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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp12
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h8
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/canvas.glsl2
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl4
5 files changed, 18 insertions, 10 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f3ba29a0e7..30ca07aa28 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2824,7 +2824,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
for (int i = 0; i < p_light_cull_count; i++) {
- ERR_BREAK(i >= RenderList::MAX_LIGHTS);
+ ERR_BREAK(i >= render_list.max_lights);
LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
@@ -4189,7 +4189,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
for (int i = 0; i < p_light_cull_count; i++) {
- ERR_BREAK(i >= RenderList::MAX_LIGHTS);
+ ERR_BREAK(i >= render_list.max_lights);
LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]);
if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) {
@@ -5064,6 +5064,10 @@ void RasterizerSceneGLES3::initialize() {
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)RenderList::DEFAULT_MAX_ELEMENTS);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,1000000,1"));
+ render_list.max_lights = GLOBAL_DEF("rendering/limits/rendering/max_renderable_lights", (int)RenderList::DEFAULT_MAX_LIGHTS);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_lights", PROPERTY_HINT_RANGE, "16,4096,1"));
+ render_list.max_reflections = GLOBAL_DEF("rendering/limits/rendering/max_renderable_reflections", (int)RenderList::DEFAULT_MAX_REFLECTIONS);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/rendering/max_renderable_reflections", PropertyInfo(Variant::INT, "rendering/limits/rendering/max_renderable_reflections", PROPERTY_HINT_RANGE, "8,1024,1"));
{
//quad buffers
@@ -5158,7 +5162,7 @@ void RasterizerSceneGLES3::initialize() {
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_ubo_size);
const int ubo_light_size = 160;
state.ubo_light_size = ubo_light_size;
- state.max_ubo_lights = MIN(RenderList::MAX_LIGHTS, max_ubo_size / ubo_light_size);
+ state.max_ubo_lights = MIN(render_list.max_lights, max_ubo_size / ubo_light_size);
state.spot_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
state.omni_array_tmp = (uint8_t *)memalloc(ubo_light_size * state.max_ubo_lights);
@@ -5183,7 +5187,7 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n");
state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n");
- state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO));
+ state.max_ubo_reflections = MIN(render_list.max_reflections, max_ubo_size / (int)sizeof(ReflectionProbeDataUBO));
state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 910f90edc2..b5e64b6162 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -669,8 +669,8 @@ public:
SORT_FLAG_SKELETON = 1,
SORT_FLAG_INSTANCING = 2,
MAX_DIRECTIONAL_LIGHTS = 16,
- MAX_LIGHTS = 4096,
- MAX_REFLECTIONS = 1024,
+ DEFAULT_MAX_LIGHTS = 4096,
+ DEFAULT_MAX_REFLECTIONS = 1024,
SORT_KEY_PRIORITY_SHIFT = 56,
SORT_KEY_PRIORITY_MASK = 0xFF,
@@ -701,6 +701,8 @@ public:
};
int max_elements;
+ int max_lights;
+ int max_reflections;
struct Element {
@@ -813,6 +815,8 @@ public:
RenderList() {
max_elements = DEFAULT_MAX_ELEMENTS;
+ max_lights = DEFAULT_MAX_LIGHTS;
+ max_reflections = DEFAULT_MAX_REFLECTIONS;
}
~RenderList() {
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 57b4c198eb..e0ca388da9 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -8093,7 +8093,7 @@ void RasterizerStorageGLES3::initialize() {
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
- config.use_rgba_2d_shadows = config.framebuffer_float_supported;
+ config.use_rgba_2d_shadows = !config.framebuffer_float_supported;
//generic quadie for copying
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a46b31c92e..10c8764b8e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -597,7 +597,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
#else
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 13fff7f4d1..4f706c5505 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -35,8 +35,8 @@ void main() {
#ifdef USE_RGBA_SHADOWS
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
distance_buf = comp;
#else