diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 2397249ca54..fb235faf025 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1672,6 +1672,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID color_framebuffer; RID color_only_framebuffer; RID depth_framebuffer; + RendererRD::MaterialStorage::Samplers samplers; PassMode depth_pass_mode = PASS_MODE_DEPTH; uint32_t color_pass_flags = 0; @@ -1698,6 +1699,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } reverse_cull = true; // for some reason our views are inverted + samplers = RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(); } else { screen_size = rb->get_internal_size(); @@ -1729,6 +1731,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags); color_only_framebuffer = rb_data->get_color_only_fb(); + samplers = rb->get_samplers(); } p_render_data->scene_data->emissive_exposure_normalization = -1.0; @@ -1740,11 +1743,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false); // May have changed due to the above (light buffer enlarged, as an example). - if (is_reflection_probe) { - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); - } else { - _update_render_base_uniform_set(rb->get_samplers(), BASE_UNIFORM_SET_CACHE_VIEWPORT); - } + _update_render_base_uniform_set(); _fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, using_sdfgi, using_sdfgi || using_voxelgi, using_motion_pass); render_list[RENDER_LIST_OPAQUE].sort_by_key(); @@ -1928,7 +1927,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Render Depth Pre-Pass"); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID(), samplers); bool finish_depth = using_ssao || using_ssil || using_sdfgi || using_voxelgi; RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); @@ -1975,17 +1974,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co p_render_data->scene_data->opaque_prepass_threshold = 0.0f; // Shadow pass can change the base uniform set samplers. - if (is_reflection_probe) { - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); - } else { - _update_render_base_uniform_set(rb->get_samplers(), BASE_UNIFORM_SET_CACHE_VIEWPORT); - } + _update_render_base_uniform_set(); _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true, using_motion_pass); RENDER_TIMESTAMP("Render Opaque Pass"); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true); bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss; bool can_continue_depth = !(scene_state.used_depth_texture || scene_state.used_normal_texture) && !using_ssr && !using_sss; @@ -2032,7 +2027,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RENDER_TIMESTAMP("Render Motion Pass"); - rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_MOTION, p_render_data, radiance_texture, true); + rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_MOTION, p_render_data, radiance_texture, samplers, true); RenderListParameters render_list_params(render_list[RENDER_LIST_MOTION].elements.ptr(), render_list[RENDER_LIST_MOTION].element_info.ptr(), render_list[RENDER_LIST_MOTION].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, color_framebuffer, RD::INITIAL_ACTION_CONTINUE, final_color_action, RD::INITIAL_ACTION_CONTINUE, final_depth_action); @@ -2175,7 +2170,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Render 3D Transparent Pass"); - rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true); + rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true); _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false); @@ -2504,7 +2499,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas void RenderForwardClustered::_render_shadow_begin() { scene_state.shadow_passes.clear(); RD::get_singleton()->draw_command_begin_label("Shadow Setup"); - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); render_list[RENDER_LIST_SECONDARY].clear(); scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); @@ -2587,7 +2582,7 @@ void RenderForwardClustered::_render_shadow_process() { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { //render passes need to be configured after instance buffer is done, since they need the latest version SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), false, i); + shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), false, i); } RD::get_singleton()->draw_command_end_label(); @@ -2628,7 +2623,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con render_data.cluster_max_elements = 32; render_data.instances = &p_instances; - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false, false); @@ -2638,7 +2633,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default()); RENDER_TIMESTAMP("Render Collider Heightfield"); @@ -2674,7 +2669,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform scene_shader.enable_advanced_shader_group(); - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -2683,7 +2678,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default()); RENDER_TIMESTAMP("Render 3D Material"); @@ -2725,7 +2720,7 @@ void RenderForwardClustered::_render_uv2(const PagedArraysamplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -2734,7 +2729,7 @@ void RenderForwardClustered::_render_uv2(const PagedArraysamplers_rd_get_default()); RENDER_TIMESTAMP("Render 3D Material"); @@ -2794,7 +2789,7 @@ void RenderForwardClustered::_render_sdfgi(Ref p_render_bu render_data.cluster_max_elements = 32; render_data.instances = &p_instances; - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); PassMode pass_mode = PASS_MODE_SDF; _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode); @@ -2852,7 +2847,7 @@ void RenderForwardClustered::_render_sdfgi(Ref p_render_bu scene_data.emissive_exposure_normalization = p_exposure_normalization; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); - RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture); + RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture, RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default()); HashMap::Iterator E = sdfgi_framebuffer_size_cache.find(fb_size); if (!E) { @@ -2868,23 +2863,21 @@ void RenderForwardClustered::_render_sdfgi(Ref p_render_bu } void RenderForwardClustered::base_uniforms_changed() { - for (int i = 0; i < BASE_UNIFORM_SET_CACHE_MAX; i++) { - if (!render_base_uniform_set_cache[i].is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set_cache[i])) { - RD::get_singleton()->free(render_base_uniform_set_cache[i]); - } - render_base_uniform_set_cache[i] = RID(); + if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + RD::get_singleton()->free(render_base_uniform_set); } + render_base_uniform_set = RID(); } -void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers, BaseUniformSetCache p_cache_index) { +void RenderForwardClustered::_update_render_base_uniform_set() { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - if (render_base_uniform_set_cache[p_cache_index].is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set_cache[p_cache_index]) || (lightmap_texture_array_version_cache[p_cache_index] != light_storage->lightmap_array_get_version())) { - if (render_base_uniform_set_cache[p_cache_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set_cache[p_cache_index])) { - RD::get_singleton()->free(render_base_uniform_set_cache[p_cache_index]); + if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) { + if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + RD::get_singleton()->free(render_base_uniform_set); } - lightmap_texture_array_version_cache[p_cache_index] = light_storage->lightmap_array_get_version(); + lightmap_texture_array_version = light_storage->lightmap_array_get_version(); Vector uniforms; @@ -2899,73 +2892,13 @@ void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::M { RD::Uniform u; u.binding = 3; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - RID sampler; - switch (decals_get_filter()) { - case RS::DECAL_FILTER_NEAREST: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_LINEAR: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_LINEAR_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - } - - u.append_id(sampler); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.binding = 4; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - RID sampler; - switch (light_projectors_get_filter()) { - case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - } - - u.append_id(sampler); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 6; + u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_spot_light_buffer()); uniforms.push_back(u); @@ -2973,35 +2906,35 @@ void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::M { RD::Uniform u; - u.binding = 7; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 8; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 9; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 10; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 11; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); u.append_id(decal_atlas); @@ -3009,7 +2942,7 @@ void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::M } { RD::Uniform u; - u.binding = 12; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb(); u.append_id(decal_atlas); @@ -3017,7 +2950,7 @@ void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::M } { RD::Uniform u; - u.binding = 13; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::TextureStorage::get_singleton()->get_decal_buffer()); uniforms.push_back(u); @@ -3026,7 +2959,7 @@ void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::M { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 14; + u.binding = 12; u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } @@ -3034,19 +2967,18 @@ void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::M { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 15; + u.binding = 13; u.append_id(sdfgi_get_ubo()); uniforms.push_back(u); } - uniforms.append_array(p_samplers.get_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); + uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(14)); - render_base_uniform_set_cache[p_cache_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); + render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } - render_base_uniform_set = render_base_uniform_set_cache[p_cache_index]; } -RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) { +RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas, int p_index) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); @@ -3194,6 +3126,68 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; u.binding = 10; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (decals_get_filter()) { + case RS::DECAL_FILTER_NEAREST: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.append_id(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 11; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (light_projectors_get_filter()) { + case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.append_id(sampler); + uniforms.push_back(u); + } + + uniforms.append_array(p_samplers.get_uniforms(12)); + + { + RD::Uniform u; + u.binding = 24; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) { @@ -3206,7 +3200,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 11; + u.binding = 25; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID(); RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); @@ -3216,7 +3210,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 12; + u.binding = 26; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_NORMAL : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); u.append_id(texture); @@ -3225,7 +3219,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 13; + u.binding = 27; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID aot = rb.is_valid() && rb->has_texture(RB_SCOPE_SSAO, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSAO, RB_FINAL) : RID(); RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); @@ -3235,7 +3229,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 14; + u.binding = 28; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); @@ -3244,7 +3238,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 15; + u.binding = 29; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); @@ -3252,7 +3246,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 16; + u.binding = 30; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID t; if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { @@ -3267,7 +3261,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 17; + u.binding = 31; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID t; if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { @@ -3282,7 +3276,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 18; + u.binding = 32; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; RID voxel_gi; if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) { @@ -3294,7 +3288,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 19; + u.binding = 33; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID vfog; if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) { @@ -3311,7 +3305,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 20; + u.binding = 34; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID ssil = rb.is_valid() && rb->has_texture(RB_SCOPE_SSIL, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSIL, RB_FINAL) : RID(); RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(is_multiview ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); @@ -3322,7 +3316,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET, uniforms); } -RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) { +RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture, const RendererRD::MaterialStorage::Samplers &p_samplers) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); Vector uniforms; @@ -3428,33 +3422,95 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te uniforms.push_back(u); } + { + RD::Uniform u; + u.binding = 10; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (decals_get_filter()) { + case RS::DECAL_FILTER_NEAREST: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.append_id(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 11; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (light_projectors_get_filter()) { + case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.append_id(sampler); + uniforms.push_back(u); + } + + uniforms.append_array(p_samplers.get_uniforms(12)); + // actual sdfgi stuff { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 10; + u.binding = 24; u.append_id(p_albedo_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 11; + u.binding = 25; u.append_id(p_emission_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 12; + u.binding = 26; u.append_id(p_emission_aniso_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 13; + u.binding = 27; u.append_id(p_geom_facing_texture); uniforms.push_back(u); } @@ -4148,7 +4204,6 @@ RenderForwardClustered::RenderForwardClustered() { } { defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; - defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n"; } #ifdef REAL_T_IS_DOUBLE { diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index bedf1192105..8119e6ff4d9 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -64,8 +64,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { MATERIAL_UNIFORM_SET = 3, }; - const int SAMPLERS_BINDING_FIRST_INDEX = 16; - enum { SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6, SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7, @@ -158,22 +156,13 @@ class RenderForwardClustered : public RendererSceneRenderRD { virtual void setup_render_buffer_data(Ref p_render_buffers) override; - enum BaseUniformSetCache { - BASE_UNIFORM_SET_CACHE_VIEWPORT, - BASE_UNIFORM_SET_CACHE_DEFAULT, - BASE_UNIFORM_SET_CACHE_MAX - }; - RID render_base_uniform_set; - // One for custom samplers, one for default samplers. - // Need to switch between them as default is needed for probes, shadows, materials, etc. - RID render_base_uniform_set_cache[BASE_UNIFORM_SET_CACHE_MAX]; - uint64_t lightmap_texture_array_version_cache[BASE_UNIFORM_SET_CACHE_MAX] = { 0xFFFFFFFF, 0xFFFFFFFF }; + uint64_t lightmap_texture_array_version = 0xFFFFFFFF; - void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers, BaseUniformSetCache p_cache_index); - RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture); - RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0); + void _update_render_base_uniform_set(); + RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture, const RendererRD::MaterialStorage::Samplers &p_samplers); + RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas = false, int p_index = 0); enum PassMode { PASS_MODE_COLOR, diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 462fc4b524f..88614150727 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -348,7 +348,7 @@ bool RenderForwardMobile::_render_buffers_can_be_storage() { return false; } -RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) { +RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas, int p_index) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); @@ -522,6 +522,68 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ uniforms.push_back(u); } + { + RD::Uniform u; + u.binding = 11; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (decals_get_filter()) { + case RS::DECAL_FILTER_NEAREST: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.append_id(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 12; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (light_projectors_get_filter()) { + case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.append_id(sampler); + uniforms.push_back(u); + } + + uniforms.append_array(p_samplers.get_uniforms(13)); + if (p_index >= (int)render_pass_uniform_sets.size()) { render_pass_uniform_sets.resize(p_index + 1); } @@ -678,6 +740,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color bool reverse_cull = p_render_data->scene_data->cam_transform.basis.determinant() < 0; bool using_subpass_transparent = true; bool using_subpass_post_process = true; + RendererRD::MaterialStorage::Samplers samplers; bool using_shadows = true; @@ -724,6 +787,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color reverse_cull = true; using_subpass_transparent = true; // we ignore our screen/depth texture here using_subpass_post_process = false; // not applicable at all for reflection probes. + samplers = RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(); } else if (rb_data.is_valid()) { // setup rendering to render buffer screen_size = p_render_data->render_buffers->get_internal_size(); @@ -752,6 +816,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // only opaque and sky as subpasses framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_TWO_SUBPASSES); } + samplers = rb->get_samplers(); } else { ERR_FAIL(); //bug? } @@ -764,11 +829,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false); // May have changed due to the above (light buffer enlarged, as an example). - if (is_reflection_probe) { - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); - } else { - _update_render_base_uniform_set(rb->get_samplers(), BASE_UNIFORM_SET_CACHE_VIEWPORT); - } + _update_render_base_uniform_set(); RD::get_singleton()->draw_command_end_label(); // Render Setup @@ -907,11 +968,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; // Shadow pass can change the base uniform set samplers. - if (is_reflection_probe) { - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); - } else { - _update_render_base_uniform_set(rb->get_samplers(), BASE_UNIFORM_SET_CACHE_VIEWPORT); - } + _update_render_base_uniform_set(); _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid()); @@ -923,7 +980,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RENDER_TIMESTAMP("Render Opaque"); } - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, samplers, true); bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture; bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture; @@ -1006,7 +1063,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass"); - rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true); + rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true); if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); @@ -1273,7 +1330,7 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i void RenderForwardMobile::_render_shadow_begin() { scene_state.shadow_passes.clear(); RD::get_singleton()->draw_command_begin_label("Shadow Setup"); - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); render_list[RENDER_LIST_SECONDARY].clear(); } @@ -1353,7 +1410,7 @@ void RenderForwardMobile::_render_shadow_process() { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { //render passes need to be configured after instance buffer is done, since they need the latest version SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), false, i); + shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), false, i); } RD::get_singleton()->draw_command_end_label(); @@ -1380,7 +1437,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c RD::get_singleton()->draw_command_begin_label("Render 3D Material"); - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); RenderSceneDataRD scene_data; scene_data.cam_projection = p_cam_projection; @@ -1404,7 +1461,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default()); RENDER_TIMESTAMP("Render 3D Material"); @@ -1431,7 +1488,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray RD::get_singleton()->draw_command_begin_label("Render UV2"); - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); RenderSceneDataRD scene_data; scene_data.dual_paraboloid_side = 0; @@ -1449,7 +1506,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default()); RENDER_TIMESTAMP("Render 3D Material"); @@ -1505,7 +1562,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); - _update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default(), BASE_UNIFORM_SET_CACHE_DEFAULT); + _update_render_base_uniform_set(); RenderSceneDataRD scene_data; scene_data.cam_projection = p_cam_projection; @@ -1530,7 +1587,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); - RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID()); + RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID(), RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default()); RENDER_TIMESTAMP("Render Collider Heightfield"); @@ -1543,23 +1600,21 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const } void RenderForwardMobile::base_uniforms_changed() { - for (int i = 0; i < BASE_UNIFORM_SET_CACHE_MAX; i++) { - if (!render_base_uniform_set_cache[i].is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set_cache[i])) { - RD::get_singleton()->free(render_base_uniform_set_cache[i]); - } - render_base_uniform_set_cache[i] = RID(); + if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + RD::get_singleton()->free(render_base_uniform_set); } + render_base_uniform_set = RID(); } -void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers, BaseUniformSetCache p_cache_index) { +void RenderForwardMobile::_update_render_base_uniform_set() { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - if (render_base_uniform_set_cache[p_cache_index].is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set_cache[p_cache_index]) || (lightmap_texture_array_version_cache[p_cache_index] != light_storage->lightmap_array_get_version())) { - if (render_base_uniform_set_cache[p_cache_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set_cache[p_cache_index])) { - RD::get_singleton()->free(render_base_uniform_set_cache[p_cache_index]); + if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) { + if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + RD::get_singleton()->free(render_base_uniform_set); } - lightmap_texture_array_version_cache[p_cache_index] = light_storage->lightmap_array_get_version(); + lightmap_texture_array_version = light_storage->lightmap_array_get_version(); Vector uniforms; @@ -1574,73 +1629,13 @@ void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::Mate { RD::Uniform u; u.binding = 3; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - RID sampler; - switch (decals_get_filter()) { - case RS::DECAL_FILTER_NEAREST: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_LINEAR: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_LINEAR_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - } - - u.append_id(sampler); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.binding = 4; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - RID sampler; - switch (light_projectors_get_filter()) { - case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - } break; - } - - u.append_id(sampler); - uniforms.push_back(u); - } - - { - RD::Uniform u; - u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 6; + u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_spot_light_buffer()); uniforms.push_back(u); @@ -1648,35 +1643,35 @@ void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::Mate { RD::Uniform u; - u.binding = 7; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 8; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.append_id(RendererRD::LightStorage::get_singleton()->get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 9; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 10; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 11; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture(); u.append_id(decal_atlas); @@ -1684,7 +1679,7 @@ void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::Mate } { RD::Uniform u; - u.binding = 12; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb(); u.append_id(decal_atlas); @@ -1692,7 +1687,7 @@ void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::Mate } { RD::Uniform u; - u.binding = 13; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.append_id(RendererRD::TextureStorage::get_singleton()->get_decal_buffer()); uniforms.push_back(u); @@ -1701,16 +1696,14 @@ void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::Mate { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 14; + u.binding = 12; u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } + uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(13)); - uniforms.append_array(p_samplers.get_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); - - render_base_uniform_set_cache[p_cache_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); + render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } - render_base_uniform_set = render_base_uniform_set_cache[p_cache_index]; } RID RenderForwardMobile::_render_buffers_get_normal_texture(Ref p_render_buffers) { @@ -2863,7 +2856,6 @@ RenderForwardMobile::RenderForwardMobile() { } { defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n"; - defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n"; } #ifdef REAL_T_IS_DOUBLE { diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index f10d3c15689..c393e87bd0f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -59,8 +59,6 @@ private: MATERIAL_UNIFORM_SET = 3, }; - const int SAMPLERS_BINDING_FIRST_INDEX = 15; - enum { SPEC_CONSTANT_USING_PROJECTOR = 0, @@ -195,22 +193,12 @@ private: /* Render Scene */ - RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0); + RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, const RendererRD::MaterialStorage::Samplers &p_samplers, bool p_use_directional_shadow_atlas = false, int p_index = 0); void _pre_opaque_render(RenderDataRD *p_render_data); - enum BaseUniformSetCache { - BASE_UNIFORM_SET_CACHE_VIEWPORT, - BASE_UNIFORM_SET_CACHE_DEFAULT, - BASE_UNIFORM_SET_CACHE_MAX - }; + uint64_t lightmap_texture_array_version = 0xFFFFFFFF; - // One for custom samplers, one for default samplers. - // Need to switch between them as default is needed for probes, shadows, materials, etc. - RID render_base_uniform_set_cache[BASE_UNIFORM_SET_CACHE_MAX]; - - uint64_t lightmap_texture_array_version_cache[BASE_UNIFORM_SET_CACHE_MAX] = { 0xFFFFFFFF, 0xFFFFFFFF }; - - void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers, BaseUniformSetCache p_cache_index); + void _update_render_base_uniform_set(); void _update_instance_data_buffer(RenderListType p_render_list); void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true); diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 206c2fb2452..604e623005a 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -802,7 +802,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) { fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); } - return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos); + return texture(sampler3D(volumetric_fog_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), fog_pos); } vec4 fog_process(vec3 vertex) { @@ -816,10 +816,10 @@ vec4 fog_process(vec3 vertex) { #ifdef USE_RADIANCE_CUBEMAP_ARRAY float lod, blend; blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); - sky_fog_color = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb; - sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend); + sky_fog_color = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb; + sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend); #else - sky_fog_color = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; + sky_fog_color = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); } @@ -1271,11 +1271,11 @@ void fragment_shader(in SceneData scene_data) { float lod, blend; blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod); - specular_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; - specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); + specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; + specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); #else - specular_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb; + specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY specular_light *= scene_data.IBL_exposure_normalization; @@ -1295,9 +1295,9 @@ void fragment_shader(in SceneData scene_data) { if (scene_data.use_ambient_cubemap) { vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; #ifdef USE_RADIANCE_CUBEMAP_ARRAY - vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; + vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; #else - vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb; + vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY cubemap_ambient *= scene_data.IBL_exposure_normalization; ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); @@ -1328,11 +1328,11 @@ void fragment_shader(in SceneData scene_data) { float lod, blend; blend = modf(roughness_lod, lod); - vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; - clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); #else - vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb; + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; @@ -1379,10 +1379,10 @@ void fragment_shader(in SceneData scene_data) { if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); float en = lightmaps.data[ofs].exposure_normalization; @@ -1399,7 +1399,7 @@ void fragment_shader(in SceneData scene_data) { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } #else @@ -1519,18 +1519,18 @@ void fragment_shader(in SceneData scene_data) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; #ifdef USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); #else // USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); #endif // USE_MULTIVIEW for (int i = 0; i < 4; i++) { const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size; #ifdef USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); #else // USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); #endif // USE_MULTIVIEW if (neighbour_ang > closest_ang) { closest_ang = neighbour_ang; @@ -1545,11 +1545,11 @@ void fragment_shader(in SceneData scene_data) { } #ifdef USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); - vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); + vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); + vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); #else // USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0); - vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0); + vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0); + vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0); #endif // USE_MULTIVIEW ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); @@ -1559,9 +1559,9 @@ void fragment_shader(in SceneData scene_data) { if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { #ifdef USE_MULTIVIEW - float ssao = texture(sampler2DArray(ao_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r; + float ssao = texture(sampler2DArray(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r; #else - float ssao = texture(sampler2D(ao_buffer, SAMPLER_LINEAR_CLAMP), screen_uv).r; + float ssao = texture(sampler2D(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv).r; #endif ao = min(ao, ssao); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect); @@ -1646,9 +1646,9 @@ void fragment_shader(in SceneData scene_data) { if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { #ifdef USE_MULTIVIEW - vec4 ssil = textureLod(sampler2DArray(ssil_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0); + vec4 ssil = textureLod(sampler2DArray(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0); #else - vec4 ssil = textureLod(sampler2D(ssil_buffer, SAMPLER_LINEAR_CLAMP), screen_uv, 0.0); + vec4 ssil = textureLod(sampler2D(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv, 0.0); #endif // USE_MULTIVIEW ambient_light *= 1.0 - ssil.a; ambient_light += ssil.rgb * albedo.rgb; @@ -1932,7 +1932,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.x; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x; @@ -1942,7 +1942,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.y; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y; @@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.z; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z; @@ -1963,7 +1963,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.w; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w; diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index bfd87b4ea15..78d7f152679 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -46,14 +46,8 @@ draw_call; #include "../light_data_inc.glsl" -#include "../samplers_inc.glsl" - layout(set = 0, binding = 2) uniform sampler shadow_sampler; -layout(set = 0, binding = 3) uniform sampler decal_sampler; - -layout(set = 0, binding = 4) uniform sampler light_projector_sampler; - #define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4) #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5) #define INSTANCE_FLAGS_USE_SDFGI (1 << 6) @@ -74,22 +68,22 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler; #define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1 #define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2 -layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { +layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { LightData data[]; } omni_lights; -layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { +layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { LightData data[]; } spot_lights; -layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { +layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData { ReflectionData data[]; } reflections; -layout(set = 0, binding = 8, std140) uniform DirectionalLights { +layout(set = 0, binding = 6, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; @@ -103,7 +97,7 @@ struct Lightmap { float exposure_normalization; }; -layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { +layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps { Lightmap data[]; } lightmaps; @@ -112,20 +106,20 @@ struct LightmapCapture { vec4 sh[9]; }; -layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { +layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures { LightmapCapture data[]; } lightmap_captures; -layout(set = 0, binding = 11) uniform texture2D decal_atlas; -layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb; +layout(set = 0, binding = 9) uniform texture2D decal_atlas; +layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb; -layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { +layout(set = 0, binding = 11, std430) restrict readonly buffer Decals { DecalData data[]; } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { +layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } global_shader_uniforms; @@ -139,7 +133,7 @@ struct SDFVoxelGICascadeData { float exposure_normalization; }; -layout(set = 0, binding = 15, std140) uniform SDFGI { +layout(set = 0, binding = 13, std140) uniform SDFGI { vec3 grid_size; uint max_cascades; @@ -167,6 +161,19 @@ layout(set = 0, binding = 15, std140) uniform SDFGI { } sdfgi; +layout(set = 0, binding = 14 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP; +layout(set = 0, binding = 14 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP; +layout(set = 0, binding = 14 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; +layout(set = 0, binding = 14 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; +layout(set = 0, binding = 14 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 0, binding = 14 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 0, binding = 14 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT; +layout(set = 0, binding = 14 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT; +layout(set = 0, binding = 14 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; +layout(set = 0, binding = 14 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; +layout(set = 0, binding = 14 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 0, binding = 14 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; + /* Set 1: Render Pass (changes per render pass) */ layout(set = 1, binding = 0, std140) uniform SceneDataBlock { @@ -250,12 +257,29 @@ layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer { } cluster_buffer; +layout(set = 1, binding = 10) uniform sampler decal_sampler; + +layout(set = 1, binding = 11) uniform sampler light_projector_sampler; + +layout(set = 1, binding = 12 + 0) uniform sampler SAMPLER_NEAREST_CLAMP; +layout(set = 1, binding = 12 + 1) uniform sampler SAMPLER_LINEAR_CLAMP; +layout(set = 1, binding = 12 + 2) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; +layout(set = 1, binding = 12 + 3) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; +layout(set = 1, binding = 12 + 4) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 1, binding = 12 + 5) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 1, binding = 12 + 6) uniform sampler SAMPLER_NEAREST_REPEAT; +layout(set = 1, binding = 12 + 7) uniform sampler SAMPLER_LINEAR_REPEAT; +layout(set = 1, binding = 12 + 8) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; +layout(set = 1, binding = 12 + 9) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; +layout(set = 1, binding = 12 + 10) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 1, binding = 12 + 11) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; + #ifdef MODE_RENDER_SDF -layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid; -layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid; -layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid; -layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid; +layout(r16ui, set = 1, binding = 24) uniform restrict writeonly uimage3D albedo_volume_grid; +layout(r32ui, set = 1, binding = 25) uniform restrict writeonly uimage3D emission_grid; +layout(r32ui, set = 1, binding = 26) uniform restrict writeonly uimage3D emission_aniso_grid; +layout(r32ui, set = 1, binding = 27) uniform restrict uimage3D geom_facing_grid; //still need to be present for shaders that use it, so remap them to something #define depth_buffer shadow_atlas @@ -266,24 +290,24 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid; #else #ifdef USE_MULTIVIEW -layout(set = 1, binding = 10) uniform texture2DArray depth_buffer; -layout(set = 1, binding = 11) uniform texture2DArray color_buffer; -layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2DArray ao_buffer; -layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer; -layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer; +layout(set = 1, binding = 24) uniform texture2DArray depth_buffer; +layout(set = 1, binding = 25) uniform texture2DArray color_buffer; +layout(set = 1, binding = 26) uniform texture2DArray normal_roughness_buffer; +layout(set = 1, binding = 27) uniform texture2DArray ao_buffer; +layout(set = 1, binding = 28) uniform texture2DArray ambient_buffer; +layout(set = 1, binding = 29) uniform texture2DArray reflection_buffer; #define multiviewSampler sampler2DArray #else // USE_MULTIVIEW -layout(set = 1, binding = 10) uniform texture2D depth_buffer; -layout(set = 1, binding = 11) uniform texture2D color_buffer; -layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2D ao_buffer; -layout(set = 1, binding = 14) uniform texture2D ambient_buffer; -layout(set = 1, binding = 15) uniform texture2D reflection_buffer; +layout(set = 1, binding = 24) uniform texture2D depth_buffer; +layout(set = 1, binding = 25) uniform texture2D color_buffer; +layout(set = 1, binding = 26) uniform texture2D normal_roughness_buffer; +layout(set = 1, binding = 27) uniform texture2D ao_buffer; +layout(set = 1, binding = 28) uniform texture2D ambient_buffer; +layout(set = 1, binding = 29) uniform texture2D reflection_buffer; #define multiviewSampler sampler2D #endif -layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture; -layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades; +layout(set = 1, binding = 30) uniform texture2DArray sdfgi_lightprobe_texture; +layout(set = 1, binding = 31) uniform texture3D sdfgi_occlusion_cascades; struct VoxelGIData { mat4 xform; // 64 - 64 @@ -300,17 +324,17 @@ struct VoxelGIData { float exposure_normalization; // 4 - 112 }; -layout(set = 1, binding = 18, std140) uniform VoxelGIs { +layout(set = 1, binding = 32, std140) uniform VoxelGIs { VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; } voxel_gi_instances; -layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 33) uniform texture3D volumetric_fog_texture; #ifdef USE_MULTIVIEW -layout(set = 1, binding = 20) uniform texture2DArray ssil_buffer; +layout(set = 1, binding = 34) uniform texture2DArray ssil_buffer; #else -layout(set = 1, binding = 20) uniform texture2D ssil_buffer; +layout(set = 1, binding = 34) uniform texture2D ssil_buffer; #endif // USE_MULTIVIEW #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 5ed36697030..a3774f0f1c0 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -658,10 +658,10 @@ vec4 fog_process(vec3 vertex) { #ifdef USE_RADIANCE_CUBEMAP_ARRAY float lod, blend; blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); - sky_fog_color = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb; - sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend); + sky_fog_color = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb; + sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend); #else - sky_fog_color = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; + sky_fog_color = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); } @@ -1051,11 +1051,11 @@ void main() { float lod, blend; blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod); - specular_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; - specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); + specular_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; + specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); #else // USE_RADIANCE_CUBEMAP_ARRAY - specular_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb; + specular_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY specular_light *= sc_luminance_multiplier; @@ -1076,9 +1076,9 @@ void main() { if (scene_data.use_ambient_cubemap) { vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; #ifdef USE_RADIANCE_CUBEMAP_ARRAY - vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; + vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; #else - vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb; + vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY cubemap_ambient *= sc_luminance_multiplier; cubemap_ambient *= scene_data.IBL_exposure_normalization; @@ -1110,11 +1110,11 @@ void main() { float lod, blend; blend = modf(roughness_lod, lod); - vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; - clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend); #else - vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb; + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; @@ -1160,10 +1160,10 @@ void main() { if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); float exposure_normalization = lightmaps.data[ofs].exposure_normalization; @@ -1180,7 +1180,7 @@ void main() { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index 3de5e769704..116b0c8fbc4 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -27,13 +27,8 @@ draw_call; #include "../light_data_inc.glsl" -#include "../samplers_inc.glsl" - layout(set = 0, binding = 2) uniform sampler shadow_sampler; -layout(set = 0, binding = 3) uniform sampler decal_sampler; -layout(set = 0, binding = 4) uniform sampler light_projector_sampler; - #define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4) #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5) #define INSTANCE_FLAGS_USE_SDFGI (1 << 6) @@ -50,22 +45,22 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler; //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF -layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { +layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { LightData data[]; } omni_lights; -layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { +layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { LightData data[]; } spot_lights; -layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { +layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData { ReflectionData data[]; } reflections; -layout(set = 0, binding = 8, std140) uniform DirectionalLights { +layout(set = 0, binding = 6, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; @@ -79,7 +74,7 @@ struct Lightmap { float exposure_normalization; }; -layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { +layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps { Lightmap data[]; } lightmaps; @@ -88,24 +83,37 @@ struct LightmapCapture { mediump vec4 sh[9]; }; -layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { +layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures { LightmapCapture data[]; } lightmap_captures; -layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas; -layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb; +layout(set = 0, binding = 9) uniform mediump texture2D decal_atlas; +layout(set = 0, binding = 10) uniform mediump texture2D decal_atlas_srgb; -layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { +layout(set = 0, binding = 11, std430) restrict readonly buffer Decals { DecalData data[]; } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { +layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUniformData { highp vec4 data[]; } global_shader_uniforms; +layout(set = 0, binding = 13 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP; +layout(set = 0, binding = 13 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP; +layout(set = 0, binding = 13 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; +layout(set = 0, binding = 13 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; +layout(set = 0, binding = 13 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 0, binding = 13 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 0, binding = 13 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT; +layout(set = 0, binding = 13 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT; +layout(set = 0, binding = 13 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; +layout(set = 0, binding = 13 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; +layout(set = 0, binding = 13 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 0, binding = 13 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; + /* Set 1: Render Pass (changes per render pass) */ layout(set = 1, binding = 0, std140) uniform SceneDataBlock { @@ -166,6 +174,23 @@ layout(set = 1, binding = 10) uniform mediump texture2D color_buffer; #define multiviewSampler sampler2D #endif // USE_MULTIVIEW +layout(set = 1, binding = 11) uniform sampler decal_sampler; + +layout(set = 1, binding = 12) uniform sampler light_projector_sampler; + +layout(set = 1, binding = 13 + 0) uniform sampler SAMPLER_NEAREST_CLAMP; +layout(set = 1, binding = 13 + 1) uniform sampler SAMPLER_LINEAR_CLAMP; +layout(set = 1, binding = 13 + 2) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; +layout(set = 1, binding = 13 + 3) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; +layout(set = 1, binding = 13 + 4) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 1, binding = 13 + 5) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; +layout(set = 1, binding = 13 + 6) uniform sampler SAMPLER_NEAREST_REPEAT; +layout(set = 1, binding = 13 + 7) uniform sampler SAMPLER_LINEAR_REPEAT; +layout(set = 1, binding = 13 + 8) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; +layout(set = 1, binding = 13 + 9) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; +layout(set = 1, binding = 13 + 10) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 1, binding = 13 + 11) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; + /* Set 2 Skeleton & Instancing (can change per item) */ layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index 8f68030cbab..1602e3ae764 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -13,7 +13,7 @@ vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) { break; } - vec4 scolor = textureLod(sampler3D(probe, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, log2(diameter)); + vec4 scolor = textureLod(sampler3D(probe, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, log2(diameter)); float a = (1.0 - color.a); color += a * scolor; dist += half_diameter; @@ -35,7 +35,7 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) { break; } - vec4 scolor = textureLod(sampler3D(probe, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, lod_level); + vec4 scolor = textureLod(sampler3D(probe, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, lod_level); lod_level += 1.0; float a = (1.0 - color.a); @@ -176,7 +176,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal } occ_pos *= sdfgi.occlusion_renormalize; - float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask); + float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, DEFAULT_SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask); weight *= max(occlusion, 0.01); } @@ -187,7 +187,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal vec3 pos_uvw = diffuse_posf; pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; - diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb; + diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb; diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); @@ -197,10 +197,10 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; if (roughness < 0.99) { - specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; + specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; } if (roughness > 0.5) { - specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); + specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 4fb577d6979..880b7a77cab 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -374,7 +374,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; - float d = textureLod(sampler2D(shadow, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; + float d = textureLod(sampler2D(shadow, DEFAULT_SAMPLER_LINEAR_CLAMP), suv, 0.0).r; if (d < pssm_coord.z) { blocker_average += d; blocker_count += 1.0; @@ -478,7 +478,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { pos.xy = pos.xy * 0.5 + 0.5; pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; - float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r; + float d = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r; if (d < z_norm) { blocker_average += d; blocker_count += 1.0; @@ -605,7 +605,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size ); splane.w = 1.0; //needed? i think it should be 1 already - float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius; } #endif @@ -734,7 +734,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); - float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; + float d = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), suv, 0.0).r; if (d < splane.z) { blocker_average += d; blocker_count += 1.0; @@ -838,7 +838,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v splane /= splane.w; splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy; - float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; shadow_z = shadow_z * 2.0 - 1.0; float z_far = 1.0 / spot_lights.data[idx].inv_radius; @@ -932,7 +932,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, vec4 reflection; - reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier; + reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier; reflection.rgb *= reflections.data[ref_index].exposure_normalization; if (reflections.data[ref_index].exterior) { reflection.rgb = mix(specular_light, reflection.rgb, blend); @@ -955,7 +955,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, vec4 ambient_out; - ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb; + ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb; ambient_out.rgb *= reflections.data[ref_index].exposure_normalization; ambient_out.a = blend; if (reflections.data[ref_index].exterior) { diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp index 5ff5adc59ad..6a99eb41089 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp @@ -148,9 +148,6 @@ void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_co update_samplers(); - // Notify the renderer the base uniform needs to be recreated. - RendererSceneRenderRD::get_singleton()->base_uniforms_changed(); - // cleanout any old buffers we had. cleanup(); diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 6b47c29382a..f9f76b99722 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -881,9 +881,7 @@ void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpn ERR_FAIL_NULL(viewport); viewport->fsr_sharpness = p_sharpness; - if (viewport->render_buffers.is_valid()) { - viewport->render_buffers->set_fsr_sharpness(p_sharpness); - } + _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) { @@ -891,9 +889,7 @@ void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_ ERR_FAIL_NULL(viewport); viewport->texture_mipmap_bias = p_mipmap_bias; - if (viewport->render_buffers.is_valid()) { - viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias); - } + _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) { @@ -1263,9 +1259,7 @@ void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_deb return; } viewport->use_debanding = p_use_debanding; - if (viewport->render_buffers.is_valid()) { - viewport->render_buffers->set_use_debanding(p_use_debanding); - } + _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {