fixed a horrible bug on Windows AMD, scenes saved until now in this branch
are no longer valid :(
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3adb42e217
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0d4abf2aa3
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@ -42,7 +42,13 @@ RasterizerScene *RasterizerGLES3::get_scene() {
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#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
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#define _EXT_DEBUG_OUTPUT 0x92E0
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static void _gl_debug_print(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const GLvoid *userParam)
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#ifdef WINDOWS_ENABLED
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#define GLAPIENTRY APIENTRY
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#else
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#define GLAPIENTRY
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#endif
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static void GLAPIENTRY _gl_debug_print(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const GLvoid *userParam)
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{
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if (type==_EXT_DEBUG_TYPE_OTHER_ARB)
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@ -1337,6 +1337,7 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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if (s->index_array_len>0) {
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glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
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storage->info.render_vertices_count+=s->index_array_len;
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@ -1349,6 +1350,9 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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}
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} break;
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case VS::INSTANCE_MULTIMESH: {
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@ -2481,6 +2481,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
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for(int i=0;i<VS::ARRAY_MAX;i++) {
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attribs[i].index=i;
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if (! (p_format&(1<<i) ) ) {
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attribs[i].enabled=false;
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attribs[i].integer=false;
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@ -2489,7 +2491,6 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
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attribs[i].enabled=true;
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attribs[i].offset=stride;
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attribs[i].index=i;
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attribs[i].integer=false;
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switch(i) {
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@ -2499,7 +2500,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
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if (p_format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
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attribs[i].size=2;
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} else {
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attribs[i].size=3;
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attribs[i].size=(p_format&VS::ARRAY_COMPRESS_VERTEX)?4:3;
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}
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if (p_format&VS::ARRAY_COMPRESS_VERTEX) {
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@ -2719,18 +2720,20 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
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}
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//generate arrays for faster state switching
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for(int i=0;i<2;i++) {
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for(int ai=0;ai<2;ai++) {
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if (i==0) {
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if (ai==0) {
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//for normal draw
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glGenVertexArrays(1,&surface->array_id);
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glBindVertexArray(surface->array_id);
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glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
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} else if (i==1) {
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} else if (ai==1) {
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//for instancing draw (can be changed and no one cares)
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glGenVertexArrays(1,&surface->instancing_array_id);
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glBindVertexArray(surface->instancing_array_id);
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@ -872,7 +872,7 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b
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dist += diameter * 0.5;
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}
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color.rgb = mix(color.rgb,mix(ambient,color.rgb,alpha),blend_ambient);
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//color.rgb = mix(color.rgb,mix(ambient,color.rgb,alpha),blend_ambient);
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return color.rgb;
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}
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@ -165,7 +165,7 @@ Error ContextGL_Win::initialize() {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,//we want a 3.3 context
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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//and it shall be forward compatible so that we can only use up to date functionality
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
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WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB/*|WGL_CONTEXT_DEBUG_BIT_ARB*/,
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0}; //zero indicates the end of the array
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; //pointer to the method
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@ -775,8 +775,10 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
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DVector<int> indices = a[ARRAY_INDEX];
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DVector<int>::Read ir = indices.read();
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for(int i=0;i<ic;i++)
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facesw[widx++]=vr[ ir[i] ];
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for(int i=0;i<ic;i++) {
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int index = ir[i];
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facesw[widx++]=vr[ index ];
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}
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} else {
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@ -2699,7 +2699,7 @@ void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,con
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continue; // too far away
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float dt = CLAMP((d+distance_adv)/local_radius,0,1);
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att*= pow(1.0-dt,light_cache.attenuation);
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att*= powf(1.0-dt,light_cache.attenuation);
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}
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@ -2710,7 +2710,7 @@ void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,con
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continue;
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float d = CLAMP(angle/light_cache.spot_angle,1,0);
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att*= pow(1.0-d,light_cache.spot_attenuation);
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att*= powf(1.0-d,light_cache.spot_attenuation);
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}
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@ -437,9 +437,9 @@ Error VisualServer::_surface_set_data(Array p_arrays,uint32_t p_format,uint32_t
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for (int i=0;i<p_vertex_array_len;i++) {
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uint16_t vector[3]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z) };
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uint16_t vector[4]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) };
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copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*3);
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copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*4);
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if (i==0) {
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@ -952,6 +952,11 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi
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elem_size*=sizeof(float);
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}
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if (elem_size==6) {
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//had to pad
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elem_size=8;
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}
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} break;
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case VS::ARRAY_NORMAL: {
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@ -1138,6 +1143,10 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format,DVector<uint8_t> p
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elem_size*=sizeof(float);
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}
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if (elem_size==6) {
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elem_size=8;
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}
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} break;
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case VS::ARRAY_NORMAL: {
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@ -1207,7 +1216,7 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format,DVector<uint8_t> p
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break;
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}
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/* determine wether using 16 or 32 bits indices */
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if (p_index_len>=(1<<16)) {
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if (p_vertex_len>=(1<<16)) {
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elem_size=4;
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@ -1505,7 +1514,7 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format,DVector<uint8_t> p
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DVector<int> arr;
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arr.resize(p_index_len);
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if (p_index_len<(1<<16)) {
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if (p_vertex_len<(1<<16)) {
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DVector<int>::Write w = arr.write();
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