Merge pull request #76437 from RandomShaper/fix_vol_fog_voxel_gi
Fix voxel GI issues
This commit is contained in:
commit
359b494cbe
@ -452,6 +452,14 @@
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<description>
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</description>
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</method>
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<method name="sampler_is_format_supported_for_filter" qualifiers="const">
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<return type="bool" />
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<param index="0" name="format" type="int" enum="RenderingDevice.DataFormat" />
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<param index="1" name="sampler_filter" type="int" enum="RenderingDevice.SamplerFilter" />
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<description>
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Returns [code]true[/code] if implementation supports using a texture of [param format] with the given [param sampler_filter].
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</description>
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</method>
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<method name="screen_get_framebuffer_format" qualifiers="const">
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<return type="int" />
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<description>
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@ -4305,6 +4305,18 @@ RID RenderingDeviceVulkan::sampler_create(const SamplerState &p_state) {
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return id;
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}
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bool RenderingDeviceVulkan::sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const {
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ERR_FAIL_INDEX_V(p_format, DATA_FORMAT_MAX, false);
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_THREAD_SAFE_METHOD_
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// Validate that this image is supported for the intended filtering.
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VkFormatProperties properties;
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vkGetPhysicalDeviceFormatProperties(context->get_physical_device(), vulkan_formats[p_format], &properties);
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return p_sampler_filter == RD::SAMPLER_FILTER_NEAREST || (p_sampler_filter == RD::SAMPLER_FILTER_LINEAR && (properties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT));
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}
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/**********************/
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/**** VERTEX ARRAY ****/
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/**********************/
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@ -1084,6 +1084,7 @@ public:
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/*****************/
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virtual RID sampler_create(const SamplerState &p_state);
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virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const;
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/**********************/
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/**** VERTEX ARRAY ****/
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@ -463,15 +463,19 @@ Fog::VolumetricFog::~VolumetricFog() {
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if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
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RD::get_singleton()->free(fog_uniform_set);
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}
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if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
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RD::get_singleton()->free(process_uniform_set_density);
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}
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if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
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RD::get_singleton()->free(process_uniform_set);
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}
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if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
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RD::get_singleton()->free(process_uniform_set2);
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// At this point, due to cascade deletions, the sets may no longer be valid, but still they must work as a group.
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gi_dependent_sets.valid = RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
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#ifdef DEV_ENABLED
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gi_dependent_sets.assert_actual_validity();
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#endif
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if (gi_dependent_sets.valid) {
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RD::get_singleton()->free(gi_dependent_sets.copy_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
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}
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if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
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RD::get_singleton()->free(sdfgi_uniform_set);
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}
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@ -713,7 +717,10 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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RD::get_singleton()->compute_list_end();
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}
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if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) {
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#ifdef DEV_ENABLED
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fog->gi_dependent_sets.assert_actual_validity();
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#endif
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if (!fog->gi_dependent_sets.valid) {
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//re create uniform set if needed
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Vector<RD::Uniform> uniforms;
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Vector<RD::Uniform> copy_uniforms;
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@ -910,9 +917,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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uniforms.push_back(u);
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}
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fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
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fog->gi_dependent_sets.copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
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fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
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fog->gi_dependent_sets.process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
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RID aux7 = uniforms.write[7].get_id(0);
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RID aux8 = uniforms.write[8].get_id(0);
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@ -920,11 +927,13 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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uniforms.write[7].set_id(0, aux8);
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uniforms.write[8].set_id(0, aux7);
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fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
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fog->gi_dependent_sets.process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
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uniforms.remove_at(8);
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uniforms.write[7].set_id(0, aux7);
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fog->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);
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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);
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fog->gi_dependent_sets.valid = true;
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}
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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());
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@ -1067,7 +1076,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
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if (using_sdfgi) {
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
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@ -1078,7 +1087,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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// Copy fog to history buffer
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if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.copy_uniform_set, 0);
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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}
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@ -1090,7 +1099,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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RENDER_TIMESTAMP("Filter Fog");
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
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RD::get_singleton()->compute_list_end();
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@ -1101,7 +1110,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set2, 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0);
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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@ -1112,7 +1121,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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RD::get_singleton()->draw_command_begin_label("Integrate Fog");
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
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RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
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@ -301,10 +301,25 @@ public:
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RID emissive_map;
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RID fog_uniform_set;
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RID copy_uniform_set;
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RID process_uniform_set_density;
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RID process_uniform_set;
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RID process_uniform_set2;
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struct {
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bool valid = false;
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RID copy_uniform_set;
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RID process_uniform_set_density;
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RID process_uniform_set;
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RID process_uniform_set2;
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#ifdef DEV_ENABLED
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void assert_actual_validity() {
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// It's all-or-nothing, or something else has changed that requires dev attention.
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(copy_uniform_set));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set2));
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}
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#endif
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} gi_dependent_sets;
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RID sdfgi_uniform_set;
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RID sky_uniform_set;
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@ -3493,6 +3493,9 @@ void GI::init(SkyRD *p_sky) {
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if (RendererSceneRenderRD::get_singleton()->is_vrs_supported()) {
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defines += "\n#define USE_VRS\n";
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}
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if (!RD::get_singleton()->sampler_is_format_supported_for_filter(RD::DATA_FORMAT_R8G8_UINT, RD::SAMPLER_FILTER_LINEAR)) {
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defines += "\n#define SAMPLE_VOXEL_GI_NEAREST\n";
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}
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Vector<String> gi_modes;
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@ -3695,14 +3698,16 @@ void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBu
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if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
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Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
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if (RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
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RD::get_singleton()->free(fog->fog_uniform_set);
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RD::get_singleton()->free(fog->process_uniform_set);
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RD::get_singleton()->free(fog->process_uniform_set2);
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#ifdef DEV_ENABLED
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fog->gi_dependent_sets.assert_actual_validity();
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#endif
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if (fog->gi_dependent_sets.valid) {
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RD::get_singleton()->free(fog->gi_dependent_sets.copy_uniform_set);
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RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set_density);
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RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set);
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RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set2);
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fog->gi_dependent_sets.valid = false;
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}
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fog->fog_uniform_set = RID();
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fog->process_uniform_set = RID();
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fog->process_uniform_set2 = RID();
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}
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}
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@ -3929,7 +3934,6 @@ void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_nor
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u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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@ -4,6 +4,10 @@
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#VERSION_DEFINES
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#ifdef SAMPLE_VOXEL_GI_NEAREST
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#extension GL_EXT_samplerless_texture_functions : enable
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#endif
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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#define M_PI 3.141592
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@ -625,7 +629,11 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
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#ifdef USE_VOXEL_GI_INSTANCES
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{
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#ifdef SAMPLE_VOXEL_GI_NEAREST
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uvec2 voxel_gi_tex = texelFetch(voxel_gi_buffer, pos, 0).rg;
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#else
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uvec2 voxel_gi_tex = texelFetch(usampler2D(voxel_gi_buffer, linear_sampler), pos, 0).rg;
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#endif
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roughness *= roughness;
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//find arbitrary tangent and bitangent, then build a matrix
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vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
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@ -723,6 +723,7 @@ void RenderingDevice::_bind_methods() {
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ClassDB::bind_method(D_METHOD("framebuffer_is_valid", "framebuffer"), &RenderingDevice::framebuffer_is_valid);
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ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
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ClassDB::bind_method(D_METHOD("sampler_is_format_supported_for_filter", "format", "sampler_filter"), &RenderingDevice::sampler_is_format_supported_for_filter);
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ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
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@ -653,6 +653,7 @@ public:
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};
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virtual RID sampler_create(const SamplerState &p_state) = 0;
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virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const = 0;
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/**********************/
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/**** VERTEX ARRAY ****/
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