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authorclayjohn <claynjohn@gmail.com>2024-06-26 16:57:24 -0700
committerRémi Verschelde <rverschelde@gmail.com>2024-06-28 10:38:18 +0200
commit27b040dc618d5e6b45df81b54ab3c4c3ad1878d6 (patch)
tree00bbb5dbe5bd5ac9eea5a9597b0ab25963534624 /drivers/gles3
parentcae2f853dcd1ecc26ca68de08cec62089dee1f26 (diff)
downloadredot-engine-27b040dc618d5e6b45df81b54ab3c4c3ad1878d6.tar.gz
Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/storage/material_storage.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index bacf607c66..21790d29b5 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1111,15 +1111,15 @@ MaterialStorage::MaterialStorage() {
global_shader_uniforms.buffer_size = MAX(16, (int)GLOBAL_GET("rendering/limits/global_shader_variables/buffer_size"));
if (global_shader_uniforms.buffer_size * sizeof(GlobalShaderUniforms::Value) > uint32_t(Config::get_singleton()->max_uniform_buffer_size)) {
+ // Limit to maximum support UBO size.
global_shader_uniforms.buffer_size = uint32_t(Config::get_singleton()->max_uniform_buffer_size) / sizeof(GlobalShaderUniforms::Value);
- WARN_PRINT("Project setting \"rendering/limits/global_shader_variables/buffer_size\" exceeds maximum uniform buffer size of: " + itos(Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value)) + ". Falling back on maximum buffer size.");
}
global_shader_uniforms.buffer_values = memnew_arr(GlobalShaderUniforms::Value, global_shader_uniforms.buffer_size);
memset(global_shader_uniforms.buffer_values, 0, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size);
global_shader_uniforms.buffer_usage = memnew_arr(GlobalShaderUniforms::ValueUsage, global_shader_uniforms.buffer_size);
- global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
- memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
+ global_shader_uniforms.buffer_dirty_regions = memnew_arr(bool, 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE));
+ memset(global_shader_uniforms.buffer_dirty_regions, 0, sizeof(bool) * (1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE)));
glGenBuffers(1, &global_shader_uniforms.buffer);
glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GlobalShaderUniforms::Value) * global_shader_uniforms.buffer_size, nullptr, GL_DYNAMIC_DRAW);
@@ -1788,7 +1788,7 @@ void MaterialStorage::global_shader_parameter_add(const StringName &p_name, RS::
//is vector, allocate in buffer and update index
gv.buffer_index = _global_shader_uniform_allocate(gv.buffer_elements);
- ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing it in the Project Settings.", String(p_name)));
+ ERR_FAIL_COND_MSG(gv.buffer_index < 0, vformat("Failed allocating global variable '%s' out of buffer memory. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: %d.", String(p_name), Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value)));
global_shader_uniforms.buffer_usage[gv.buffer_index].elements = gv.buffer_elements;
_global_shader_uniform_store_in_buffer(gv.buffer_index, gv.type, gv.value);
_global_shader_uniform_mark_buffer_dirty(gv.buffer_index, gv.buffer_elements);
@@ -1999,7 +1999,7 @@ int32_t MaterialStorage::global_shader_parameters_instance_allocate(RID p_instan
ERR_FAIL_COND_V(global_shader_uniforms.instance_buffer_pos.has(p_instance), -1);
int32_t pos = _global_shader_uniform_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
global_shader_uniforms.instance_buffer_pos[p_instance] = pos; //save anyway
- ERR_FAIL_COND_V_MSG(pos < 0, -1, "Too many instances using shader instance variables. Increase buffer size in Project Settings.");
+ ERR_FAIL_COND_V_MSG(pos < 0, -1, vformat("Too many instances using shader instance variables. Consider increasing rendering/limits/global_shader_variables/buffer_size in the Project Settings. Maximum items supported by this hardware is: %d.", Config::get_singleton()->max_uniform_buffer_size / sizeof(GlobalShaderUniforms::Value)));
global_shader_uniforms.buffer_usage[pos].elements = ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES;
return pos;
}
@@ -2079,7 +2079,7 @@ void MaterialStorage::global_shader_parameters_instance_update(RID p_instance, i
void MaterialStorage::_update_global_shader_uniforms() {
MaterialStorage *material_storage = MaterialStorage::get_singleton();
if (global_shader_uniforms.buffer_dirty_region_count > 0) {
- uint32_t total_regions = global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE;
+ uint32_t total_regions = 1 + (global_shader_uniforms.buffer_size / GlobalShaderUniforms::BUFFER_DIRTY_REGION_SIZE);
if (total_regions / global_shader_uniforms.buffer_dirty_region_count <= 4) {
// 25% of regions dirty, just update all buffer
glBindBuffer(GL_UNIFORM_BUFFER, global_shader_uniforms.buffer);