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authorRémi Verschelde <rverschelde@gmail.com>2023-08-07 14:54:21 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-08-07 14:54:21 +0200
commit40ca09364d7448ac171f2447f2a9696f79de3363 (patch)
tree5cf9cc8f39897205813c186a438715fca1788e6b
parent750f1a66b6549af389dc7c932d04c9e72dfb89a3 (diff)
parent79c9edab3baee9570c5532f338cce8fb84f26019 (diff)
downloadredot-engine-40ca09364d7448ac171f2447f2a9696f79de3363.tar.gz
Merge pull request #80311 from darksylinc/matias-fullscreen-tri
Use fullscreen tri instead of quad
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.cpp18
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp22
-rw-r--r--servers/rendering/renderer_rd/effects/luminance.cpp3
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.cpp6
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp3
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp23
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h3
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl2
17 files changed, 48 insertions, 99 deletions
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
index 971f8b7f6f..cc5031823e 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
@@ -359,11 +359,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -393,11 +392,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
// Pass 2
@@ -418,11 +416,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
@@ -438,11 +435,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -471,11 +467,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
@@ -491,11 +486,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
} else {
CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index eba1c145e3..834653f5c2 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -696,11 +696,9 @@ void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_textu
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
-
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -803,12 +801,11 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_textu
RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
}
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
@@ -820,12 +817,11 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_textu
draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
blur_raster.push_constant.flags = base_flags;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -1055,11 +1051,10 @@ void CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_fra
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -1136,11 +1131,10 @@ void CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebu
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -1214,11 +1208,10 @@ void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_f
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -1269,8 +1262,7 @@ void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_b
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1);
}
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
RD::get_singleton()->draw_command_end_label();
diff --git a/servers/rendering/renderer_rd/effects/luminance.cpp b/servers/rendering/renderer_rd/effects/luminance.cpp
index 7462282932..3aa5f5706e 100644
--- a/servers/rendering/renderer_rd/effects/luminance.cpp
+++ b/servers/rendering/renderer_rd/effects/luminance.cpp
@@ -191,11 +191,10 @@ void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_
RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
}
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
} else {
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
index 821960bb3b..38a86a6cdc 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
@@ -170,10 +170,9 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
@@ -250,8 +249,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
- RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
- RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
+ RD::get_singleton()->draw_list_draw(p_subpass_draw_list, false, 1u, 0u);
}
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 6ec8612029..63c99facdd 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -85,9 +85,8 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index ebf3c5f619..5fc0393080 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -249,11 +249,9 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
}
}
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
}
////////////////////////////////////////////////////////////////////////////////
@@ -941,23 +939,6 @@ void sky() {
sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
}
-
- { //create index array for copy shaders
- Vector<uint8_t> pv;
- pv.resize(6 * 4);
- {
- uint8_t *w = pv.ptrw();
- int *p32 = (int *)w;
- p32[0] = 0;
- p32[1] = 1;
- p32[2] = 2;
- p32[3] = 0;
- p32[4] = 2;
- p32[5] = 3;
- }
- index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
- index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
- }
}
void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
@@ -990,8 +971,6 @@ SkyRD::~SkyRD() {
if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
}
-
- RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h
index 7aee65fd67..ee2d81757c 100644
--- a/servers/rendering/renderer_rd/environment/sky.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -70,9 +70,6 @@ public:
private:
RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- RID index_buffer;
- RID index_array;
-
enum SkyTextureSetVersion {
SKY_TEXTURE_SET_BACKGROUND,
SKY_TEXTURE_SET_HALF_RES,
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index 31aabbe9d2..91a3b582b9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index 1b487835d2..947aa793d9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
diff --git a/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl
index b8c64d09f4..7b3c2f1c3b 100644
--- a/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl
@@ -31,9 +31,9 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
- gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
diff --git a/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl
index 0990dc7c2f..961ec96f00 100644
--- a/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl
@@ -35,9 +35,9 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
- gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
diff --git a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl
index c29accd8a7..05a20c459b 100644
--- a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl
@@ -11,9 +11,9 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
diff --git a/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
index 29ebd74a90..05a84db6b6 100644
--- a/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
@@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
/* clang-format off */
diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
index c62144fdaf..db710b7cdd 100644
--- a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl
@@ -27,16 +27,11 @@ layout(location = 0) out vec2 uv_interp;
#endif //USE_MULTIVIEW
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-
-#ifdef USE_MULTIVIEW
- uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex);
-
- gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
-#else
- uv_interp = base_arr[gl_VertexIndex];
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
+#ifdef MULTIVIEW
+ uv_interp.z = ViewIndex;
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 52aee8b648..0a1ae9e7b6 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -13,9 +13,9 @@
layout(location = 0) out vec2 uv_interp;
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
}
#[fragment]
diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
index b450bb9fe9..d3d39a8b92 100644
--- a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
@@ -20,13 +20,12 @@ layout(location = 0) out vec2 uv_interp;
#endif
void main() {
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp.xy = base_arr[gl_VertexIndex];
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+ gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+ uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
#ifdef MULTIVIEW
uv_interp.z = ViewIndex;
#endif
-
- gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
}
#[fragment]
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index d605917acc..4e5b11aed8 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -23,7 +23,7 @@ layout(push_constant, std430) uniform Params {
params;
void main() {
- vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
+ vec2 base_arr[3] = vec2[](vec2(-1.0, -3.0), vec2(-1.0, 1.0), vec2(3.0, 1.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp, 1.0, 1.0);
}