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:
parent
3976bddaf4
commit
a2ed82d3b2
|
@ -4114,6 +4114,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
|
|||
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[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) {
|
||||
|
@ -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.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);
|
||||
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
|
||||
|
@ -5300,7 +5314,7 @@ void RasterizerSceneGLES3::initialize() {
|
|||
glFrontFace(GL_CW);
|
||||
|
||||
if (storage->config.async_compilation_enabled) {
|
||||
state.scene_shader.init_async_compilation(storage->resources.depth_tex);
|
||||
state.scene_shader.init_async_compilation();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -8369,7 +8369,7 @@ void RasterizerStorageGLES3::initialize() {
|
|||
shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
|
||||
shaders.particles.init();
|
||||
if (config.async_compilation_enabled) {
|
||||
shaders.particles.init_async_compilation(resources.depth_tex);
|
||||
shaders.particles.init_async_compilation();
|
||||
}
|
||||
|
||||
#ifdef GLES_OVER_GL
|
||||
|
|
|
@ -177,45 +177,29 @@ bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) {
|
|||
return true;
|
||||
}
|
||||
|
||||
bool ShaderGLES3::_bind_ubershader() {
|
||||
bool ShaderGLES3::_bind_ubershader(bool p_for_warmup) {
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_FAIL_COND_V(!is_async_compilation_supported(), false);
|
||||
ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false);
|
||||
#endif
|
||||
new_conditional_version.version |= VersionKey::UBERSHADER_FLAG;
|
||||
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());
|
||||
#ifdef DEBUG_ENABLED
|
||||
ERR_FAIL_COND_V(conditionals_uniform == -1, false);
|
||||
#endif
|
||||
new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
|
||||
#ifdef DEV_ENABLED
|
||||
// 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.
|
||||
CRASH_COND(new_conditional_version.version >= 0x80000000);
|
||||
#endif
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -1128,7 +1112,7 @@ GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
|
|||
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);
|
||||
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;
|
||||
texunit_pairs = p_texunit_pairs;
|
||||
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;
|
||||
fragment_code_start = p_fragment_code_start;
|
||||
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);
|
||||
}
|
||||
|
||||
void ShaderGLES3::init_async_compilation(GLuint p_depth_tex) {
|
||||
depth_tex = p_depth_tex;
|
||||
void ShaderGLES3::init_async_compilation() {
|
||||
if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
|
||||
// Warm up the ubershader for the case of no custom code
|
||||
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) {
|
||||
// Warm up the ubershader for this custom code
|
||||
new_conditional_version.code_version = p_code_id;
|
||||
_bind_ubershader();
|
||||
_bind_ubershader(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -96,7 +96,6 @@ private:
|
|||
//@TODO Optimize to a fixed set of shader pools and use a LRU
|
||||
int uniform_count;
|
||||
int texunit_pair_count;
|
||||
int shadow_texunit_count;
|
||||
int conditional_count;
|
||||
int ubo_count;
|
||||
int feedback_count;
|
||||
|
@ -246,7 +245,6 @@ private:
|
|||
const char **uniform_names;
|
||||
const AttributePair *attribute_pairs;
|
||||
const TexUnitPair *texunit_pairs;
|
||||
const int *shadow_texunits;
|
||||
const UBOPair *ubo_pairs;
|
||||
const Feedback *feedbacks;
|
||||
const char *vertex_code;
|
||||
|
@ -280,7 +278,6 @@ private:
|
|||
static ShaderGLES3 *active;
|
||||
|
||||
int max_image_units;
|
||||
GLuint depth_tex = 0;
|
||||
|
||||
_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
|
||||
if (p_uniform < 0) {
|
||||
|
@ -372,13 +369,13 @@ private:
|
|||
}
|
||||
|
||||
bool _bind(bool p_binding_fallback);
|
||||
bool _bind_ubershader();
|
||||
bool _bind_ubershader(bool p_for_warmrup = false);
|
||||
|
||||
protected:
|
||||
_FORCE_INLINE_ int _get_uniform(int p_which) const;
|
||||
_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();
|
||||
|
||||
|
@ -407,7 +404,7 @@ public:
|
|||
_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }
|
||||
|
||||
virtual void init() = 0;
|
||||
void init_async_compilation(GLuint p_depth_tex);
|
||||
void init_async_compilation();
|
||||
bool is_async_compilation_supported();
|
||||
void finish();
|
||||
|
||||
|
|
|
@ -19,7 +19,6 @@ class LegacyGLHeaderStruct:
|
|||
self.enums = {}
|
||||
self.texunits = []
|
||||
self.texunit_names = []
|
||||
self.shadow_texunits = []
|
||||
self.ubos = []
|
||||
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:
|
||||
header_data.texunits += [(x, texunit)]
|
||||
if line.find("sampler2DShadow") != -1:
|
||||
header_data.shadow_texunits += [texunit]
|
||||
header_data.texunit_names += [x]
|
||||
|
||||
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:
|
||||
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:
|
||||
fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
|
||||
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))
|
||||
+ ", _texunit_pairs,"
|
||||
+ str(len(header_data.texunits))
|
||||
+ ", _shadow_texunits,"
|
||||
+ str(len(header_data.shadow_texunits))
|
||||
+ ",_ubo_pairs,"
|
||||
+ str(len(header_data.ubos))
|
||||
+ ",_feedbacks,"
|
||||
|
@ -580,8 +566,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
|
|||
+ str(len(header_data.uniforms))
|
||||
+ ",_texunit_pairs,"
|
||||
+ str(len(header_data.texunits))
|
||||
+ ",_shadow_texunits,"
|
||||
+ str(len(header_data.shadow_texunits))
|
||||
+ ",_enums,"
|
||||
+ str(len(header_data.enums))
|
||||
+ ",_enum_values,"
|
||||
|
|
Loading…
Reference in New Issue