Merge pull request #98614 from DarioSamo/soft-shadow-samples-fix
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Fix soft shadows by increasing the bit count for specialization constants.
This commit is contained in:
Clay John 2024-10-28 15:17:23 -07:00 committed by GitHub
commit 08f9cba0fb
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GPG Key ID: B5690EEEBB952194
5 changed files with 42 additions and 27 deletions

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@ -108,10 +108,10 @@ public:
uint32_t projector_use_mipmaps : 1;
uint32_t use_depth_fog : 1;
uint32_t use_lightmap_bicubic_filter : 1;
uint32_t soft_shadow_samples : 4;
uint32_t penumbra_shadow_samples : 4;
uint32_t directional_soft_shadow_samples : 4;
uint32_t directional_penumbra_shadow_samples : 4;
uint32_t soft_shadow_samples : 6;
uint32_t penumbra_shadow_samples : 6;
uint32_t directional_soft_shadow_samples : 6;
uint32_t directional_penumbra_shadow_samples : 6;
};
uint32_t packed_0;

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@ -322,7 +322,12 @@ void SceneShaderForwardMobile::ShaderData::_create_pipeline(PipelineKey p_pipeli
specialization_constants.push_back(sc);
sc.constant_id = 1;
sc.float_value = p_pipeline_key.shader_specialization.packed_1;
sc.int_value = p_pipeline_key.shader_specialization.packed_1;
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
specialization_constants.push_back(sc);
sc.constant_id = 2;
sc.float_value = p_pipeline_key.shader_specialization.packed_2;
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT;
specialization_constants.push_back(sc);

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@ -74,22 +74,23 @@ public:
uint32_t use_depth_fog : 1;
uint32_t is_multimesh : 1;
uint32_t use_lightmap_bicubic_filter : 1;
uint32_t pad : 2;
uint32_t soft_shadow_samples : 4;
uint32_t penumbra_shadow_samples : 4;
uint32_t directional_soft_shadow_samples : 4;
uint32_t directional_penumbra_shadow_samples : 4;
uint32_t soft_shadow_samples : 6;
uint32_t penumbra_shadow_samples : 6;
uint32_t directional_soft_shadow_samples : 6;
};
uint32_t packed_0;
};
union {
float luminance_multiplier;
float packed_1;
uint32_t directional_penumbra_shadow_samples : 6;
uint32_t packed_1;
};
uint32_t packed_2;
union {
float luminance_multiplier;
float packed_2;
};
};
struct UbershaderConstants {

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@ -107,19 +107,19 @@ bool sc_use_lightmap_bicubic_filter() {
}
uint sc_soft_shadow_samples() {
return (sc_packed_0() >> 8) & 15U;
return (sc_packed_0() >> 8) & 63U;
}
uint sc_penumbra_shadow_samples() {
return (sc_packed_0() >> 12) & 15U;
return (sc_packed_0() >> 14) & 63U;
}
uint sc_directional_soft_shadow_samples() {
return (sc_packed_0() >> 16) & 15U;
return (sc_packed_0() >> 20) & 63U;
}
uint sc_directional_penumbra_shadow_samples() {
return (sc_packed_0() >> 20) & 15U;
return (sc_packed_0() >> 26) & 63U;
}
float sc_luminance_multiplier() {

View File

@ -22,8 +22,8 @@ layout(push_constant, std430) uniform DrawCall {
uint pad;
#ifdef UBERSHADER
uint sc_packed_0;
float sc_packed_1;
uint sc_packed_2;
uint sc_packed_1;
float sc_packed_2;
uint uc_packed_0;
#endif
}
@ -42,10 +42,14 @@ uint sc_packed_0() {
return draw_call.sc_packed_0;
}
float sc_packed_1() {
uint sc_packed_1() {
return draw_call.sc_packed_1;
}
float sc_packed_2() {
return draw_call.sc_packed_2;
}
uint uc_cull_mode() {
return (draw_call.uc_packed_0 >> 0) & 3U;
}
@ -54,16 +58,21 @@ uint uc_cull_mode() {
// Pull the constants from the pipeline's specialization constants.
layout(constant_id = 0) const uint pso_sc_packed_0 = 0;
layout(constant_id = 1) const float pso_sc_packed_1 = 2.0;
layout(constant_id = 1) const uint pso_sc_packed_1 = 0;
layout(constant_id = 2) const float pso_sc_packed_2 = 2.0;
uint sc_packed_0() {
return pso_sc_packed_0;
}
float sc_packed_1() {
uint sc_packed_1() {
return pso_sc_packed_1;
}
float sc_packed_2() {
return pso_sc_packed_2;
}
#endif
bool sc_use_light_projector() {
@ -123,23 +132,23 @@ bool sc_use_lightmap_bicubic_filter() {
}
uint sc_soft_shadow_samples() {
return (sc_packed_0() >> 16) & 15U;
return (sc_packed_0() >> 14) & 63U;
}
uint sc_penumbra_shadow_samples() {
return (sc_packed_0() >> 20) & 15U;
return (sc_packed_0() >> 20) & 63U;
}
uint sc_directional_soft_shadow_samples() {
return (sc_packed_0() >> 24) & 15U;
return (sc_packed_0() >> 26) & 63U;
}
uint sc_directional_penumbra_shadow_samples() {
return (sc_packed_0() >> 28) & 15U;
return (sc_packed_1() >> 0) & 63U;
}
float sc_luminance_multiplier() {
return sc_packed_1();
return sc_packed_2();
}
/* Set 0: Base Pass (never changes) */