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Fix additional cases of breakage of rendering effects

This commit is contained in:
Pedro J. Estébanez
2023-04-28 12:49:11 +02:00
parent e8f5d0f6e8
commit c58e50adcc
4 changed files with 40 additions and 47 deletions

View File

@@ -388,6 +388,37 @@ Fog::FogShaderData::~FogShaderData() {
////////////////////////////////////////////////////////////////////////////////
// Volumetric Fog
bool Fog::VolumetricFog::sync_gi_dependent_sets_validity(bool p_ensure_freed) {
bool null = gi_dependent_sets.copy_uniform_set.is_null();
bool valid = !null && RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.copy_uniform_set);
#ifdef DEV_ENABLED
// It's all-or-nothing, or something else has changed that requires dev attention.
DEV_ASSERT(null == gi_dependent_sets.process_uniform_set_density.is_null());
DEV_ASSERT(null == gi_dependent_sets.process_uniform_set.is_null());
DEV_ASSERT(null == gi_dependent_sets.process_uniform_set2.is_null());
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density));
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set));
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set2));
#endif
if (valid) {
if (p_ensure_freed) {
RD::get_singleton()->free(gi_dependent_sets.copy_uniform_set);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
valid = false;
}
}
if (!valid && !null) {
gi_dependent_sets = {};
}
return valid;
}
void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
width = fog_size.x;
height = fog_size.y;
@@ -464,17 +495,7 @@ Fog::VolumetricFog::~VolumetricFog() {
RD::get_singleton()->free(fog_uniform_set);
}
// At this point, due to cascade deletions, the sets may no longer be valid, but still they must work as a group.
gi_dependent_sets.valid = RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
#ifdef DEV_ENABLED
gi_dependent_sets.assert_actual_validity();
#endif
if (gi_dependent_sets.valid) {
RD::get_singleton()->free(gi_dependent_sets.copy_uniform_set);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
}
sync_gi_dependent_sets_validity(true);
if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
RD::get_singleton()->free(sdfgi_uniform_set);
@@ -717,10 +738,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::get_singleton()->compute_list_end();
}
#ifdef DEV_ENABLED
fog->gi_dependent_sets.assert_actual_validity();
#endif
if (!fog->gi_dependent_sets.valid) {
if (!fog->sync_gi_dependent_sets_validity()) {
//re create uniform set if needed
Vector<RD::Uniform> uniforms;
Vector<RD::Uniform> copy_uniforms;
@@ -932,8 +950,6 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
uniforms.remove_at(8);
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.valid = true;
}
bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid());