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Fixes to how anisotropy is handled, makes it work on nvidia.
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@@ -1259,8 +1259,8 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
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if (gi_probe->texture.is_valid()) {
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RD::get_singleton()->free(gi_probe->texture);
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if (gi_probe_use_anisotropy) {
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RD::get_singleton()->free(gi_probe->anisotropy[0]);
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RD::get_singleton()->free(gi_probe->anisotropy[1]);
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RD::get_singleton()->free(gi_probe->anisotropy_r16[0]);
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RD::get_singleton()->free(gi_probe->anisotropy_r16[1]);
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}
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RD::get_singleton()->free(gi_probe->write_buffer);
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gi_probe->mipmaps.clear();
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@@ -1279,9 +1279,6 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
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//can create a 3D texture
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PoolVector<int> levels = storage->gi_probe_get_level_counts(gi_probe->probe);
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for (int i = 0; i < levels.size(); i++) {
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print_line("level " + itos(i) + ": " + itos(levels[i]));
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}
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RD::TextureFormat tf;
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tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
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tf.width = octree_size.x;
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@@ -1297,12 +1294,18 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
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RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
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if (gi_probe_use_anisotropy) {
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tf.format = RD::DATA_FORMAT_R5G6B5_UNORM_PACK16;
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tf.shareable_formats.push_back(RD::DATA_FORMAT_R5G6B5_UNORM_PACK16);
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tf.format = RD::DATA_FORMAT_R16_UINT;
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tf.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
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tf.shareable_formats.push_back(RD::DATA_FORMAT_R5G6B5_UNORM_PACK16);
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gi_probe->anisotropy[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
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gi_probe->anisotropy[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
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//need to create R16 first, else driver does not like the storage bit for compute..
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gi_probe->anisotropy_r16[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
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gi_probe->anisotropy_r16[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
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RD::TextureView tv;
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tv.format_override = RD::DATA_FORMAT_R5G6B5_UNORM_PACK16;
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gi_probe->anisotropy[0] = RD::get_singleton()->texture_create_shared(tv, gi_probe->anisotropy_r16[0]);
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gi_probe->anisotropy[1] = RD::get_singleton()->texture_create_shared(tv, gi_probe->anisotropy_r16[1]);
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RD::get_singleton()->texture_clear(gi_probe->anisotropy[0], Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
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RD::get_singleton()->texture_clear(gi_probe->anisotropy[1], Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
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