Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].

It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j]
(for j > 0). Even though there's a valid space in a struct after shadow_matrix1.
Knowing that GCC performs aggressive optimizations that eventually lead
to a wrong code. Code has been changed into union where one can either
use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma
is not needed any longer.
This commit is contained in:
marxin 2019-01-18 22:58:42 +01:00
parent 7f9209781c
commit d9eb6a5b20
2 changed files with 12 additions and 17 deletions

View File

@ -2677,13 +2677,6 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, 0);
} }
// Drop -O3 for this function as it triggers a GCC bug up until at least GCC 8.2.1.
// This refers to GH issue #19633.
// The bug has been reported to the GCC project.
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC push_options
#pragma GCC optimize("-O2")
#endif
void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) { void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows) {
LightInstance *li = directional_lights[p_index]; LightInstance *li = directional_lights[p_index];
@ -2784,7 +2777,7 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview;
store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]); store_camera(shadow_mtx, &ubo_data.shadow.matrix[16 * j]);
ubo_data.light_clamp[0] = atlas_rect.position.x; ubo_data.light_clamp[0] = atlas_rect.position.x;
ubo_data.light_clamp[1] = atlas_rect.position.y; ubo_data.light_clamp[1] = atlas_rect.position.y;
@ -2801,9 +2794,6 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo); glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.directional_ubo);
} }
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC pop_options
#endif
void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) { void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas) {
@ -2898,7 +2888,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
Transform proj = (p_camera_inverse_transform * li->transform).inverse(); Transform proj = (p_camera_inverse_transform * li->transform).inverse();
store_transform(proj, ubo_data.shadow_matrix1); store_transform(proj, ubo_data.shadow.matrix1);
ubo_data.light_params[3] = 1.0; //means it has shadow ubo_data.light_params[3] = 1.0; //means it has shadow
ubo_data.light_clamp[0] = float(x) / atlas_size; ubo_data.light_clamp[0] = float(x) / atlas_size;
@ -2987,7 +2977,7 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview;
store_camera(shadow_mtx, ubo_data.shadow_matrix1); store_camera(shadow_mtx, ubo_data.shadow.matrix1);
} }
li->light_index = state.spot_light_count; li->light_index = state.spot_light_count;

View File

@ -569,10 +569,15 @@ public:
float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
float light_clamp[4]; float light_clamp[4];
float light_shadow_color_contact[4]; float light_shadow_color_contact[4];
float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional union {
float shadow_matrix2[16]; struct {
float shadow_matrix3[16]; float matrix1[16]; //up to here for spot and omni, rest is for directional
float shadow_matrix4[16]; float matrix2[16];
float matrix3[16];
float matrix4[16];
};
float matrix[4 * 16];
} shadow;
float shadow_split_offsets[4]; float shadow_split_offsets[4];
}; };