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Merge pull request #106399 from DarioSamo/fix-canvas-validation-error
Rewrite textureProjLod usage to avoid a Vulkan validation error.
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@@ -723,6 +723,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
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state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
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state_buffer.shadow_pixel_size = 1.0f / (float)(state.shadow_texture_size);
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state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
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@@ -1923,11 +1924,9 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
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state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
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RD::SamplerState shadow_sampler_state;
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shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
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shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
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shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
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shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
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shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
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shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
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shadow_sampler_state.enable_compare = true;
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state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
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}
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@@ -550,8 +550,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
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uint32_t directional_light_count;
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float tex_to_sdf;
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float shadow_pixel_size;
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uint32_t flags;
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uint32_t pad2;
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};
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DataBuffer canvas_instance_data_buffers[BATCH_DATA_BUFFER_COUNT];
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@@ -286,6 +286,17 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
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return p_sdf * canvas_data.sdf_to_screen;
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}
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// Emulate textureProjLod by doing it manually because the source texture is not an actual depth texture that can be used for this operation.
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// Since the sampler is configured to nearest use one textureGather tap to emulate bilinear.
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float texture_shadow(vec4 p) {
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// Manually round p to the nearest texel because textureGather uses strange rounding rules.
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vec2 unit_p = floor(p.xy / canvas_data.shadow_pixel_size) * canvas_data.shadow_pixel_size;
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float depth = p.z;
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float fx = fract(p.x / canvas_data.shadow_pixel_size);
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vec2 tap = textureGather(sampler2D(shadow_atlas_texture, shadow_sampler), unit_p.xy).zw;
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return mix(step(tap.y, depth), step(tap.x, depth), fx);
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}
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#GLOBALS
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#ifdef LIGHT_CODE_USED
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@@ -396,32 +407,32 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
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uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
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if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
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shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow = texture_shadow(shadow_uv);
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} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 2.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size);
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shadow += texture_shadow(shadow_uv);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 2.0);
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shadow /= 5.0;
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} else { //PCF13
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 6.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 5.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 4.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 3.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 2.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size);
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shadow += texture_shadow(shadow_uv);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 2.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 3.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 4.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 5.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 6.0);
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shadow /= 13.0;
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}
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@@ -109,8 +109,8 @@ layout(set = 0, binding = 1, std140) uniform CanvasData {
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uint directional_light_count;
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float tex_to_sdf;
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float shadow_pixel_size;
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uint flags;
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uint pad2;
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}
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canvas_data;
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