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[macOS] Selectively bake "no image atomics" shader variants.
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@@ -57,62 +57,105 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
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Vector<String> variants;
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Vector<String> variants;
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variants.push_back("");
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variants.push_back("");
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variants.push_back("\n#define USE_ATTACHMENT\n");
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variants.push_back("\n#define USE_ATTACHMENT\n");
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variants.push_back("\n#define MOLTENVK_USED\n");
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variants.push_back("\n#define MOLTENVK_USED\n#define NO_IMAGE_ATOMICS\n");
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variants.push_back("\n#define USE_ATTACHMENT\n#define MOLTENVK_USED\n");
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variants.push_back("\n#define USE_ATTACHMENT\n#define MOLTENVK_USED\n#define NO_IMAGE_ATOMICS\n");
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variants.push_back("\n#define NO_IMAGE_ATOMICS\n");
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variants.push_back("\n#define MOLTENVK_USED\n#define NO_IMAGE_ATOMICS\n");
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ClusterRender::ShaderVariant shader_variant;
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ClusterRender::ShaderVariant shader_variant;
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
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RenderingDevice *rd = RD::get_singleton();
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fb_format = RD::get_singleton()->framebuffer_format_create_empty();
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if (rd->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
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fb_format = rd->framebuffer_format_create_empty();
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blend_state = RD::PipelineColorBlendState::create_disabled();
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blend_state = RD::PipelineColorBlendState::create_disabled();
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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if (rd->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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shader_variant = ClusterRender::SHADER_NORMAL_MOLTENVK;
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shader_variant = ClusterRender::SHADER_NORMAL_MOLTENVK;
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} else {
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} else if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_NORMAL;
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shader_variant = ClusterRender::SHADER_NORMAL;
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} else {
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shader_variant = ClusterRender::SHADER_NORMAL_NO_ATOMICS;
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}
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}
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#else
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#else
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_NORMAL;
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shader_variant = ClusterRender::SHADER_NORMAL;
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} else {
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shader_variant = ClusterRender::SHADER_NORMAL_NO_ATOMICS;
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}
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#endif
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#endif
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} else {
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} else {
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Vector<RD::AttachmentFormat> afs;
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Vector<RD::AttachmentFormat> afs;
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afs.push_back(RD::AttachmentFormat());
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afs.push_back(RD::AttachmentFormat());
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afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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fb_format = RD::get_singleton()->framebuffer_format_create(afs);
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fb_format = rd->framebuffer_format_create(afs);
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blend_state = RD::PipelineColorBlendState::create_blend();
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blend_state = RD::PipelineColorBlendState::create_blend();
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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if (rd->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK;
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK;
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} else {
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} else if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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} else {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS;
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}
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}
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#else
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#else
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT;
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} else {
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shader_variant = ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS;
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}
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#endif
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#endif
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}
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}
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cluster_render.cluster_render_shader.initialize(variants);
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cluster_render.cluster_render_shader.initialize(variants);
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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if (rd->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_NO_ATOMICS, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, false);
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} else if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_NO_ATOMICS, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, false);
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} else {
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} else {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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}
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}
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#else
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#else
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_NO_ATOMICS, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, false);
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} else {
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_NORMAL_MOLTENVK, false);
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cluster_render.cluster_render_shader.set_variant_enabled(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, false);
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}
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#endif
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#endif
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// Do not bake default (with "gl_HelperInvocation" and image atomics) variants for macOS/iOS Vulkan, but bake it for the rest of configs (including Metal).
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "ios_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL, "ios_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "macos_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "ios_forward_clustered_vulkan", false, true);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT, "ios_forward_clustered_vulkan", false, true);
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// Bake no "gl_HelperInvocation" and no "image atomics" variants for macOS/iOS Vulkan only.
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "macos_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_MOLTENVK, "ios_forward_clustered_vulkan", true, false);
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// Bake no "image atomics" variants for macOS/iOS/visionOS Metal only.
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_NO_ATOMICS, "macos_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_NO_ATOMICS, "ios_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_NORMAL_NO_ATOMICS, "visionos_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, "macos_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, "ios_forward_clustered_metal", true, false);
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cluster_render.cluster_render_shader.set_variants_bake_for(ClusterRender::SHADER_USE_ATTACHMENT_NO_ATOMICS, "visionos_forward_clustered_metal", true, false);
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cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
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cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, shader_variant);
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, shader_variant);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rasterization_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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@@ -78,6 +78,8 @@ class ClusterBuilderSharedDataRD {
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SHADER_USE_ATTACHMENT,
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SHADER_USE_ATTACHMENT,
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SHADER_NORMAL_MOLTENVK,
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SHADER_NORMAL_MOLTENVK,
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SHADER_USE_ATTACHMENT_MOLTENVK,
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SHADER_USE_ATTACHMENT_MOLTENVK,
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SHADER_NORMAL_NO_ATOMICS,
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SHADER_USE_ATTACHMENT_NO_ATOMICS,
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};
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};
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enum PipelineVersion {
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enum PipelineVersion {
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@@ -47,6 +47,24 @@ Fog::~Fog() {
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singleton = nullptr;
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singleton = nullptr;
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}
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}
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int Fog::_get_fog_variant() {
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RenderingDevice *rd = RD::get_singleton();
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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return 0;
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} else {
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return 1;
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}
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}
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int Fog::_get_fog_process_variant(int p_idx) {
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RenderingDevice *rd = RD::get_singleton();
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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return p_idx;
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} else {
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return p_idx + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX;
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}
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}
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/* FOG VOLUMES */
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/* FOG VOLUMES */
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RID Fog::fog_volume_allocate() {
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RID Fog::fog_volume_allocate() {
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@@ -143,7 +161,7 @@ Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const {
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bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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bool Fog::FogMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
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uniform_set_updated = true;
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uniform_set_updated = true;
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return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true, true);
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return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, _get_fog_variant()), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true, true);
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}
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}
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Fog::FogMaterialData::~FogMaterialData() {
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Fog::FogMaterialData::~FogMaterialData() {
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@@ -194,8 +212,26 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
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// Initialize local fog shader
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// Initialize local fog shader
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Vector<String> volumetric_fog_modes;
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Vector<String> volumetric_fog_modes;
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volumetric_fog_modes.push_back("");
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volumetric_fog_modes.push_back("");
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volumetric_fog_modes.push_back("#define NO_IMAGE_ATOMICS\n");
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volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
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volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
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RenderingDevice *rd = RD::get_singleton();
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if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
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volumetric_fog.shader.set_variant_enabled(1, false);
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} else {
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volumetric_fog.shader.set_variant_enabled(0, false);
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}
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// Always bake default (with image atomics) variant.
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volumetric_fog.shader.set_variants_bake_for(0, "*", true, true);
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// Bake no "image atomics" variant for macOS/iOS (Vulkan and Metal) and visionOS (Metal).
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volumetric_fog.shader.set_variants_bake_for(1, "macos_forward_clustered_vulkan", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "macos_forward_clustered_metal", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "ios_forward_clustered_vulkan", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "ios_forward_clustered_metal", true, false);
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volumetric_fog.shader.set_variants_bake_for(1, "visionos_forward_clustered_metal", true, false);
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
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volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
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@@ -252,7 +288,7 @@ ALBEDO = vec3(1.0);
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material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
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material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
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|
|
||||||
FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
|
FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
|
||||||
volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
|
volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, _get_fog_variant());
|
||||||
|
|
||||||
Vector<RD::Uniform> uniforms;
|
Vector<RD::Uniform> uniforms;
|
||||||
|
|
||||||
@@ -282,10 +318,35 @@ ALBEDO = vec3(1.0);
|
|||||||
volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
|
volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
|
||||||
volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
|
volumetric_fog_modes.push_back("\n#define MODE_COPY\n");
|
||||||
|
|
||||||
|
volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define NO_IMAGE_ATOMICS\n");
|
||||||
|
volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n#define NO_IMAGE_ATOMICS\n");
|
||||||
|
volumetric_fog_modes.push_back("\n#define MODE_FILTER\n#define NO_IMAGE_ATOMICS\n");
|
||||||
|
volumetric_fog_modes.push_back("\n#define MODE_FOG\n#define NO_IMAGE_ATOMICS\n");
|
||||||
|
volumetric_fog_modes.push_back("\n#define MODE_COPY\n#define NO_IMAGE_ATOMICS\n");
|
||||||
|
|
||||||
volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
|
volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines);
|
||||||
|
|
||||||
|
RenderingDevice *rd = RD::get_singleton();
|
||||||
|
for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
|
||||||
|
if (rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
|
||||||
|
volumetric_fog.process_shader.set_variant_enabled(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, false);
|
||||||
|
} else {
|
||||||
|
volumetric_fog.process_shader.set_variant_enabled(i, false);
|
||||||
|
}
|
||||||
|
// Always bake default (with image atomics) variant.
|
||||||
|
volumetric_fog.process_shader.set_variants_bake_for(i, "*", true, true);
|
||||||
|
|
||||||
|
// Bake no "image atomics" variant for macOS/iOS (Vulkan and Metal) and visionOS (Metal) only.
|
||||||
|
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "macos_forward_clustered_vulkan", true, false);
|
||||||
|
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "macos_forward_clustered_metal", true, false);
|
||||||
|
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "ios_forward_clustered_vulkan", true, false);
|
||||||
|
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "ios_forward_clustered_metal", true, false);
|
||||||
|
volumetric_fog.process_shader.set_variants_bake_for(i + VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX, "visionos_forward_clustered_metal", true, false);
|
||||||
|
}
|
||||||
|
|
||||||
volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
|
volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create();
|
||||||
for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
|
for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) {
|
||||||
volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i));
|
volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(i)));
|
||||||
}
|
}
|
||||||
volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
|
volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
|
||||||
}
|
}
|
||||||
@@ -349,7 +410,7 @@ void Fog::FogShaderData::set_code(const String &p_code) {
|
|||||||
ubo_offsets = gen_code.uniform_offsets;
|
ubo_offsets = gen_code.uniform_offsets;
|
||||||
texture_uniforms = gen_code.texture_uniforms;
|
texture_uniforms = gen_code.texture_uniforms;
|
||||||
|
|
||||||
pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, 0));
|
pipeline = RD::get_singleton()->compute_pipeline_create(fog_singleton->volumetric_fog.shader.version_get_shader(version, _get_fog_variant()));
|
||||||
|
|
||||||
valid = true;
|
valid = true;
|
||||||
}
|
}
|
||||||
@@ -941,10 +1002,10 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
|||||||
if (fog->copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
|
if (fog->copy_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog->copy_uniform_set)) {
|
||||||
RD::get_singleton()->free(fog->copy_uniform_set);
|
RD::get_singleton()->free(fog->copy_uniform_set);
|
||||||
}
|
}
|
||||||
fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
|
fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY)), 0);
|
||||||
|
|
||||||
if (!gi_dependent_sets_valid) {
|
if (!gi_dependent_sets_valid) {
|
||||||
fog->gi_dependent_sets.process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
|
fog->gi_dependent_sets.process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG)), 0);
|
||||||
|
|
||||||
RID aux7 = uniforms.write[7].get_id(0);
|
RID aux7 = uniforms.write[7].get_id(0);
|
||||||
RID aux8 = uniforms.write[8].get_id(0);
|
RID aux8 = uniforms.write[8].get_id(0);
|
||||||
@@ -952,11 +1013,11 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
|||||||
uniforms.write[7].set_id(0, aux8);
|
uniforms.write[7].set_id(0, aux8);
|
||||||
uniforms.write[8].set_id(0, aux7);
|
uniforms.write[8].set_id(0, aux7);
|
||||||
|
|
||||||
fog->gi_dependent_sets.process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
|
fog->gi_dependent_sets.process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG)), 0);
|
||||||
|
|
||||||
uniforms.remove_at(8);
|
uniforms.remove_at(8);
|
||||||
uniforms.write[7].set_id(0, aux7);
|
uniforms.write[7].set_id(0, aux7);
|
||||||
fog->gi_dependent_sets.process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
|
fog->gi_dependent_sets.process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY)), 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -990,7 +1051,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
|||||||
uniforms.push_back(u);
|
uniforms.push_back(u);
|
||||||
}
|
}
|
||||||
|
|
||||||
fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1);
|
fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, _get_fog_process_variant(VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI)), 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -48,6 +48,9 @@ class Fog : public RendererFog {
|
|||||||
private:
|
private:
|
||||||
static Fog *singleton;
|
static Fog *singleton;
|
||||||
|
|
||||||
|
static int _get_fog_variant();
|
||||||
|
static int _get_fog_process_variant(int p_idx);
|
||||||
|
|
||||||
/* FOG VOLUMES */
|
/* FOG VOLUMES */
|
||||||
|
|
||||||
struct FogVolume {
|
struct FogVolume {
|
||||||
|
|||||||
@@ -233,13 +233,6 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c
|
|||||||
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
|
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
|
||||||
builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
|
builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
|
||||||
}
|
}
|
||||||
#if (defined(MACOS_ENABLED) || defined(APPLE_EMBEDDED_ENABLED))
|
|
||||||
RenderingDevice *rd = RD::get_singleton();
|
|
||||||
if (!rd->has_feature(RD::SUPPORTS_IMAGE_ATOMIC_32_BIT)) {
|
|
||||||
builder.append("#define NO_IMAGE_ATOMICS\n");
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
|
builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
|
||||||
builder.append("#define samplerExternalOES sampler2D\n");
|
builder.append("#define samplerExternalOES sampler2D\n");
|
||||||
builder.append("#define textureExternalOES texture2D\n");
|
builder.append("#define textureExternalOES texture2D\n");
|
||||||
|
|||||||
Reference in New Issue
Block a user