diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
9 files changed, 36 insertions, 42 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 863e8d6c15..7e02f98ce9 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1085,8 +1085,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con sky->reflection.dirty = true; } + sky_scene_state.ubo.directional_light_count = 0; if (shader_data->uses_light) { - sky_scene_state.ubo.directional_light_count = 0; // Run through the list of lights in the scene and pick out the Directional Lights. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass 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 7eabce2f79..412406c0b4 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 @@ -44,7 +44,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { valid = false; ubo_size = 0; uniforms.clear(); - uses_screen_texture = false; if (code.is_empty()) { return; //just invalid, but no error @@ -73,9 +72,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { uses_position = false; uses_sss = false; uses_transmittance = false; - uses_screen_texture = false; - uses_depth_texture = false; - uses_normal_texture = false; uses_time = false; writes_modelview_or_projection = false; uses_world_coordinates = false; @@ -120,9 +116,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; - actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; - actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture; - actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture; actions.usage_flag_pointers["DISCARD"] = &uses_discard; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; @@ -151,6 +144,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { depth_test = DepthTest(depth_testi); cull_mode = Cull(cull_modei); uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_screen_texture = gen_code.uses_screen_texture; + uses_depth_texture = gen_code.uses_depth_texture; + uses_normal_texture = gen_code.uses_normal_roughness_texture; uses_vertex_time = gen_code.uses_vertex_time; uses_fragment_time = gen_code.uses_fragment_time; @@ -607,9 +603,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "color_buffer"; - actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; actions.renames["FOG"] = "fog"; @@ -674,7 +667,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; - actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; @@ -707,10 +699,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps - actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]"; - actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter - actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; 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 ee4c8001eb..3d1d78c63d 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 @@ -46,7 +46,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { valid = false; ubo_size = 0; uniforms.clear(); - uses_screen_texture = false; if (code.is_empty()) { return; //just invalid, but no error @@ -74,9 +73,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { uses_vertex = false; uses_sss = false; uses_transmittance = false; - uses_screen_texture = false; - uses_depth_texture = false; - uses_normal_texture = false; uses_time = false; writes_modelview_or_projection = false; uses_world_coordinates = false; @@ -121,9 +117,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { // actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; // actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; - actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; - actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture; - actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture; actions.usage_flag_pointers["DISCARD"] = &uses_discard; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; @@ -152,6 +145,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { depth_test = DepthTest(depth_testi); uses_vertex_time = gen_code.uses_vertex_time; uses_fragment_time = gen_code.uses_fragment_time; + uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_screen_texture = gen_code.uses_screen_texture; + uses_depth_texture = gen_code.uses_depth_texture; + uses_normal_texture = gen_code.uses_normal_roughness_texture; #if 0 print_line("**compiling shader:"); @@ -498,9 +495,6 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "color_buffer"; - actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; actions.renames["FOG"] = "fog"; @@ -565,7 +559,6 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; - actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; 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 1f92697ecc..6f1f00cedc 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 @@ -128,6 +128,7 @@ public: bool uses_screen_texture = false; bool uses_depth_texture = false; bool uses_normal_texture = false; + bool uses_screen_texture_mipmaps = false; bool uses_time = false; bool uses_vertex_time = false; bool uses_fragment_time = false; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 0c6dcb553a..462b925134 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -525,10 +525,12 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend if (rect->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; + push_constant.flags |= FLAGS_FLIP_H; } if (rect->flags & CANVAS_RECT_FLIP_V) { src_rect.size.y *= -1; + push_constant.flags |= FLAGS_FLIP_V; } if (rect->flags & CANVAS_RECT_TRANSPOSE) { @@ -2034,7 +2036,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA); actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED); - actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; actions.usage_flag_pointers["texture_sdf"] = &uses_sdf; actions.usage_flag_pointers["TIME"] = &uses_time; @@ -2046,6 +2047,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_screen_texture = gen_code.uses_screen_texture; if (version.is_null()) { version = canvas_singleton->shader.canvas_shader.version_create(); @@ -2423,7 +2425,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture"; actions.renames["SPECULAR_SHININESS"] = "specular_shininess"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "screen_texture"; actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; @@ -2444,7 +2445,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; - actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; @@ -2459,7 +2459,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.custom_samplers["TEXTURE"] = "texture_sampler"; actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler"; actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler"; - actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; actions.texture_layout_set = MATERIAL_UNIFORM_SET; @@ -2632,8 +2631,10 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { shader_type canvas_item; +uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; @@ -2657,8 +2658,10 @@ void fragment() { shader_type canvas_item; +uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; + void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); COLOR.rgb = c.rgb; } )"); diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 266083fc49..7dea4a1a65 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -86,6 +86,9 @@ class RendererCanvasRenderRD : public RendererCanvasRender { FLAGS_USE_MSDF = (1 << 28), FLAGS_USE_LCD = (1 << 29), + + FLAGS_FLIP_H = (1 << 30), + FLAGS_FLIP_V = (1 << 31), }; enum { diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index eb5f68849e..1fb8b28b15 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -502,6 +502,12 @@ void main() { if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) { normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); + if (bool(draw_data.flags & FLAGS_FLIP_H)) { + normal.x = -normal.x; + } + if (bool(draw_data.flags & FLAGS_FLIP_V)) { + normal.y = -normal.y; + } normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); normal_used = true; } else { diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 1b627a3e81..a904f4e0a6 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -27,6 +27,9 @@ #define FLAGS_USE_MSDF (1 << 28) #define FLAGS_USE_LCD (1 << 29) +#define FLAGS_FLIP_H (1 << 30) +#define FLAGS_FLIP_V (1 << 31) + #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 @@ -134,7 +137,7 @@ layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture; layout(set = 0, binding = 5) uniform sampler shadow_sampler; -layout(set = 0, binding = 6) uniform texture2D screen_texture; +layout(set = 0, binding = 6) uniform texture2D color_buffer; layout(set = 0, binding = 7) uniform texture2D sdf_texture; layout(set = 0, binding = 8) uniform sampler material_samplers[12]; diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 6401d0f5d0..e4149f6bbd 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -1415,7 +1415,6 @@ void ParticlesStorage::update_particles() { } bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0; - bool updated = false; if (particles->clear && particles->pre_process_time > 0.0) { double frame_time; @@ -1430,7 +1429,6 @@ void ParticlesStorage::update_particles() { while (todo >= 0) { _particles_process(particles, frame_time); todo -= frame_time; - updated = true; } } @@ -1452,10 +1450,9 @@ void ParticlesStorage::update_particles() { } double todo = particles->frame_remainder + delta; - while (todo >= frame_time || (particles->clear && !updated)) { + while (todo >= frame_time || particles->clear) { _particles_process(particles, frame_time); todo -= decr; - updated = true; } particles->frame_remainder = todo; @@ -1463,16 +1460,16 @@ void ParticlesStorage::update_particles() { } else { if (zero_time_scale) { _particles_process(particles, 0.0); - updated = true; } else { _particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time()); - updated = true; } } - //copy particles to instance buffer + // Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing). + DEV_ASSERT(!particles->clear); - if (updated && particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { + // Copy particles to instance buffer. + if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { //does not need view dependent operation, do copy here ParticlesShader::CopyPushConstant copy_push_constant; |