More fixes to mobile renderer
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
This commit is contained in:
parent
2a9c4a59df
commit
700f9d916d
|
@ -213,7 +213,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
|
|||
return "";
|
||||
}
|
||||
|
||||
static String _prestr(SL::DataPrecision p_pres) {
|
||||
static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
|
||||
switch (p_pres) {
|
||||
case SL::PRECISION_LOWP:
|
||||
return "lowp ";
|
||||
|
@ -222,7 +222,7 @@ static String _prestr(SL::DataPrecision p_pres) {
|
|||
case SL::PRECISION_HIGHP:
|
||||
return "highp ";
|
||||
case SL::PRECISION_DEFAULT:
|
||||
return "";
|
||||
return p_force_highp ? "highp " : "";
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
@ -617,7 +617,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
|
|||
//this is an integer to index the global table
|
||||
ucode += _typestr(ShaderLanguage::TYPE_UINT);
|
||||
} else {
|
||||
ucode += _prestr(uniform.precision);
|
||||
ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));
|
||||
ucode += _typestr(uniform.type);
|
||||
}
|
||||
|
||||
|
@ -742,7 +742,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
|
|||
|
||||
String vcode;
|
||||
String interp_mode = _interpstr(varying.interpolation);
|
||||
vcode += _prestr(varying.precision);
|
||||
vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
|
||||
vcode += _typestr(varying.type);
|
||||
vcode += " " + _mkid(varying_name);
|
||||
if (varying.array_size > 0) {
|
||||
|
@ -777,7 +777,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
|
|||
const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
|
||||
String gcode;
|
||||
gcode += "const ";
|
||||
gcode += _prestr(cnode.precision);
|
||||
gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
|
||||
if (cnode.type == SL::TYPE_STRUCT) {
|
||||
gcode += _mkid(cnode.type_str);
|
||||
} else {
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
|
||||
struct DecalData {
|
||||
mat4 xform; //to decal transform
|
||||
vec3 inv_extents;
|
||||
float albedo_mix;
|
||||
vec4 albedo_rect;
|
||||
vec4 normal_rect;
|
||||
vec4 orm_rect;
|
||||
vec4 emission_rect;
|
||||
vec4 modulate;
|
||||
float emission_energy;
|
||||
highp mat4 xform; //to decal transform
|
||||
highp vec3 inv_extents;
|
||||
mediump float albedo_mix;
|
||||
highp vec4 albedo_rect;
|
||||
highp vec4 normal_rect;
|
||||
highp vec4 orm_rect;
|
||||
highp vec4 emission_rect;
|
||||
highp vec4 modulate;
|
||||
mediump float emission_energy;
|
||||
uint mask;
|
||||
float upper_fade;
|
||||
float lower_fade;
|
||||
mat3x4 normal_xform;
|
||||
vec3 normal;
|
||||
float normal_fade;
|
||||
mediump float upper_fade;
|
||||
mediump float lower_fade;
|
||||
mediump mat3x4 normal_xform;
|
||||
mediump vec3 normal;
|
||||
mediump float normal_fade;
|
||||
};
|
||||
|
|
|
@ -4,28 +4,28 @@
|
|||
|
||||
struct LightData { //this structure needs to be as packed as possible
|
||||
highp vec3 position;
|
||||
float inv_radius;
|
||||
highp float inv_radius;
|
||||
|
||||
vec3 direction;
|
||||
float size;
|
||||
mediump vec3 direction;
|
||||
highp float size;
|
||||
|
||||
vec3 color;
|
||||
float attenuation;
|
||||
mediump vec3 color;
|
||||
mediump float attenuation;
|
||||
|
||||
float cone_attenuation;
|
||||
float cone_angle;
|
||||
float specular_amount;
|
||||
mediump float cone_attenuation;
|
||||
mediump float cone_angle;
|
||||
mediump float specular_amount;
|
||||
bool shadow_enabled;
|
||||
|
||||
highp vec4 atlas_rect; // rect in the shadow atlas
|
||||
highp mat4 shadow_matrix;
|
||||
float shadow_bias;
|
||||
float shadow_normal_bias;
|
||||
float transmittance_bias;
|
||||
float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
|
||||
float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
|
||||
highp float shadow_bias;
|
||||
highp float shadow_normal_bias;
|
||||
highp float transmittance_bias;
|
||||
highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
|
||||
highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
|
||||
uint mask;
|
||||
float shadow_volumetric_fog_fade;
|
||||
mediump float shadow_volumetric_fog_fade;
|
||||
uint bake_mode;
|
||||
highp vec4 projector_rect; //projector rect in srgb decal atlas
|
||||
};
|
||||
|
@ -35,53 +35,53 @@ struct LightData { //this structure needs to be as packed as possible
|
|||
#define REFLECTION_AMBIENT_COLOR 2
|
||||
|
||||
struct ReflectionData {
|
||||
vec3 box_extents;
|
||||
float index;
|
||||
vec3 box_offset;
|
||||
highp vec3 box_extents;
|
||||
mediump float index;
|
||||
highp vec3 box_offset;
|
||||
uint mask;
|
||||
vec3 ambient; // ambient color
|
||||
float intensity;
|
||||
mediump vec3 ambient; // ambient color
|
||||
mediump float intensity;
|
||||
bool exterior;
|
||||
bool box_project;
|
||||
uint ambient_mode;
|
||||
uint pad;
|
||||
//0-8 is intensity,8-9 is ambient, mode
|
||||
mat4 local_matrix; // up to here for spot and omni, rest is for directional
|
||||
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
|
||||
// notes: for ambientblend, use distance to edge to blend between already existing global environment
|
||||
};
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec3 direction;
|
||||
float energy;
|
||||
vec3 color;
|
||||
float size;
|
||||
float specular;
|
||||
mediump vec3 direction;
|
||||
mediump float energy;
|
||||
mediump vec3 color;
|
||||
mediump float size;
|
||||
mediump float specular;
|
||||
uint mask;
|
||||
float softshadow_angle;
|
||||
float soft_shadow_scale;
|
||||
highp float softshadow_angle;
|
||||
highp float soft_shadow_scale;
|
||||
bool blend_splits;
|
||||
bool shadow_enabled;
|
||||
float fade_from;
|
||||
float fade_to;
|
||||
highp float fade_from;
|
||||
highp float fade_to;
|
||||
uvec2 pad;
|
||||
uint bake_mode;
|
||||
float shadow_volumetric_fog_fade;
|
||||
vec4 shadow_bias;
|
||||
vec4 shadow_normal_bias;
|
||||
vec4 shadow_transmittance_bias;
|
||||
mediump float shadow_volumetric_fog_fade;
|
||||
highp vec4 shadow_bias;
|
||||
highp vec4 shadow_normal_bias;
|
||||
highp vec4 shadow_transmittance_bias;
|
||||
highp vec4 shadow_z_range;
|
||||
highp vec4 shadow_range_begin;
|
||||
vec4 shadow_split_offsets;
|
||||
highp vec4 shadow_split_offsets;
|
||||
highp mat4 shadow_matrix1;
|
||||
highp mat4 shadow_matrix2;
|
||||
highp mat4 shadow_matrix3;
|
||||
highp mat4 shadow_matrix4;
|
||||
vec4 shadow_color1;
|
||||
vec4 shadow_color2;
|
||||
vec4 shadow_color3;
|
||||
vec4 shadow_color4;
|
||||
vec2 uv_scale1;
|
||||
vec2 uv_scale2;
|
||||
vec2 uv_scale3;
|
||||
vec2 uv_scale4;
|
||||
mediump vec4 shadow_color1;
|
||||
mediump vec4 shadow_color2;
|
||||
mediump vec4 shadow_color3;
|
||||
mediump vec4 shadow_color4;
|
||||
highp vec2 uv_scale1;
|
||||
highp vec2 uv_scale2;
|
||||
highp vec2 uv_scale3;
|
||||
highp vec2 uv_scale4;
|
||||
};
|
||||
|
|
|
@ -92,7 +92,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
|
|||
|
||||
#ifdef MODE_DUAL_PARABOLOID
|
||||
|
||||
layout(location = 8) out float dp_clip;
|
||||
layout(location = 8) out highp float dp_clip;
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -370,11 +370,6 @@ void main() {
|
|||
|
||||
#VERSION_DEFINES
|
||||
|
||||
//use medium precision for floats on mobile.
|
||||
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
/* Specialization Constants */
|
||||
|
||||
#if !defined(MODE_RENDER_DEPTH)
|
||||
|
@ -498,7 +493,7 @@ layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
|
|||
layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
|
||||
#else
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
layout(location = 0) out mediump vec4 frag_color;
|
||||
#endif // MODE_MULTIPLE_RENDER_TARGETS
|
||||
|
||||
#endif // RENDER DEPTH
|
||||
|
|
|
@ -93,7 +93,7 @@ directional_lights;
|
|||
#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
|
||||
|
||||
struct Lightmap {
|
||||
mat3 normal_xform;
|
||||
mediump mat3 normal_xform;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
|
||||
|
@ -102,7 +102,7 @@ layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
|
|||
lightmaps;
|
||||
|
||||
struct LightmapCapture {
|
||||
vec4 sh[9];
|
||||
mediump vec4 sh[9];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
|
||||
|
@ -110,8 +110,8 @@ layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures
|
|||
}
|
||||
lightmap_captures;
|
||||
|
||||
layout(set = 0, binding = 11) uniform texture2D decal_atlas;
|
||||
layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
|
||||
layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
|
||||
layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
|
||||
|
||||
layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
|
||||
DecalData data[];
|
||||
|
@ -119,7 +119,7 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
|
|||
decals;
|
||||
|
||||
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
|
||||
vec4 data[];
|
||||
highp vec4 data[];
|
||||
}
|
||||
global_variables;
|
||||
|
||||
|
@ -135,56 +135,56 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
|
|||
highp mat4 projection_matrix_view[MAX_VIEWS];
|
||||
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
|
||||
|
||||
vec2 viewport_size;
|
||||
vec2 screen_pixel_size;
|
||||
highp vec2 viewport_size;
|
||||
highp vec2 screen_pixel_size;
|
||||
|
||||
// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
|
||||
vec4 directional_penumbra_shadow_kernel[32];
|
||||
vec4 directional_soft_shadow_kernel[32];
|
||||
vec4 penumbra_shadow_kernel[32];
|
||||
vec4 soft_shadow_kernel[32];
|
||||
highp vec4 directional_penumbra_shadow_kernel[32];
|
||||
highp vec4 directional_soft_shadow_kernel[32];
|
||||
highp vec4 penumbra_shadow_kernel[32];
|
||||
highp vec4 soft_shadow_kernel[32];
|
||||
|
||||
vec4 ambient_light_color_energy;
|
||||
mediump vec4 ambient_light_color_energy;
|
||||
|
||||
float ambient_color_sky_mix;
|
||||
mediump float ambient_color_sky_mix;
|
||||
bool use_ambient_light;
|
||||
bool use_ambient_cubemap;
|
||||
bool use_reflection_cubemap;
|
||||
|
||||
mat3 radiance_inverse_xform;
|
||||
mediump mat3 radiance_inverse_xform;
|
||||
|
||||
vec2 shadow_atlas_pixel_size;
|
||||
vec2 directional_shadow_pixel_size;
|
||||
highp vec2 shadow_atlas_pixel_size;
|
||||
highp vec2 directional_shadow_pixel_size;
|
||||
|
||||
uint directional_light_count;
|
||||
float dual_paraboloid_side;
|
||||
float z_far;
|
||||
float z_near;
|
||||
mediump float dual_paraboloid_side;
|
||||
highp float z_far;
|
||||
highp float z_near;
|
||||
|
||||
bool ssao_enabled;
|
||||
float ssao_light_affect;
|
||||
float ssao_ao_affect;
|
||||
mediump float ssao_light_affect;
|
||||
mediump float ssao_ao_affect;
|
||||
bool roughness_limiter_enabled;
|
||||
|
||||
float roughness_limiter_amount;
|
||||
float roughness_limiter_limit;
|
||||
mediump float roughness_limiter_amount;
|
||||
mediump float roughness_limiter_limit;
|
||||
uvec2 roughness_limiter_pad;
|
||||
|
||||
vec4 ao_color;
|
||||
mediump vec4 ao_color;
|
||||
|
||||
bool fog_enabled;
|
||||
float fog_density;
|
||||
float fog_height;
|
||||
float fog_height_density;
|
||||
highp float fog_density;
|
||||
highp float fog_height;
|
||||
highp float fog_height_density;
|
||||
|
||||
vec3 fog_light_color;
|
||||
float fog_sun_scatter;
|
||||
mediump vec3 fog_light_color;
|
||||
mediump float fog_sun_scatter;
|
||||
|
||||
float fog_aerial_perspective;
|
||||
mediump float fog_aerial_perspective;
|
||||
bool material_uv2_mode;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
highp float time;
|
||||
mediump float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
bool pancake_shadows;
|
||||
uint pad1;
|
||||
|
@ -195,30 +195,30 @@ scene_data;
|
|||
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
|
||||
layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
|
||||
layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
|
||||
|
||||
#else
|
||||
|
||||
layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
|
||||
layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
|
||||
|
||||
#endif
|
||||
|
||||
layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
|
||||
layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
|
||||
|
||||
layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
|
||||
layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
|
||||
|
||||
layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
|
||||
layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
|
||||
|
||||
// this needs to change to providing just the lightmap we're using..
|
||||
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
|
||||
|
||||
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
|
||||
layout(set = 1, binding = 10) uniform texture2D color_buffer;
|
||||
layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
|
||||
layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
|
||||
|
||||
/* Set 2 Skeleton & Instancing (can change per item) */
|
||||
|
||||
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
|
||||
vec4 data[];
|
||||
highp vec4 data[];
|
||||
}
|
||||
transforms;
|
||||
|
||||
|
|
|
@ -2877,6 +2877,27 @@ bool ShaderLanguage::is_scalar_type(DataType p_type) {
|
|||
return p_type == TYPE_BOOL || p_type == TYPE_INT || p_type == TYPE_UINT || p_type == TYPE_FLOAT;
|
||||
}
|
||||
|
||||
bool ShaderLanguage::is_float_type(DataType p_type) {
|
||||
switch (p_type) {
|
||||
case TYPE_FLOAT:
|
||||
case TYPE_VEC2:
|
||||
case TYPE_VEC3:
|
||||
case TYPE_VEC4:
|
||||
case TYPE_MAT2:
|
||||
case TYPE_MAT3:
|
||||
case TYPE_MAT4:
|
||||
case TYPE_SAMPLER2D:
|
||||
case TYPE_SAMPLER2DARRAY:
|
||||
case TYPE_SAMPLER3D:
|
||||
case TYPE_SAMPLERCUBE:
|
||||
case TYPE_SAMPLERCUBEARRAY: {
|
||||
return true;
|
||||
}
|
||||
default: {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
bool ShaderLanguage::is_sampler_type(DataType p_type) {
|
||||
return p_type == TYPE_SAMPLER2D ||
|
||||
p_type == TYPE_ISAMPLER2D ||
|
||||
|
|
|
@ -774,6 +774,7 @@ public:
|
|||
static DataType get_scalar_type(DataType p_type);
|
||||
static int get_cardinality(DataType p_type);
|
||||
static bool is_scalar_type(DataType p_type);
|
||||
static bool is_float_type(DataType p_type);
|
||||
static bool is_sampler_type(DataType p_type);
|
||||
static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
|
||||
static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
|
||||
|
|
Loading…
Reference in New Issue