Merge pull request #73733 from BastiaanOlij/fix_texture_array_in_binds

Fix issue with default textures requiring arrays when using multiview
This commit is contained in:
Rémi Verschelde 2023-02-22 10:13:18 +01:00
commit 290451408a
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GPG Key ID: C3336907360768E1
5 changed files with 113 additions and 10 deletions

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@ -2865,10 +2865,13 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
bool is_multiview = false;
Ref<RenderSceneBuffersRD> rb; // handy for not having to fully type out p_render_data->render_buffers all the time...
Ref<RenderBufferDataForwardClustered> rb_data;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
rb = p_render_data->render_buffers;
is_multiview = rb->get_view_count() > 1;
if (rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) {
// Our forward clustered custom data buffer will only be available when we're rendering our normal view.
// This will not be available when rendering reflection probes.
@ -3011,7 +3014,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) {
texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH);
} else {
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
texture = texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_DEPTH : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
}
u.append_id(texture);
uniforms.push_back(u);
@ -3021,7 +3024,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID();
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -3030,7 +3033,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_NORMAL : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL);
u.append_id(texture);
uniforms.push_back(u);
}
@ -3040,7 +3043,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb.is_valid() && rb->has_texture(RB_SCOPE_SSAO, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSAO, RB_FINAL) : RID();
RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -3049,7 +3052,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -3058,7 +3061,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}
@ -3126,7 +3129,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.binding = 20;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ssil = rb.is_valid() && rb->has_texture(RB_SCOPE_SSIL, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSIL, RB_FINAL) : RID();
RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
}

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@ -358,10 +358,13 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
//there should always be enough uniform buffers for render passes, otherwise bugs
ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
bool is_multiview = false;
Ref<RenderBufferDataForwardMobile> rb_data;
Ref<RenderSceneBuffersRD> rb;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
rb = p_render_data->render_buffers;
is_multiview = rb->get_view_count() > 1;
if (rb->has_custom_data(RB_SCOPE_MOBILE)) {
// Our forward mobile custom data buffer will only be available when we're rendering our normal view.
// This will not be available when rendering reflection probes.
@ -495,6 +498,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RID texture;
if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) {
texture = rb->get_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH);
} else if (is_multiview) {
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_DEPTH);
} else {
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH);
}
@ -505,8 +510,14 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
RD::Uniform u;
u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID();
RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
RID texture = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID();
if (texture.is_null()) {
if (is_multiview) {
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_DEPTH);
} else {
texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
}
}
u.append_id(texture);
uniforms.push_back(u);
}

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@ -486,6 +486,11 @@ Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const String
// Depth texture
bool RenderSceneBuffersRD::has_depth_texture() {
if (render_target.is_null()) {
// not applicable when there is no render target (likely this is for a reflection probe)
return false;
}
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RID depth = texture_storage->render_target_get_override_depth(render_target);
if (depth.is_valid()) {
@ -496,6 +501,11 @@ bool RenderSceneBuffersRD::has_depth_texture() {
}
RID RenderSceneBuffersRD::get_depth_texture() {
if (render_target.is_null()) {
// not applicable when there is no render target (likely this is for a reflection probe)
return RID();
}
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RID depth = texture_storage->render_target_get_override_depth(render_target);
if (depth.is_valid()) {

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@ -362,7 +362,7 @@ TextureStorage::TextureStorage() {
}
}
{ //create default array
{ //create default array white
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
@ -388,6 +388,82 @@ TextureStorage::TextureStorage() {
}
}
{ //create default array black
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tformat.width = 4;
tformat.height = 4;
tformat.array_layers = 1;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
Vector<uint8_t> pv;
pv.resize(16 * 4);
for (int i = 0; i < 16; i++) {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 0);
}
{
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
}
{ //create default array normal
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tformat.width = 4;
tformat.height = 4;
tformat.array_layers = 1;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
Vector<uint8_t> pv;
pv.resize(16 * 4);
for (int i = 0; i < 16; i++) {
pv.set(i * 4 + 0, 128);
pv.set(i * 4 + 1, 128);
pv.set(i * 4 + 2, 255);
pv.set(i * 4 + 3, 255);
}
{
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_NORMAL] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
}
}
{ //create default array depth
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_D16_UNORM;
tformat.width = 4;
tformat.height = 4;
tformat.array_layers = 1;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
Vector<uint8_t> sv;
sv.resize(16 * 2);
uint16_t *ptr = (uint16_t *)sv.ptrw();
for (int i = 0; i < 16; i++) {
ptr[i] = Math::make_half_float(1.0f);
}
{
Vector<Vector<uint8_t>> vsv;
vsv.push_back(sv);
default_rd_textures[DEFAULT_RD_TEXTURE_2D_ARRAY_DEPTH] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vsv);
}
}
{ // default atlas texture
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;

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@ -62,6 +62,9 @@ public:
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_3D_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK,
DEFAULT_RD_TEXTURE_2D_ARRAY_NORMAL,
DEFAULT_RD_TEXTURE_2D_ARRAY_DEPTH,
DEFAULT_RD_TEXTURE_2D_UINT,
DEFAULT_RD_TEXTURE_VRS,
DEFAULT_RD_TEXTURE_MAX