Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
This commit is contained in:
commit
62047e4e48
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@ -423,6 +423,8 @@
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<member name="debug/settings/stdout/print_fps" type="bool" setter="" getter="" default="false">
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Print frames per second to standard output every second.
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</member>
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<member name="debug/settings/stdout/print_gpu_profile" type="bool" setter="" getter="" default="false">
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</member>
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<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false">
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Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
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</member>
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@ -3299,13 +3299,25 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
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// Also, each UNDEFINED will do an immediate layout transition (write), s.t. we must ensure execution synchronization vs.
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// the read. If this is a performance issue, one could track the actual last accessor of each resource, adding only that
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// stage
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switch (is_depth ? p_initial_depth_action : p_initial_action) {
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case INITIAL_ACTION_CLEAR_REGION:
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case INITIAL_ACTION_CLEAR: {
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description.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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description.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; //don't care what is there
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dependency_from_external.srcStageMask |= reading_stages;
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if (p_attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
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description.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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description.initialLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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} else if (p_attachments[i].usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {
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description.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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description.initialLayout = is_sampled ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : (is_storage ? VK_IMAGE_LAYOUT_GENERAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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dependency_from_external.srcStageMask |= reading_stages;
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} else {
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description.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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description.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; //don't care what is there
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dependency_from_external.srcStageMask |= reading_stages;
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}
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} break;
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case INITIAL_ACTION_KEEP: {
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if (p_attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
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@ -3363,7 +3375,58 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
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}
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}
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switch (is_depth ? p_final_depth_action : p_final_action) {
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bool used_last = false;
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{
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int last_pass = p_passes.size() - 1;
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if (is_depth) {
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//likely missing depth resolve?
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if (p_passes[last_pass].depth_attachment == i) {
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used_last = true;
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}
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} else {
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if (p_passes[last_pass].resolve_attachments.size()) {
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//if using resolve attachments, check resolve attachments
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for (int j = 0; j < p_passes[last_pass].resolve_attachments.size(); j++) {
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if (p_passes[last_pass].resolve_attachments[j] == i) {
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used_last = true;
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break;
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}
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}
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} else {
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for (int j = 0; j < p_passes[last_pass].color_attachments.size(); j++) {
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if (p_passes[last_pass].color_attachments[j] == i) {
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used_last = true;
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break;
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}
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}
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}
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}
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if (!used_last) {
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for (int j = 0; j < p_passes[last_pass].preserve_attachments.size(); j++) {
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if (p_passes[last_pass].preserve_attachments[j] == i) {
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used_last = true;
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break;
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}
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}
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}
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}
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FinalAction final_action = p_final_action;
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FinalAction final_depth_action = p_final_depth_action;
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if (!used_last) {
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if (is_depth) {
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final_depth_action = FINAL_ACTION_DISCARD;
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} else {
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final_action = FINAL_ACTION_DISCARD;
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}
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}
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switch (is_depth ? final_depth_action : final_action) {
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case FINAL_ACTION_READ: {
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if (p_attachments[i].usage_flags & TEXTURE_USAGE_COLOR_ATTACHMENT_BIT) {
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description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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@ -3516,21 +3579,6 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
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resolve_references.push_back(reference);
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}
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LocalVector<uint32_t> &preserve_references = preserve_reference_array[i];
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for (int j = 0; j < pass->preserve_attachments.size(); j++) {
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int32_t attachment = pass->preserve_attachments[j];
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ERR_FAIL_COND_V_MSG(attachment == FramebufferPass::ATTACHMENT_UNUSED, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), preserve attachment (" + itos(j) + "). Preserve attachments can't be unused.");
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ERR_FAIL_INDEX_V_MSG(attachment, p_attachments.size(), VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), preserve attachment (" + itos(j) + ").");
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ERR_FAIL_COND_V_MSG(attachment_last_pass[attachment] == i, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), it already was used for something else before in this pass.");
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attachment_last_pass[attachment] = i;
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preserve_references.push_back(attachment);
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}
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VkAttachmentReference &depth_stencil_reference = depth_reference_array[i];
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if (pass->depth_attachment != FramebufferPass::ATTACHMENT_UNUSED) {
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@ -3554,6 +3602,22 @@ VkRenderPass RenderingDeviceVulkan::_render_pass_create(const Vector<AttachmentF
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depth_stencil_reference.layout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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LocalVector<uint32_t> &preserve_references = preserve_reference_array[i];
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for (int j = 0; j < pass->preserve_attachments.size(); j++) {
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int32_t attachment = pass->preserve_attachments[j];
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ERR_FAIL_COND_V_MSG(attachment == FramebufferPass::ATTACHMENT_UNUSED, VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), preserve attachment (" + itos(j) + "). Preserve attachments can't be unused.");
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ERR_FAIL_INDEX_V_MSG(attachment, p_attachments.size(), VK_NULL_HANDLE, "Invalid framebuffer format attachment(" + itos(attachment) + "), in pass (" + itos(i) + "), preserve attachment (" + itos(j) + ").");
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if (attachment_last_pass[attachment] != i) {
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//preserve can still be used to keep depth or color from being discarded after use
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attachment_last_pass[attachment] = i;
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preserve_references.push_back(attachment);
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}
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}
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VkSubpassDescription &subpass = subpasses[i];
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subpass.flags = 0;
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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@ -8864,6 +8928,7 @@ void RenderingDeviceVulkan::_free_rids(T &p_owner, const char *p_type) {
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}
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void RenderingDeviceVulkan::capture_timestamp(const String &p_name) {
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ERR_FAIL_COND_MSG(draw_list != nullptr, "Capturing timestamps during draw list creation is not allowed. Offending timestap was: " + p_name);
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ERR_FAIL_COND(frames[frame].timestamp_count >= max_timestamp_query_elements);
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//this should be optional for profiling, else it will slow things down
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@ -1352,6 +1352,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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PROPERTY_HINT_RANGE, "0,1000,1"));
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GLOBAL_DEF("debug/settings/stdout/print_fps", false);
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GLOBAL_DEF("debug/settings/stdout/print_gpu_profile", false);
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GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
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if (!OS::get_singleton()->_verbose_stdout) { // Not manually overridden.
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@ -1591,7 +1592,7 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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rendering_server->init();
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rendering_server->set_render_loop_enabled(!disable_render_loop);
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if (profile_gpu) {
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if (profile_gpu || (!editor && bool(GLOBAL_GET("debug/settings/stdout/print_gpu_profile")))) {
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rendering_server->set_print_gpu_profile(true);
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}
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@ -519,7 +519,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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using_subpass_post_process = false;
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}
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if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
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if (using_ssr || using_sss || scene_state.used_screen_texture || scene_state.used_depth_texture) {
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// can't use our last two subpasses
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using_subpass_transparent = false;
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using_subpass_post_process = false;
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@ -679,17 +679,20 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid());
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RENDER_TIMESTAMP("Render Opaque Subpass");
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if (using_subpass_transparent && using_subpass_post_process) {
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RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
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} else if (using_subpass_transparent) {
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RENDER_TIMESTAMP("Render Opaque + Transparent");
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} else {
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RENDER_TIMESTAMP("Render Opaque");
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}
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RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
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bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
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bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
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bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture && !using_ssr && !using_sss;
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bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture && !using_ssr && !using_sss;
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{
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bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
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bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
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// regular forward for now
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Vector<Color> c;
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c.push_back(clear_color.to_linear()); // our render buffer
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@ -709,11 +712,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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// secondary command buffers need more testing at this time
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//multi threaded
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thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
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RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
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} else {
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//single threaded
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
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_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
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}
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}
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@ -721,8 +724,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
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if (draw_sky || draw_sky_fog_only) {
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RENDER_TIMESTAMP("Render Sky Subpass");
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RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
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@ -752,7 +753,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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}
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// transparent pass
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RENDER_TIMESTAMP("Render Transparent Subpass");
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RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
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@ -789,6 +789,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
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} else {
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RENDER_TIMESTAMP("Render Transparent");
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framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS];
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// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
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@ -2010,7 +2010,6 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
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bool can_use_effects = rb->width >= 8 && rb->height >= 8;
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RENDER_TIMESTAMP("Tonemap");
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
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EffectsRD::TonemapSettings tonemap;
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@ -3,7 +3,7 @@
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#define LIGHT_BAKE_STATIC 2
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struct LightData { //this structure needs to be as packed as possible
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vec3 position;
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highp vec3 position;
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float inv_radius;
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vec3 direction;
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@ -17,8 +17,8 @@ struct LightData { //this structure needs to be as packed as possible
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float specular_amount;
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bool shadow_enabled;
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vec4 atlas_rect; // rect in the shadow atlas
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mat4 shadow_matrix;
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highp vec4 atlas_rect; // rect in the shadow atlas
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highp mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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@ -27,7 +27,7 @@ struct LightData { //this structure needs to be as packed as possible
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uint mask;
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float shadow_volumetric_fog_fade;
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uint bake_mode;
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vec4 projector_rect; //projector rect in srgb decal atlas
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highp vec4 projector_rect; //projector rect in srgb decal atlas
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};
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#define REFLECTION_AMBIENT_DISABLED 0
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@ -69,13 +69,13 @@ struct DirectionalLightData {
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vec4 shadow_bias;
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vec4 shadow_normal_bias;
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vec4 shadow_transmittance_bias;
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vec4 shadow_z_range;
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vec4 shadow_range_begin;
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highp vec4 shadow_z_range;
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highp vec4 shadow_range_begin;
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vec4 shadow_split_offsets;
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mat4 shadow_matrix1;
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mat4 shadow_matrix2;
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mat4 shadow_matrix3;
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mat4 shadow_matrix4;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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vec4 shadow_color1;
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vec4 shadow_color2;
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vec4 shadow_color3;
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|
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@ -59,27 +59,27 @@ layout(location = 11) in vec4 weight_attrib;
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/* Varyings */
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layout(location = 0) out vec3 vertex_interp;
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layout(location = 0) highp out vec3 vertex_interp;
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||||
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||||
#ifdef NORMAL_USED
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layout(location = 1) out vec3 normal_interp;
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layout(location = 1) mediump out vec3 normal_interp;
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#endif
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||||
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#if defined(COLOR_USED)
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layout(location = 2) out vec4 color_interp;
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layout(location = 2) mediump out vec4 color_interp;
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#endif
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#ifdef UV_USED
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layout(location = 3) out vec2 uv_interp;
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layout(location = 3) mediump out vec2 uv_interp;
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#endif
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#if defined(UV2_USED) || defined(USE_LIGHTMAP)
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layout(location = 4) out vec2 uv2_interp;
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layout(location = 4) mediump out vec2 uv2_interp;
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) out vec3 tangent_interp;
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layout(location = 6) out vec3 binormal_interp;
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||||
layout(location = 5) mediump out vec3 tangent_interp;
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layout(location = 6) mediump out vec3 binormal_interp;
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#endif
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||||
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||||
#ifdef MATERIAL_UNIFORMS_USED
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||||
|
@ -370,6 +370,10 @@ void main() {
|
|||
|
||||
#VERSION_DEFINES
|
||||
|
||||
//use medium precision for floats on mobile.
|
||||
|
||||
precision mediump float;
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||||
|
||||
/* Specialization Constants */
|
||||
|
||||
/* Specialization Constants (Toggles) */
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||||
|
@ -395,32 +399,32 @@ layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
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|||
|
||||
/* Varyings */
|
||||
|
||||
layout(location = 0) in vec3 vertex_interp;
|
||||
layout(location = 0) highp in vec3 vertex_interp;
|
||||
|
||||
#ifdef NORMAL_USED
|
||||
layout(location = 1) in vec3 normal_interp;
|
||||
layout(location = 1) mediump in vec3 normal_interp;
|
||||
#endif
|
||||
|
||||
#if defined(COLOR_USED)
|
||||
layout(location = 2) in vec4 color_interp;
|
||||
layout(location = 2) mediump in vec4 color_interp;
|
||||
#endif
|
||||
|
||||
#ifdef UV_USED
|
||||
layout(location = 3) in vec2 uv_interp;
|
||||
layout(location = 3) mediump in vec2 uv_interp;
|
||||
#endif
|
||||
|
||||
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
|
||||
layout(location = 4) in vec2 uv2_interp;
|
||||
layout(location = 4) mediump in vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
layout(location = 5) in vec3 tangent_interp;
|
||||
layout(location = 6) in vec3 binormal_interp;
|
||||
layout(location = 5) mediump in vec3 tangent_interp;
|
||||
layout(location = 6) mediump in vec3 binormal_interp;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DUAL_PARABOLOID
|
||||
|
||||
layout(location = 8) in float dp_clip;
|
||||
layout(location = 8) highp in float dp_clip;
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -16,12 +16,12 @@
|
|||
/* don't exceed 128 bytes!! */
|
||||
/* put instance data into our push content, not a array */
|
||||
layout(push_constant, binding = 0, std430) uniform DrawCall {
|
||||
mat4 transform; // 64 - 64
|
||||
highp mat4 transform; // 64 - 64
|
||||
uint flags; // 04 - 68
|
||||
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
|
||||
uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
|
||||
uint layer_mask; // 04 - 80
|
||||
vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
|
||||
highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
|
||||
|
||||
uvec2 reflection_probes; // 08 - 104
|
||||
uvec2 omni_lights; // 08 - 112
|
||||
|
@ -126,14 +126,14 @@ global_variables;
|
|||
/* Set 1: Render Pass (changes per render pass) */
|
||||
|
||||
layout(set = 1, binding = 0, std140) uniform SceneData {
|
||||
mat4 projection_matrix;
|
||||
mat4 inv_projection_matrix;
|
||||
mat4 camera_matrix;
|
||||
mat4 inv_camera_matrix;
|
||||
highp mat4 projection_matrix;
|
||||
highp mat4 inv_projection_matrix;
|
||||
highp mat4 camera_matrix;
|
||||
highp mat4 inv_camera_matrix;
|
||||
|
||||
// only used for multiview
|
||||
mat4 projection_matrix_view[MAX_VIEWS];
|
||||
mat4 inv_projection_matrix_view[MAX_VIEWS];
|
||||
highp mat4 projection_matrix_view[MAX_VIEWS];
|
||||
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
|
||||
|
||||
vec2 viewport_size;
|
||||
vec2 screen_pixel_size;
|
||||
|
|
Loading…
Reference in New Issue