From bc95b36fbf11d693a5034fbb5ad320e3ebe25938 Mon Sep 17 00:00:00 2001 From: bitsawer Date: Tue, 22 Aug 2023 13:45:23 +0300 Subject: [PATCH] Clear SDFGI textures when created (cherry picked from commit 09c887ce829a9835143166ce5d77932d4509fa99) --- .../rendering/renderer_rd/environment/gi.cpp | 73 ++++++++----------- 1 file changed, 31 insertions(+), 42 deletions(-) diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 964d4d9adf0..db63e2f1a99 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -395,6 +395,16 @@ Dependency *GI::voxel_gi_get_dependency(RID p_voxel_gi) const { //////////////////////////////////////////////////////////////////////////////// // SDFGI +static RID create_clear_texture(const RD::TextureFormat &p_format, const String &p_name) { + RID texture = RD::get_singleton()->texture_create(p_format, RD::TextureView()); + ERR_FAIL_COND_V_MSG(texture.is_null(), RID(), String("Cannot create texture: ") + p_name); + + RD::get_singleton()->set_resource_name(texture, p_name); + RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, p_format.mipmaps, 0, p_format.array_layers); + + return texture; +} + void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); @@ -424,39 +434,31 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re { RD::TextureFormat tf_render = tf_sdf; tf_render.format = RD::DATA_FORMAT_R16_UINT; - render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo"); + render_albedo = create_clear_texture(tf_render, "SDFGI Render Albedo"); + tf_render.format = RD::DATA_FORMAT_R32_UINT; - render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission"); - render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso"); + render_emission = create_clear_texture(tf_render, "SDFGI Render Emission"); + render_emission_aniso = create_clear_texture(tf_render, "SDFGI Render Emission Aniso"); tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize for (int i = 0; i < 8; i++) { - render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i)); + render_occlusion[i] = create_clear_texture(tf_render, String("SDFGI Render Occlusion ") + itos(i)); } tf_render.format = RD::DATA_FORMAT_R32_UINT; - render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing"); + render_geom_facing = create_clear_texture(tf_render, "SDFGI Render Geometry Facing"); tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT; - render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0"); - render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1"); + render_sdf[0] = create_clear_texture(tf_render, "SDFGI Render SDF 0"); + render_sdf[1] = create_clear_texture(tf_render, "SDFGI Render SDF 1"); tf_render.width /= 2; tf_render.height /= 2; tf_render.depth /= 2; - render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0"); - render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView()); - RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1"); + render_sdf_half[0] = create_clear_texture(tf_render, "SDFGI Render SDF Half 0"); + render_sdf_half[1] = create_clear_texture(tf_render, "SDFGI Render SDF Half 1"); } RD::TextureFormat tf_occlusion = tf_sdf; @@ -496,10 +498,8 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D; - lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView()); - RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll"); - lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView()); - RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll"); + lightprobe_history_scroll = create_clear_texture(tf_probe_history, "SDFGI LightProbe History Scroll"); + lightprobe_average_scroll = create_clear_texture(tf_probe_average, "SDFGI LightProbe Average Scroll"); { //octahedral lightprobes @@ -512,8 +512,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32); //lightprobe texture is an octahedral texture - lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView()); - RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data"); + lightprobe_data = create_clear_texture(tf_octprobes, "SDFGI LightProbe Data"); RD::TextureView tv; tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data); @@ -526,14 +525,12 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re tf_ambient.height = probe_axis_count; tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; //lightprobe texture is an octahedral texture - ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView()); - RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture"); + ambient_texture = create_clear_texture(tf_ambient, "SDFGI Ambient Texture"); } cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES); - occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView()); - RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data"); + occlusion_data = create_clear_texture(tf_occlusion, "SDFGI Occlusion Data"); { RD::TextureView tv; tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16; @@ -543,25 +540,17 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re for (SDFGI::Cascade &cascade : cascades) { /* 3D Textures */ - cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView()); - RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture"); + cascade.sdf_tex = create_clear_texture(tf_sdf, "SDFGI Cascade SDF Texture"); - cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView()); - RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data"); + cascade.light_data = create_clear_texture(tf_light, "SDFGI Cascade Light Data"); - cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView()); - RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture"); - cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView()); - RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture"); + cascade.light_aniso_0_tex = create_clear_texture(tf_aniso0, "SDFGI Cascade Light Aniso 0 Texture"); + cascade.light_aniso_1_tex = create_clear_texture(tf_aniso1, "SDFGI Cascade Light Aniso 1 Texture"); { RD::TextureView tv; tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data); - - RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); - RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); - RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); } cascade.cell_size = base_cell_size; @@ -579,11 +568,11 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re /* Probe History */ cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView()); - RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture"); + RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "SDFGI Cascade LightProbe History Texture"); RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView()); - RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture"); + RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "SDFGI Cascade LightProbe Average Texture"); RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work /* Buffers */