Fix glow on devices with only 8 texture slots

This commit is contained in:
clayjohn 2020-09-30 22:28:20 -07:00
parent 66cbcc1b7e
commit ea1b8d8435
2 changed files with 17 additions and 12 deletions

View File

@ -2968,6 +2968,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
} }
} }
// If max_texture_image_units is 8, our max glow level is 5, which allows 6 layers of glow
max_glow_level = MIN(max_glow_level, storage->config.max_texture_image_units - 3);
for (int i = 0; i < (max_glow_level + 1); i++) { for (int i = 0; i < (max_glow_level + 1); i++) {
int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width; int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width;
@ -3070,7 +3073,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
} }
} }
} }
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else { } else {
@ -3080,7 +3083,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
if (glow_mask & (1 << i)) { if (glow_mask & (1 << i)) {
active_glow_level++; active_glow_level++;
glActiveTexture(GL_TEXTURE0 + active_glow_level); glActiveTexture(GL_TEXTURE1 + active_glow_level);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
if (active_glow_level == 1) { if (active_glow_level == 1) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true); state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
@ -3119,7 +3122,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction); RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
if (tex) { if (tex) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true); state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
glActiveTexture(GL_TEXTURE2); glActiveTexture(GL_TEXTURE1);
glBindTexture(tex->target, tex->tex_id); glBindTexture(tex->target, tex->tex_id);
} }
} }

View File

@ -75,15 +75,17 @@ uniform highp sampler2D source; //texunit:0
#define USING_GLOW // only use glow when at least one glow level is selected #define USING_GLOW // only use glow when at least one glow level is selected
#ifdef USE_MULTI_TEXTURE_GLOW #ifdef USE_MULTI_TEXTURE_GLOW
uniform highp sampler2D source_glow1; //texunit:1 uniform highp sampler2D source_glow1; //texunit:2
uniform highp sampler2D source_glow2; //texunit:2 uniform highp sampler2D source_glow2; //texunit:3
uniform highp sampler2D source_glow3; //texunit:3 uniform highp sampler2D source_glow3; //texunit:4
uniform highp sampler2D source_glow4; //texunit:4 uniform highp sampler2D source_glow4; //texunit:5
uniform highp sampler2D source_glow5; //texunit:5 uniform highp sampler2D source_glow5; //texunit:6
uniform highp sampler2D source_glow6; //texunit:6 uniform highp sampler2D source_glow6; //texunit:7
uniform highp sampler2D source_glow7; //texunit:7 #ifdef USE_GLOW_LEVEL7
uniform highp sampler2D source_glow7; //texunit:8
#endif
#else #else
uniform highp sampler2D source_glow; //texunit:1 uniform highp sampler2D source_glow; //texunit:2
#endif #endif
uniform highp float glow_intensity; uniform highp float glow_intensity;
#endif #endif
@ -93,7 +95,7 @@ uniform vec3 bcs;
#endif #endif
#ifdef USE_COLOR_CORRECTION #ifdef USE_COLOR_CORRECTION
uniform sampler2D color_correction; //texunit:2 uniform sampler2D color_correction; //texunit:1
#endif #endif
#ifdef GL_EXT_gpu_shader4 #ifdef GL_EXT_gpu_shader4