diff options
Diffstat (limited to 'servers/rendering')
11 files changed, 40 insertions, 23 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 63fd10886d..35953a7120 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -479,6 +479,9 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p if ((surf->owner->base_flags & (INSTANCE_DATA_FLAG_MULTIMESH | INSTANCE_DATA_FLAG_PARTICLES)) == INSTANCE_DATA_FLAG_MULTIMESH) { mesh_storage->_multimesh_get_motion_vectors_offsets(surf->owner->data->base, push_constant.multimesh_motion_vectors_current_offset, push_constant.multimesh_motion_vectors_previous_offset); + } else { + push_constant.multimesh_motion_vectors_current_offset = 0; + push_constant.multimesh_motion_vectors_previous_offset = 0; } RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(SceneState::PushConstant)); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 2190f41603..ac1daad05c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3302,7 +3302,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, ERR_FAIL_COND(!light_instance); Rect2i atlas_rect; - uint32_t atlas_size; + uint32_t atlas_size = 1; RID atlas_fb; bool using_dual_paraboloid = false; diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 459d798a80..f24d90a032 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -595,9 +595,11 @@ void main() { color = vec4(0.0); //invisible by default due to using light mask } + vec4 original_color = color; + #ifdef MODE_LIGHT_ONLY color = vec4(0.0); -#else +#elif !defined(MODE_UNSHADED) color *= canvas_data.canvas_modulation; #endif @@ -636,6 +638,8 @@ void main() { ); } + light_color.rgb *= original_color.rgb; + light_blend_compute(light_base, light_color, color.rgb); } @@ -732,6 +736,8 @@ void main() { ); } + light_color.rgb *= original_color.rgb; + light_blend_compute(light_base, light_color, color.rgb); } #endif diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub index 741da8fe69..f06a2d86e2 100644 --- a/servers/rendering/renderer_rd/shaders/effects/SCsub +++ b/servers/rendering/renderer_rd/shaders/effects/SCsub @@ -4,7 +4,7 @@ Import("env") if "RD_GLSL" in env["BUILDERS"]: # find all include files - gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] # find all shader code(all glsl files excluding our include files) glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index e459756c6a..52aee8b648 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -360,15 +360,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { const float FXAA_SPAN_MAX = 8.0; #ifdef MULTIVIEW - vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; #else - vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; - vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNE = textureLod(source_color, uv_interp + vec2(0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSE = textureLod(source_color, uv_interp + vec2(0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; #endif vec3 rgbM = color; vec3 luma = vec3(0.299, 0.587, 0.114); @@ -462,12 +462,6 @@ void main() { } #endif - if (params.use_debanding) { - // For best results, debanding should be done before tonemapping. - // Otherwise, we're adding noise to an already-quantized image. - color.rgb += screen_space_dither(gl_FragCoord.xy); - } - color.rgb = apply_tonemapping(color.rgb, params.white); color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion @@ -498,5 +492,11 @@ void main() { color.rgb = apply_color_correction(color.rgb); } + if (params.use_debanding) { + // Debanding should be done at the end of tonemapping, but before writing to the LDR buffer. + // Otherwise, we're adding noise to an already-quantized image. + color.rgb += screen_space_dither(gl_FragCoord.xy); + } + frag_color = color; } diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub index 741da8fe69..f06a2d86e2 100644 --- a/servers/rendering/renderer_rd/shaders/environment/SCsub +++ b/servers/rendering/renderer_rd/shaders/environment/SCsub @@ -4,7 +4,7 @@ Import("env") if "RD_GLSL" in env["BUILDERS"]: # find all include files - gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] # find all shader code(all glsl files excluding our include files) glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub index 741da8fe69..f06a2d86e2 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub @@ -4,7 +4,7 @@ Import("env") if "RD_GLSL" in env["BUILDERS"]: # find all include files - gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] # find all shader code(all glsl files excluding our include files) glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub index 741da8fe69..f06a2d86e2 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub @@ -4,7 +4,7 @@ Import("env") if "RD_GLSL" in env["BUILDERS"]: # find all include files - gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")] # find all shader code(all glsl files excluding our include files) glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index b87b4d4a0f..800a742cb6 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -795,6 +795,8 @@ void TextureStorage::texture_2d_layered_initialize(RID p_texture, const Vector<R case RS::TEXTURE_LAYERED_CUBEMAP_ARRAY: { texture.rd_type = RD::TEXTURE_TYPE_CUBE_ARRAY; } break; + default: + ERR_FAIL(); // Shouldn't happen, silence warnings. } texture.rd_format = ret_format.format; diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp index 3766477070..46e76fbe92 100644 --- a/servers/rendering/shader_preprocessor.cpp +++ b/servers/rendering/shader_preprocessor.cpp @@ -1176,7 +1176,7 @@ Error ShaderPreprocessor::preprocess(State *p_state, const String &p_code, Strin return OK; } -Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, List<Region> *r_regions, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, IncludeCompletionFunction p_include_completion_func) { +Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text, List<FilePosition> *r_error_position, List<Region> *r_regions, HashSet<Ref<ShaderInclude>> *r_includes, List<ScriptLanguage::CodeCompletionOption> *r_completion_options, List<ScriptLanguage::CodeCompletionOption> *r_completion_defines, IncludeCompletionFunction p_include_completion_func) { State pp_state; if (!p_filename.is_empty()) { pp_state.current_filename = p_filename; @@ -1198,6 +1198,13 @@ Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filen *r_includes = pp_state.shader_includes; } + if (r_completion_defines) { + for (const KeyValue<String, Define *> &E : state->defines) { + ScriptLanguage::CodeCompletionOption option(E.key, ScriptLanguage::CODE_COMPLETION_KIND_CONSTANT); + r_completion_defines->push_back(option); + } + } + if (r_completion_options) { switch (pp_state.completion_type) { case COMPLETION_TYPE_DIRECTIVE: { @@ -1212,7 +1219,6 @@ Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filen } break; case COMPLETION_TYPE_PRAGMA: { List<String> options; - ShaderPreprocessor::get_pragma_list(&options); for (const String &E : options) { diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h index b4e7c7199f..f1b2876891 100644 --- a/servers/rendering/shader_preprocessor.h +++ b/servers/rendering/shader_preprocessor.h @@ -218,7 +218,7 @@ private: public: typedef void (*IncludeCompletionFunction)(List<ScriptLanguage::CodeCompletionOption> *); - Error preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, List<Region> *r_regions = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr); + Error preprocess(const String &p_code, const String &p_filename, String &r_result, String *r_error_text = nullptr, List<FilePosition> *r_error_position = nullptr, List<Region> *r_regions = nullptr, HashSet<Ref<ShaderInclude>> *r_includes = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_options = nullptr, List<ScriptLanguage::CodeCompletionOption> *r_completion_defines = nullptr, IncludeCompletionFunction p_include_completion_func = nullptr); static void get_keyword_list(List<String> *r_keywords, bool p_include_shader_keywords, bool p_ignore_context_keywords = false); static void get_pragma_list(List<String> *r_pragmas); 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