diff options
Diffstat (limited to 'servers/rendering/shader_compiler.cpp')
-rw-r--r-- | servers/rendering/shader_compiler.cpp | 43 |
1 files changed, 42 insertions, 1 deletions
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index c2cf08812c..f14350305a 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -498,6 +498,11 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) { if (SL::is_sampler_type(E.value.type)) { + if (E.value.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + E.value.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + E.value.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; // Don't create uniforms in the generated code for these. + } max_texture_uniforms++; } else { if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) { @@ -537,6 +542,13 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene p_actions.uniforms->insert(uniform_name, uniform); continue; // Instances are indexed directly, don't need index uniforms. } + + if (uniform.hint == SL::ShaderNode::Uniform::HINT_SCREEN_TEXTURE || + uniform.hint == SL::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE || + uniform.hint == SL::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + continue; // Don't create uniforms in the generated code for these. + } + if (SL::is_sampler_type(uniform.type)) { // Texture layouts are different for OpenGL GLSL and Vulkan GLSL if (!RS::get_singleton()->is_low_end()) { @@ -892,12 +904,39 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (p_default_actions.renames.has(vnode->name)) { code = p_default_actions.renames[vnode->name]; + if (vnode->name == "SCREEN_TEXTURE") { + r_gen_code.uses_screen_texture_mipmaps = true; + } } else { if (shader->uniforms.has(vnode->name)) { //its a uniform! const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name]; if (u.texture_order >= 0) { - code = _mkid(vnode->name); //texture, use as is + StringName name = vnode->name; + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { + name = "SCREEN_TEXTURE"; + if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) { + r_gen_code.uses_screen_texture_mipmaps = true; + } + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { + name = "NORMAL_ROUGHNESS_TEXTURE"; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + name = "DEPTH_TEXTURE"; + } else { + name = _mkid(vnode->name); //texture, use as is + } + + if (p_default_actions.renames.has(name)) { + code = p_default_actions.renames[name]; + } else { + code = name; + } + + if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) { + *p_actions.usage_flag_pointers[name] = true; + used_flag_pointers.insert(name); + } + } else { //a scalar or vector if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { @@ -1155,6 +1194,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene } if (correct_texture_uniform) { + //TODO Needs to detect screen_texture hint as well is_screen_texture = (texture_uniform == "SCREEN_TEXTURE"); String sampler_name; @@ -1404,6 +1444,7 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident r_gen_code.uses_fragment_time = false; r_gen_code.uses_vertex_time = false; r_gen_code.uses_global_textures = false; + r_gen_code.uses_screen_texture_mipmaps = false; used_name_defines.clear(); used_rmode_defines.clear(); |