From 4ac2008782a93037cb4252bd76edfe31d7917f11 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pedro=20J=2E=20Est=C3=A9banez?= Date: Sat, 9 Jul 2022 13:27:24 +0200 Subject: Make SDFGI direct light shader follow the same-writability rule --- servers/rendering/renderer_rd/environment/gi.cpp | 7 ++++--- servers/rendering/renderer_rd/environment/gi.h | 3 ++- 2 files changed, 6 insertions(+), 4 deletions(-) (limited to 'servers/rendering/renderer_rd/environment') diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index a749e7d5bc..16cd52dd9c 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -788,7 +788,8 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world uniforms.push_back(u); } - cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0); + cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0); + cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0); } //preprocess initialize uniform set @@ -1237,7 +1238,7 @@ void GI::SDFGI::update_light() { } cascades[i].all_dynamic_lights_dirty = false; - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0); } @@ -2391,7 +2392,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co dl_push_constant.cascade = p_cascade_indices[i]; if (dl_push_constant.light_count > 0) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0); RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0); } diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index 294b8d3cfd..380538374c 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -541,7 +541,8 @@ public: Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all. RID sdf_store_uniform_set; - RID sdf_direct_light_uniform_set; + RID sdf_direct_light_static_uniform_set; + RID sdf_direct_light_dynamic_uniform_set; RID scroll_uniform_set; RID scroll_occlusion_uniform_set; RID integrate_uniform_set; -- cgit v1.2.3