOG, 4, Vector2(2, 2)); + CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(2, 2)); + } + + SUBCASE("Testing VisualShaderNode ID") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); + CHECK(vsn.is_valid()); + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); + CHECK(vs->get_valid_node_id(VisualShader::Type(i)) - 1 == i + 2); + } + } + + SUBCASE("Testing remove and replace VisualShaderNode") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + ERR_PRINT_OFF; + + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); + CHECK(vsn.is_valid()); + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); + CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn); + vs->remove_node(VisualShader::Type(i), i + 2); + CHECK_FALSE(vs->get_node(VisualShader::Type(i), i + 2) == vsn); + } + + ERR_PRINT_ON; + } +} + +TEST_CASE("[SceneTree][VisualShader] Testing Varyings") { + Ref<VisualShader> vs = memnew(VisualShader); + + vs->add_varying("Test1", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_TRANSFORM); + CHECK(vs->has_varying("Test1") == true); + + vs->add_varying("Test2", VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT, VisualShader::VARYING_TYPE_VECTOR_2D); + CHECK(vs->has_varying("Test2")); + + CHECK_FALSE(vs->has_varying("Does_not_exits")); + ERR_PRINT_OFF; + vs->add_varying("Test3", VisualShader::VARYING_MODE_MAX, VisualShader::VARYING_TYPE_INT); + CHECK_FALSE(vs->has_varying("Test3")); + + vs->add_varying("Test4", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_MAX); + CHECK_FALSE(vs->has_varying("Test4")); + ERR_PRINT_ON; +} + +} //namespace TestVisualArray + +#endif // TEST_VISUAL_SHADER_H diff --git a/tests/test_main.cpp b/tests/test_main.cpp index 4c4d47a7ae..f51d7c8e4d 100644 --- a/tests/test_main.cpp +++ b/tests/test_main.cpp @@ -98,6 +98,7 @@ #include "tests/scene/test_sprite_frames.h" #include "tests/scene/test_text_edit.h" #include "tests/scene/test_theme.h" +#include "tests/scene/test_visual_shader.h" #include "tests/servers/test_text_server.h" #include "tests/test_validate_testing.h" |