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Merge pull request #77327 from BastiaanOlij/fix_gi_and_fog_free

Conditionally free GI and FOG resources, they may not have been created
This commit is contained in:
Rémi Verschelde
2023-05-22 22:37:12 +02:00
2 changed files with 48 additions and 16 deletions

View File

@@ -312,11 +312,21 @@ ALBEDO = vec3(1.0);
void Fog::free_fog_shader() { void Fog::free_fog_shader() {
MaterialStorage *material_storage = MaterialStorage::get_singleton(); MaterialStorage *material_storage = MaterialStorage::get_singleton();
volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); if (volumetric_fog.process_shader_version.is_valid()) {
RD::get_singleton()->free(volumetric_fog.volume_ubo); volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version);
RD::get_singleton()->free(volumetric_fog.params_ubo); }
material_storage->shader_free(volumetric_fog.default_shader); if (volumetric_fog.volume_ubo.is_valid()) {
material_storage->material_free(volumetric_fog.default_material); RD::get_singleton()->free(volumetric_fog.volume_ubo);
}
if (volumetric_fog.params_ubo.is_valid()) {
RD::get_singleton()->free(volumetric_fog.params_ubo);
}
if (volumetric_fog.default_shader.is_valid()) {
material_storage->shader_free(volumetric_fog.default_shader);
}
if (volumetric_fog.default_material.is_valid()) {
material_storage->material_free(volumetric_fog.default_material);
}
} }
void Fog::FogShaderData::set_code(const String &p_code) { void Fog::FogShaderData::set_code(const String &p_code) {

View File

@@ -3581,18 +3581,40 @@ void GI::init(SkyRD *p_sky) {
} }
void GI::free() { void GI::free() {
RD::get_singleton()->free(default_voxel_gi_buffer); if (default_voxel_gi_buffer.is_valid()) {
RD::get_singleton()->free(voxel_gi_lights_uniform); RD::get_singleton()->free(default_voxel_gi_buffer);
RD::get_singleton()->free(sdfgi_ubo); }
if (voxel_gi_lights_uniform.is_valid()) {
RD::get_singleton()->free(voxel_gi_lights_uniform);
}
if (sdfgi_ubo.is_valid()) {
RD::get_singleton()->free(sdfgi_ubo);
}
voxel_gi_debug_shader.version_free(voxel_gi_debug_shader_version); if (voxel_gi_debug_shader_version.is_valid()) {
voxel_gi_shader.version_free(voxel_gi_lighting_shader_version); voxel_gi_debug_shader.version_free(voxel_gi_debug_shader_version);
shader.version_free(shader_version); }
sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader); if (voxel_gi_lighting_shader_version.is_valid()) {
sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader); voxel_gi_shader.version_free(voxel_gi_lighting_shader_version);
sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader); }
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader); if (shader_version.is_valid()) {
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader); shader.version_free(shader_version);
}
if (sdfgi_shader.debug_probes_shader.is_valid()) {
sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
}
if (sdfgi_shader.debug_shader.is_valid()) {
sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
}
if (sdfgi_shader.direct_light_shader.is_valid()) {
sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
}
if (sdfgi_shader.integrate_shader.is_valid()) {
sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
}
if (sdfgi_shader.preprocess_shader.is_valid()) {
sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
}
if (voxel_gi_lights) { if (voxel_gi_lights) {
memdelete_arr(voxel_gi_lights); memdelete_arr(voxel_gi_lights);