diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/alsa/audio_driver_alsa.cpp | 4 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 6 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 11 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 26 | ||||
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 26 |
10 files changed, 59 insertions, 28 deletions
diff --git a/drivers/alsa/audio_driver_alsa.cpp b/drivers/alsa/audio_driver_alsa.cpp index 0611d7d4e0..42899c0f76 100644 --- a/drivers/alsa/audio_driver_alsa.cpp +++ b/drivers/alsa/audio_driver_alsa.cpp @@ -171,14 +171,14 @@ void AudioDriverALSA::thread_func(void *p_udata) { ad->start_counting_ticks(); if (!ad->active) { - for (unsigned int i = 0; i < ad->period_size * ad->channels; i++) { + for (uint64_t i = 0; i < ad->period_size * ad->channels; i++) { ad->samples_out.write[i] = 0; } } else { ad->audio_server_process(ad->period_size, ad->samples_in.ptrw()); - for (unsigned int i = 0; i < ad->period_size * ad->channels; i++) { + for (uint64_t i = 0; i < ad->period_size * ad->channels; i++) { ad->samples_out.write[i] = ad->samples_in[i] >> 16; } } diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index cc414c26af..96878c86b4 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1432,11 +1432,11 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } } - bool clear_skeleton_buffer = !storage->config.float_texture_supported; + bool clear_skeleton_buffer = storage->config.use_skeleton_software; if (p_skeleton) { - if (storage->config.float_texture_supported) { + if (!storage->config.use_skeleton_software) { //use float texture workflow glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id); @@ -2452,7 +2452,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, if (skeleton) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software); } else { state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 5c02d8096d..0379aee561 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -2432,7 +2432,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: // from surface->data. // if USE_SKELETON_SOFTWARE is active - if (!config.float_texture_supported) { + if (config.use_skeleton_software) { // if this geometry is used specifically for skinning if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS)) surface->data = array; @@ -3514,7 +3514,7 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool skeleton->size = p_bones; skeleton->use_2d = p_2d_skeleton; - if (config.float_texture_supported) { + if (!config.use_skeleton_software) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, skeleton->tex_id); @@ -3699,7 +3699,7 @@ void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector< void RasterizerStorageGLES2::update_dirty_skeletons() { - if (!config.float_texture_supported) + if (config.use_skeleton_software) return; glActiveTexture(GL_TEXTURE0); @@ -5751,9 +5751,14 @@ void RasterizerStorageGLES2::initialize() { frame.current_rt = NULL; frame.clear_request = false; + glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size); + // the use skeleton software path should be used if either float texture is not supported, + // OR max_vertex_texture_image_units is zero + config.use_skeleton_software = (config.float_texture_supported == false) || (config.max_vertex_texture_image_units == 0); + shaders.copy.init(); shaders.cubemap_filter.init(); bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx"); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index d139697b86..e6cdcac59f 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -60,7 +60,9 @@ public: bool shrink_textures_x2; bool use_fast_texture_filter; + bool use_skeleton_software; + int max_vertex_texture_image_units; int max_texture_image_units; int max_texture_size; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 92bf0e29e2..1db8a870a2 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -948,6 +948,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; @@ -957,6 +958,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; // Ported from GLES3 diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index fa0b315e29..08548ded17 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -331,6 +331,7 @@ void light_compute( inout vec4 light_color, vec2 light_uv, inout vec4 shadow_color, + inout vec2 shadow_vec, vec3 normal, vec2 uv, #if defined(SCREEN_UV_USED) @@ -407,6 +408,7 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTING vec2 light_vec = transformed_light_uv; + vec2 shadow_vec = transformed_light_uv; if (normal_used) { normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; @@ -434,6 +436,7 @@ FRAGMENT_SHADER_CODE real_light_color, light_uv, real_light_shadow_color, + shadow_vec, normal, uv, #if defined(SCREEN_UV_USED) @@ -452,11 +455,18 @@ FRAGMENT_SHADER_CODE color *= light; #ifdef USE_SHADOWS - // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only - // makes sense to compute shadows from there. - light_vec = light_uv_interp.zw; - float angle_to_light = -atan(light_vec.x, light_vec.y); +#ifdef SHADOW_VEC_USED + mat3 inverse_light_matrix = mat3(light_matrix); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + shadow_vec = (inverse_light_matrix * vec3(shadow_vec, 0.0)).xy; +#else + shadow_vec = light_uv_interp.zw; +#endif + + float angle_to_light = -atan(shadow_vec.x, shadow_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays float ang*/ @@ -467,18 +477,18 @@ FRAGMENT_SHADER_CODE vec2 point; float sh; if (abs_angle < 45.0 * PI / 180.0) { - point = light_vec; + point = shadow_vec; sh = 0.0 + (1.0 / 8.0); } else if (abs_angle > 135.0 * PI / 180.0) { - point = -light_vec; + point = -shadow_vec; sh = 0.5 + (1.0 / 8.0); } else if (angle_to_light > 0.0) { - point = vec2(light_vec.y, -light_vec.x); + point = vec2(shadow_vec.y, -shadow_vec.x); sh = 0.25 + (1.0 / 8.0); } else { - point = vec2(-light_vec.y, light_vec.x); + point = vec2(-shadow_vec.y, shadow_vec.x); sh = 0.75 + (1.0 / 8.0); } diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index 195db7c45f..aa967115da 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -144,11 +144,11 @@ void main() { #elif defined(USE_ASYM_PANO) // When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result. - // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1. + // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted. // The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image. vec3 cube_normal; - cube_normal.z = -1000000.0; + cube_normal.z = -1.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y; cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a; cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 5f4acbc2de..3b6bb81ac5 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -2955,7 +2955,9 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, case ShaderLanguage::TYPE_BVEC3: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: - case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_VEC3: { + zeromem(data, 12); + } break; case ShaderLanguage::TYPE_BVEC4: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 3f21be8dd3..7499962da3 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -941,6 +941,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; @@ -949,6 +950,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 10c8764b8e..e83f53d648 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -345,6 +345,7 @@ void light_compute( inout vec4 light_color, vec2 light_uv, inout vec4 shadow_color, + inout vec2 shadow_vec, vec3 normal, vec2 uv, #if defined(SCREEN_UV_USED) @@ -512,6 +513,7 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTING vec2 light_vec = transformed_light_uv; + vec2 shadow_vec = transformed_light_uv; if (normal_used) { normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy; @@ -539,6 +541,7 @@ FRAGMENT_SHADER_CODE real_light_color, light_uv, real_light_shadow_color, + shadow_vec, normal, uv, #if defined(SCREEN_UV_USED) @@ -557,11 +560,16 @@ FRAGMENT_SHADER_CODE color *= light; #ifdef USE_SHADOWS - // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only - // makes sense to compute shadows from there. - light_vec = light_uv_interp.zw; - - float angle_to_light = -atan(light_vec.x, light_vec.y); +#ifdef SHADOW_VEC_USED + mat3 inverse_light_matrix = mat3(light_matrix); + inverse_light_matrix[0] = normalize(inverse_light_matrix[0]); + inverse_light_matrix[1] = normalize(inverse_light_matrix[1]); + inverse_light_matrix[2] = normalize(inverse_light_matrix[2]); + shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy; +#else + shadow_vec = light_uv_interp.zw; +#endif + float angle_to_light = -atan(shadow_vec.x, shadow_vec.y); float PI = 3.14159265358979323846264; /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays float ang*/ @@ -572,18 +580,18 @@ FRAGMENT_SHADER_CODE vec2 point; float sh; if (abs_angle < 45.0 * PI / 180.0) { - point = light_vec; + point = shadow_vec; sh = 0.0 + (1.0 / 8.0); } else if (abs_angle > 135.0 * PI / 180.0) { - point = -light_vec; + point = -shadow_vec; sh = 0.5 + (1.0 / 8.0); } else if (angle_to_light > 0.0) { - point = vec2(light_vec.y, -light_vec.x); + point = vec2(shadow_vec.y, -shadow_vec.x); sh = 0.25 + (1.0 / 8.0); } else { - point = vec2(-light_vec.y, light_vec.x); + point = vec2(-shadow_vec.y, shadow_vec.x); sh = 0.75 + (1.0 / 8.0); } |