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mirror of https://github.com/godotengine/godot.git synced 2025-11-13 13:31:48 +00:00

Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.

Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
This commit is contained in:
Dario
2023-09-05 11:41:57 -03:00
parent 8449592d92
commit 9b91750fb1
13 changed files with 241 additions and 299 deletions

View File

@@ -1663,7 +1663,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_voxelgis(*p_render_data->voxel_gi_instances);
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
_update_render_base_uniform_set(rb->get_samplers()); //may have changed due to the above (light buffer enlarged, as an example)
_fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, color_pass_flags, using_sdfgi, using_sdfgi || using_voxelgi);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
@@ -1889,6 +1889,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
p_render_data->scene_data->opaque_prepass_threshold = 0.0f;
// Shadow pass can change the base uniform set samplers.
_update_render_base_uniform_set(rb->get_samplers());
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true);
RENDER_TIMESTAMP("Render Opaque Pass");
@@ -2324,7 +2327,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
void RenderForwardClustered::_render_shadow_begin() {
scene_state.shadow_passes.clear();
RD::get_singleton()->draw_command_begin_label("Shadow Setup");
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
render_list[RENDER_LIST_SECONDARY].clear();
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
@@ -2448,7 +2451,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
_setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
@@ -2494,7 +2497,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_shader.enable_advanced_shader_group();
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2545,7 +2548,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
scene_shader.enable_advanced_shader_group();
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@@ -2614,7 +2617,7 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
PassMode pass_mode = PASS_MODE_SDF;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
@@ -2694,13 +2697,10 @@ void RenderForwardClustered::base_uniforms_changed() {
render_base_uniform_set = RID();
}
void RenderForwardClustered::_update_render_base_uniform_set() {
void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version()) || base_uniform_set_updated) {
base_uniform_set_updated = false;
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
@@ -2724,22 +2724,22 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@@ -2754,22 +2754,22 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@@ -2860,7 +2860,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(p_samplers.get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
}

View File

@@ -155,8 +155,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
bool base_uniform_set_updated = false;
void _update_render_base_uniform_set();
void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers);
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
@@ -633,10 +632,6 @@ public:
virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) override;
virtual void base_uniforms_changed() override;
_FORCE_INLINE_ virtual void update_uniform_sets() override {
base_uniform_set_updated = true;
_update_render_base_uniform_set();
}
/* SDFGI UPDATE */