Fix shadow flickering with async shader compilation

This mostly reverts the approach in #62628, which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
This commit is contained in:
Pedro J. Estébanez 2022-08-07 22:53:33 +02:00
parent 3976bddaf4
commit a2ed82d3b2
5 changed files with 30 additions and 54 deletions

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@ -4114,6 +4114,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size; state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size; state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
} else {
if (storage->config.async_compilation_enabled) {
// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
} }
if (reflection_atlas && reflection_atlas->size) { if (reflection_atlas && reflection_atlas->size) {
@ -4869,6 +4876,13 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar; state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
state.ubo_data.opaque_prepass_threshold = 0.1; state.ubo_data.opaque_prepass_threshold = 0.1;
if (storage->config.async_compilation_enabled) {
// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
_setup_environment(nullptr, light_projection, light_transform); _setup_environment(nullptr, light_projection, light_transform);
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
@ -5300,7 +5314,7 @@ void RasterizerSceneGLES3::initialize() {
glFrontFace(GL_CW); glFrontFace(GL_CW);
if (storage->config.async_compilation_enabled) { if (storage->config.async_compilation_enabled) {
state.scene_shader.init_async_compilation(storage->resources.depth_tex); state.scene_shader.init_async_compilation();
} }
} }

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@ -8369,7 +8369,7 @@ void RasterizerStorageGLES3::initialize() {
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
shaders.particles.init(); shaders.particles.init();
if (config.async_compilation_enabled) { if (config.async_compilation_enabled) {
shaders.particles.init_async_compilation(resources.depth_tex); shaders.particles.init_async_compilation();
} }
#ifdef GLES_OVER_GL #ifdef GLES_OVER_GL

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@ -177,45 +177,29 @@ bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) {
return true; return true;
} }
bool ShaderGLES3::_bind_ubershader() { bool ShaderGLES3::_bind_ubershader(bool p_for_warmup) {
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!is_async_compilation_supported(), false); ERR_FAIL_COND_V(!is_async_compilation_supported(), false);
ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false); ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false);
#endif #endif
new_conditional_version.version |= VersionKey::UBERSHADER_FLAG; new_conditional_version.version |= VersionKey::UBERSHADER_FLAG;
bool bound = _bind(true); bool bound = _bind(true);
new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
if (p_for_warmup) {
// Avoid GL UB message id 131222 caused by shadow samplers not properly set up yet
unbind();
return bound;
}
int conditionals_uniform = _get_uniform(get_ubershader_flags_uniform()); int conditionals_uniform = _get_uniform(get_ubershader_flags_uniform());
#ifdef DEBUG_ENABLED #ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(conditionals_uniform == -1, false); ERR_FAIL_COND_V(conditionals_uniform == -1, false);
#endif #endif
new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
#ifdef DEV_ENABLED #ifdef DEV_ENABLED
// So far we don't need bit 31 for conditionals. That allows us to use signed integers, // So far we don't need bit 31 for conditionals. That allows us to use signed integers,
// which are more compatible across GL driver vendors. // which are more compatible across GL driver vendors.
CRASH_COND(new_conditional_version.version >= 0x80000000); CRASH_COND(new_conditional_version.version >= 0x80000000);
#endif #endif
glUniform1i(conditionals_uniform, new_conditional_version.version); glUniform1i(conditionals_uniform, new_conditional_version.version);
// This is done to avoid running into the GL UB message id 131222. Long explanation:
// If an ubershader has shadow samplers, they are generally not used if the current material has shadowing disabled,
// but that also implies the rasterizer won't do any preparation to the relevant shadow samplers (which won't really exist,
// so that's the correct way in a conditioned shader).
// However, in the case of the ubershader those shadow samplers are unconditionally declared, although potentially unused and
// thus "uninitialized". Sampling in that situation (compare disabled, no depth texture bound) is undefined behavior for GL.
// And that's a problem for us because, even if dynamic branching will serve to avoid using the unprepared sampler when shadowing
// is not enabled, the GPU may still run the other branch. And it's not just that the results from the sampling are undefined
// (that wouldn't be a problem and we could just ignore the warning); the problem is that sampling in that state is fully UB.
for (int i = 0; i < shadow_texunit_count; i++) {
int unit = shadow_texunits[i];
if (unit >= 0) {
glActiveTexture(GL_TEXTURE0 + unit);
} else {
glActiveTexture(GL_TEXTURE0 + max_image_units + unit);
}
glBindTexture(GL_TEXTURE_2D, depth_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
}
return bound; return bound;
} }
@ -1128,7 +1112,7 @@ GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
return glGetUniformLocation(version->ids.main, p_name.ascii().get_data()); return glGetUniformLocation(version->ids.main, p_name.ascii().get_data());
} }
void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const int *p_shadow_texunits, int p_shadow_texunit_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) { void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) {
ERR_FAIL_COND(version); ERR_FAIL_COND(version);
conditional_version.key = 0; conditional_version.key = 0;
new_conditional_version.key = 0; new_conditional_version.key = 0;
@ -1140,8 +1124,6 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
fragment_code = p_fragment_code; fragment_code = p_fragment_code;
texunit_pairs = p_texunit_pairs; texunit_pairs = p_texunit_pairs;
texunit_pair_count = p_texunit_pair_count; texunit_pair_count = p_texunit_pair_count;
shadow_texunits = p_shadow_texunits;
shadow_texunit_count = p_shadow_texunit_count;
vertex_code_start = p_vertex_code_start; vertex_code_start = p_vertex_code_start;
fragment_code_start = p_fragment_code_start; fragment_code_start = p_fragment_code_start;
attribute_pairs = p_attribute_pairs; attribute_pairs = p_attribute_pairs;
@ -1232,12 +1214,11 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units); glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
} }
void ShaderGLES3::init_async_compilation(GLuint p_depth_tex) { void ShaderGLES3::init_async_compilation() {
depth_tex = p_depth_tex;
if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) { if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
// Warm up the ubershader for the case of no custom code // Warm up the ubershader for the case of no custom code
new_conditional_version.code_version = 0; new_conditional_version.code_version = 0;
_bind_ubershader(); _bind_ubershader(true);
} }
} }
@ -1297,7 +1278,7 @@ void ShaderGLES3::set_custom_shader_code(uint32_t p_code_id, const String &p_ver
if (p_async_mode == ASYNC_MODE_VISIBLE && is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) { if (p_async_mode == ASYNC_MODE_VISIBLE && is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
// Warm up the ubershader for this custom code // Warm up the ubershader for this custom code
new_conditional_version.code_version = p_code_id; new_conditional_version.code_version = p_code_id;
_bind_ubershader(); _bind_ubershader(true);
} }
} }

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@ -96,7 +96,6 @@ private:
//@TODO Optimize to a fixed set of shader pools and use a LRU //@TODO Optimize to a fixed set of shader pools and use a LRU
int uniform_count; int uniform_count;
int texunit_pair_count; int texunit_pair_count;
int shadow_texunit_count;
int conditional_count; int conditional_count;
int ubo_count; int ubo_count;
int feedback_count; int feedback_count;
@ -246,7 +245,6 @@ private:
const char **uniform_names; const char **uniform_names;
const AttributePair *attribute_pairs; const AttributePair *attribute_pairs;
const TexUnitPair *texunit_pairs; const TexUnitPair *texunit_pairs;
const int *shadow_texunits;
const UBOPair *ubo_pairs; const UBOPair *ubo_pairs;
const Feedback *feedbacks; const Feedback *feedbacks;
const char *vertex_code; const char *vertex_code;
@ -280,7 +278,6 @@ private:
static ShaderGLES3 *active; static ShaderGLES3 *active;
int max_image_units; int max_image_units;
GLuint depth_tex = 0;
_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) { _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
if (p_uniform < 0) { if (p_uniform < 0) {
@ -372,13 +369,13 @@ private:
} }
bool _bind(bool p_binding_fallback); bool _bind(bool p_binding_fallback);
bool _bind_ubershader(); bool _bind_ubershader(bool p_for_warmrup = false);
protected: protected:
_FORCE_INLINE_ int _get_uniform(int p_which) const; _FORCE_INLINE_ int _get_uniform(int p_which) const;
_FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
void setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const int *p_shadow_texunits, int p_shadow_texunit_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start); void setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start);
ShaderGLES3(); ShaderGLES3();
@ -407,7 +404,7 @@ public:
_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; } _FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }
virtual void init() = 0; virtual void init() = 0;
void init_async_compilation(GLuint p_depth_tex); void init_async_compilation();
bool is_async_compilation_supported(); bool is_async_compilation_supported();
void finish(); void finish();

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@ -19,7 +19,6 @@ class LegacyGLHeaderStruct:
self.enums = {} self.enums = {}
self.texunits = [] self.texunits = []
self.texunit_names = [] self.texunit_names = []
self.shadow_texunits = []
self.ubos = [] self.ubos = []
self.ubo_names = [] self.ubo_names = []
@ -107,8 +106,6 @@ def include_file_in_legacygl_header(filename, header_data, depth):
if not x in header_data.texunit_names: if not x in header_data.texunit_names:
header_data.texunits += [(x, texunit)] header_data.texunits += [(x, texunit)]
if line.find("sampler2DShadow") != -1:
header_data.shadow_texunits += [texunit]
header_data.texunit_names += [x] header_data.texunit_names += [x]
elif line.find("uniform") != -1 and line.lower().find("ubo:") != -1: elif line.find("uniform") != -1 and line.lower().find("ubo:") != -1:
@ -486,15 +483,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
else: else:
fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n") fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
if not gles2:
if header_data.shadow_texunits:
fd.write("\t\tstatic int _shadow_texunits[]={")
for x in header_data.shadow_texunits:
fd.write(str(x) + ',')
fd.write("};\n\n")
else:
fd.write("\t\tstatic int *_shadow_texunits=NULL;\n")
if not gles2 and header_data.ubos: if not gles2 and header_data.ubos:
fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n") fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
for x in header_data.ubos: for x in header_data.ubos:
@ -549,8 +537,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
+ str(len(header_data.attributes)) + str(len(header_data.attributes))
+ ", _texunit_pairs," + ", _texunit_pairs,"
+ str(len(header_data.texunits)) + str(len(header_data.texunits))
+ ", _shadow_texunits,"
+ str(len(header_data.shadow_texunits))
+ ",_ubo_pairs," + ",_ubo_pairs,"
+ str(len(header_data.ubos)) + str(len(header_data.ubos))
+ ",_feedbacks," + ",_feedbacks,"
@ -580,8 +566,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
+ str(len(header_data.uniforms)) + str(len(header_data.uniforms))
+ ",_texunit_pairs," + ",_texunit_pairs,"
+ str(len(header_data.texunits)) + str(len(header_data.texunits))
+ ",_shadow_texunits,"
+ str(len(header_data.shadow_texunits))
+ ",_enums," + ",_enums,"
+ str(len(header_data.enums)) + str(len(header_data.enums))
+ ",_enum_values," + ",_enum_values,"