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-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp14
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h3
-rw-r--r--servers/rendering/renderer_rd/effects/debug_effects.cpp4
-rw-r--r--servers/rendering/renderer_rd/effects/fsr2.cpp3
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp8
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp11
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp11
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp33
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp12
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl11
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp8
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h23
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp11
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp7
30 files changed, 148 insertions, 76 deletions
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index abbe04b5b2..a363b03dd8 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -533,7 +533,7 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear, bool p_normal) {
+void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear, bool p_normal, const Rect2 &p_src_rect) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -568,6 +568,14 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe
copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_NORMAL;
}
+ if (p_src_rect != Rect2()) {
+ copy_to_fb.push_constant.section[0] = p_src_rect.position.x;
+ copy_to_fb.push_constant.section[1] = p_src_rect.position.y;
+ copy_to_fb.push_constant.section[2] = p_src_rect.size.x;
+ copy_to_fb.push_constant.section[3] = p_src_rect.size.y;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_USE_SRC_SECTION;
+ }
+
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -583,7 +591,7 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe
RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, p_rect);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.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);
if (p_secondary.is_valid()) {
@@ -982,7 +990,7 @@ void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, con
RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_region);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, p_region);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
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, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index d18971a676..014f78e2b9 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -191,6 +191,7 @@ private:
COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5),
COPY_TO_FB_FLAG_LINEAR = (1 << 6),
COPY_TO_FB_FLAG_NORMAL = (1 << 7),
+ COPY_TO_FB_FLAG_USE_SRC_SECTION = (1 << 8),
};
struct CopyToFbPushConstant {
@@ -329,7 +330,7 @@ public:
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
- void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false, bool p_normal = false);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false, bool p_normal = false, const Rect2 &p_src_rect = Rect2());
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void copy_to_drawlist(RD::DrawListID p_draw_list, RD::FramebufferFormatID p_fb_format, RID p_source_rd_texture, bool p_linear = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
diff --git a/servers/rendering/renderer_rd/effects/debug_effects.cpp b/servers/rendering/renderer_rd/effects/debug_effects.cpp
index a57a65fd5a..017ad41fdc 100644
--- a/servers/rendering/renderer_rd/effects/debug_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/debug_effects.cpp
@@ -282,7 +282,7 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
// And draw our frustum.
RD::FramebufferFormatID fb_format_id = RD::get_singleton()->framebuffer_get_format(p_dest_fb);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
RID pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
@@ -326,7 +326,7 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
rect.size.x *= atlas_rect_norm.size.x;
rect.size.y *= atlas_rect_norm.size.y;
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect);
+ draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
diff --git a/servers/rendering/renderer_rd/effects/fsr2.cpp b/servers/rendering/renderer_rd/effects/fsr2.cpp
index bebbf51d51..925352a7d1 100644
--- a/servers/rendering/renderer_rd/effects/fsr2.cpp
+++ b/servers/rendering/renderer_rd/effects/fsr2.cpp
@@ -527,6 +527,7 @@ FSR2Effect::FSR2Effect() {
"\n#define FFX_GLSL 1\n"
"\n#define FFX_FSR2_OPTION_LOW_RESOLUTION_MOTION_VECTORS 1\n"
"\n#define FFX_FSR2_OPTION_HDR_COLOR_INPUT 1\n"
+ "\n#define FFX_FSR2_OPTION_INVERTED_DEPTH 1\n"
"\n#define FFX_FSR2_OPTION_GODOT_REACTIVE_MASK_CLAMP 1\n"
"\n#define FFX_FSR2_OPTION_GODOT_DERIVE_INVALID_MOTION_VECTORS 1\n";
@@ -808,7 +809,7 @@ FSR2Effect::~FSR2Effect() {
FSR2Context *FSR2Effect::create_context(Size2i p_internal_size, Size2i p_target_size) {
FSR2Context *context = memnew(RendererRD::FSR2Context);
- context->fsr_desc.flags = FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE;
+ context->fsr_desc.flags = FFX_FSR2_ENABLE_HIGH_DYNAMIC_RANGE | FFX_FSR2_ENABLE_DEPTH_INVERTED;
context->fsr_desc.maxRenderSize.width = p_internal_size.x;
context->fsr_desc.maxRenderSize.height = p_internal_size.y;
context->fsr_desc.displaySize.width = p_target_size.x;
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index bdd687d9f4..3db82c8fbd 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -483,8 +483,12 @@ void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uin
downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
}
- float depth_linearize_mul = -p_projection.columns[3][2] * 0.5;
- float depth_linearize_add = p_projection.columns[2][2];
+ Projection correction;
+ correction.set_depth_correction(false);
+ Projection temp = correction * p_projection;
+
+ float depth_linearize_mul = -temp.columns[3][2];
+ float depth_linearize_add = temp.columns[2][2];
if (depth_linearize_mul * depth_linearize_add < 0) {
depth_linearize_add = -depth_linearize_add;
}
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 78214ede0b..c7752f8a86 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -3407,7 +3407,7 @@ void GI::init(SkyRD *p_sky) {
RD::PipelineDepthStencilState ds;
ds.enable_depth_test = true;
ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ ds.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
voxel_gi_debug_shader_version_pipelines[i].setup(voxel_gi_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
@@ -3575,7 +3575,7 @@ void GI::init(SkyRD *p_sky) {
RD::PipelineDepthStencilState ds;
ds.enable_depth_test = true;
ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ ds.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) {
// TODO check if version is enabled
@@ -3810,8 +3810,13 @@ void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_nor
rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData));
}
+ Projection correction;
+ correction.set_depth_correction(false);
+
for (uint32_t v = 0; v < p_view_count; v++) {
- RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
+ Projection temp = correction * p_projections[v];
+
+ RendererRD::MaterialStorage::store_camera(temp.inverse(), scene_data.inv_projection[v]);
scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
scene_data.eye_offset[v][2] = p_eye_offsets[v].z;
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 41609dc74d..b5d31f5414 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -141,7 +141,7 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < SKY_VERSION_MAX; i++) {
RD::PipelineDepthStencilState depth_stencil_state;
depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
@@ -1174,6 +1174,7 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
}
Projection correction;
+ correction.set_depth_correction(false, true);
correction.add_jitter_offset(p_jitter);
sky_scene_state.view_count = p_view_count;
@@ -1184,10 +1185,12 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
for (uint32_t i = 0; i < p_view_count; i++) {
Projection view_inv_projection = (correction * p_view_projections[i]).inverse();
if (p_view_count > 1) {
+ // Reprojection is used when we need to have things in combined space.
RendererRD::MaterialStorage::store_camera(p_cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
} else {
+ // This is unused so just reset to identity.
Projection ident;
- RendererRD::MaterialStorage::store_camera(correction, sky_scene_state.ubo.combined_reprojection[i]);
+ RendererRD::MaterialStorage::store_camera(ident, sky_scene_state.ubo.combined_reprojection[i]);
}
RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
@@ -1469,7 +1472,7 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0);
_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1488,7 +1491,7 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
Vector<Color> clear_colors;
clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0);
_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
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 d78f3ba05b..c7ab7ea462 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1132,6 +1132,7 @@ void RenderForwardClustered::_update_sdfgi(RenderDataRD *p_render_data) {
}
if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) {
+ RENDER_TIMESTAMP("Render SDFGI");
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
float exposure_normalization = 1.0;
@@ -1403,7 +1404,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
}
- //cube shadows are rendered in their own way
+ RENDER_TIMESTAMP("Render OmniLight Shadows");
+ // Cube shadows are rendered in their own way.
for (const int &index : p_render_data->cube_shadows) {
_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
}
@@ -1411,7 +1413,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
if (p_render_data->directional_shadows.size()) {
//open the pass for directional shadows
light_storage->update_directional_shadow_atlas();
- RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE);
+ RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, Vector<Color>(), 0.0);
RD::get_singleton()->draw_list_end();
}
}
@@ -1459,6 +1461,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
// drawcalls per eye/view. It will all sync up at the barrier.
if (p_use_ssao || p_use_ssil) {
+ RENDER_TIMESTAMP("Prepare Depth for SSAO/SSIL");
// Convert our depth buffer data to linear data in
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
ss_effects->downsample_depth(rb, v, p_render_data->scene_data->view_projection[v]);
@@ -1474,6 +1477,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
}
+ RENDER_TIMESTAMP("Pre Opaque Render");
+
if (current_cluster_builder) {
// Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create
// our cluster data. We use reprojection in the shader to adjust for our left/right eye.
@@ -1506,6 +1511,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
if (rb_data.is_valid()) {
+ RENDER_TIMESTAMP("Update Volumetric Fog");
bool directional_shadows = RendererRD::LightStorage::get_singleton()->has_directional_shadows(directional_light_count);
_update_volumetric_fog(rb, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, p_render_data->voxel_gi_count, *p_render_data->fog_volumes);
}
@@ -1924,7 +1930,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
if (needs_pre_resolve) {
//pre clear the depth framebuffer, as AMD (and maybe others?) use compute for it, and barrier other compute shaders.
- RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pass_clear);
+ RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pass_clear, 0.0);
RD::get_singleton()->draw_list_end();
//start compute processes here, so they run at the same time as depth pre-pass
_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
@@ -1967,6 +1973,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
WARN_PRINT_ONCE("Pre opaque rendering effects can't access resolved depth buffers.");
}
+ RENDER_TIMESTAMP("Process Pre Opaque Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_OPAQUE, p_render_data);
}
@@ -1978,6 +1985,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, normal_roughness_views, rb_data.is_valid() && rb_data->has_voxelgi() ? rb_data->get_voxelgi() : RID());
+ RENDER_TIMESTAMP("Render Opaque Pass");
+
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
@@ -1988,8 +1997,6 @@ 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, 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, samplers, true);
{
@@ -2014,7 +2021,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
uint32_t opaque_color_pass_flags = using_motion_pass ? (color_pass_flags & ~COLOR_PASS_FLAG_MOTION_VECTORS) : color_pass_flags;
RID opaque_framebuffer = using_motion_pass ? rb_data->get_color_pass_fb(opaque_color_pass_flags) : color_framebuffer;
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, PASS_MODE_COLOR, opaque_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, 0, spec_constant_base_flags);
- _render_list_with_draw_list(&render_list_params, opaque_framebuffer, load_color ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pre_pass ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, c, 1.0, 0);
+ _render_list_with_draw_list(&render_list_params, opaque_framebuffer, load_color ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pre_pass ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, c, 0.0, 0);
}
RD::get_singleton()->draw_command_end_label();
@@ -2053,6 +2060,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
+ RENDER_TIMESTAMP("Process Post Opaque Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_OPAQUE, p_render_data);
}
@@ -2113,6 +2121,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
{
+ RENDER_TIMESTAMP("Process Post Sky Compositor Effects");
// Don't need to check for depth or color resolve here, we've already triggered it.
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_SKY, p_render_data);
}
@@ -2190,6 +2199,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
+ RENDER_TIMESTAMP("Process Pre Transparent Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, p_render_data);
}
@@ -2234,6 +2244,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
{
+ RENDER_TIMESTAMP("Process Post Transparent Compositor Effects");
_process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_TRANSPARENT, p_render_data);
}
@@ -2629,7 +2640,7 @@ void RenderForwardClustered::_render_shadow_end() {
for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from);
- _render_list_with_draw_list(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, RD::FINAL_ACTION_STORE, Vector<Color>(), 1.0, 0, shadow_pass.rect);
+ _render_list_with_draw_list(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, RD::FINAL_ACTION_STORE, Vector<Color>(), 0.0, 0, shadow_pass.rect);
}
RD::get_singleton()->draw_command_end_label();
@@ -2729,7 +2740,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
Color(0, 0, 0, 0)
};
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 1.0, 0, p_region);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 0.0, 0, p_region);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
}
@@ -2779,7 +2790,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
Color(0, 0, 0, 0),
Color(0, 0, 0, 0)
};
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 1.0, 0, p_region);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 0.0, 0, p_region);
const int uv_offset_count = 9;
static const Vector2 uv_offsets[uv_offset_count] = {
@@ -2885,7 +2896,7 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
}
RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, 0, true, false, rp_uniform_set, false);
- _render_list_with_draw_list(&render_list_params, E->value, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2());
+ _render_list_with_draw_list(&render_list_params, E->value, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, Rect2());
}
RD::get_singleton()->draw_command_end_label();
@@ -4265,7 +4276,7 @@ RenderForwardClustered::RenderForwardClustered() {
sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.enable_compare = true;
- sampler.compare_op = RD::COMPARE_OP_LESS;
+ sampler.compare_op = RD::COMPARE_OP_GREATER;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
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 12af8822b4..1f12d92754 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -379,7 +379,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
template <PassMode p_pass_mode, uint32_t p_color_pass_flags = 0>
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
- void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
+ void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 0.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
void _update_instance_data_buffer(RenderListType p_render_list);
void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 0b504eca0a..209fabeddf 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -260,7 +260,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
if (depth_test != DEPTH_TEST_DISABLED) {
depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
}
bool depth_pre_pass_enabled = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
@@ -827,7 +827,7 @@ void fragment() {
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.enable_compare = true;
- sampler.compare_op = RD::COMPARE_OP_LESS;
+ sampler.compare_op = RD::COMPARE_OP_GREATER;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
}
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 2f307c62f3..5715d94d95 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -614,7 +614,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
if (p_render_data->directional_shadows.size()) {
//open the pass for directional shadows
light_storage->update_directional_shadow_atlas();
- RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE);
+ RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, Vector<Color>(), 0.0);
RD::get_singleton()->draw_list_end();
}
}
@@ -777,7 +777,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) {
// can't do blit subpass because we're scaling
using_subpass_post_process = false;
- } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) {
+ } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes) || environment_get_background(p_render_data->environment) == RS::ENV_BG_CANVAS)) {
// can't do blit subpass because we're using post processes
using_subpass_post_process = false;
}
@@ -984,7 +984,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
}
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, load_color ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, c, 1.0, 0);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, load_color ? RD::INITIAL_ACTION_LOAD : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, c, 0.0, 0);
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
if (copy_canvas) {
@@ -1385,7 +1385,7 @@ void RenderForwardMobile::_render_shadow_end() {
for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from);
- _render_list_with_draw_list(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, RD::FINAL_ACTION_STORE, Vector<Color>(), 1.0, 0, shadow_pass.rect);
+ _render_list_with_draw_list(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, RD::FINAL_ACTION_STORE, Vector<Color>(), 0.0, 0, shadow_pass.rect);
}
RD::get_singleton()->draw_command_end_label();
@@ -1437,7 +1437,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
Color(0, 0, 0, 0),
Color(0, 0, 0, 0)
};
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 1.0, 0, p_region);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 0.0, 0, p_region);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
}
@@ -1483,7 +1483,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
Color(0, 0, 0, 0)
};
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 1.0, 0, p_region);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, clear, 0.0, 0, p_region);
const int uv_offset_count = 9;
static const Vector2 uv_offsets[uv_offset_count] = {
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 5c02204627..f29503e5ec 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -350,7 +350,7 @@ private:
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
- void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
+ void _render_list_with_draw_list(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 0.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
RenderList render_list[RENDER_LIST_MAX];
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 95ba76a707..a2f112669c 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -271,7 +271,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
if (depth_test != DEPTH_TEST_DISABLED) {
depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
}
@@ -731,7 +731,7 @@ void fragment() {
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.enable_compare = true;
- sampler.compare_op = RD::COMPARE_OP_LESS;
+ sampler.compare_op = RD::COMPARE_OP_GREATER;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index e61bb9eae8..6cb03871c9 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1157,6 +1157,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
render_data.lights = &empty;
render_data.reflection_probes = &empty;
render_data.voxel_gi_instances = &empty;
+ render_data.lightmaps = &empty;
}
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED ||
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index fe770ac065..48c1b0a3f6 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -32,9 +32,9 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
float get_depth_at_pos(vec2 uv) {
float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ depth = -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
} else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near + depth * (params.z_far - params.z_near));
}
return depth;
}
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 947aa793d9..2010b58474 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -53,9 +53,9 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
float get_depth_at_pos(vec2 uv) {
float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ depth = -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
} else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near + depth * (params.z_far - params.z_near));
}
return depth;
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 7192e596eb..3f9d1cce79 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -21,6 +21,7 @@
#define FLAG_ALPHA_TO_ONE (1 << 5)
#define FLAG_LINEAR (1 << 6)
#define FLAG_NORMAL (1 << 7)
+#define FLAG_USE_SRC_SECTION (1 << 8)
#ifdef USE_MULTIVIEW
layout(location = 0) out vec3 uv_interp;
@@ -54,6 +55,10 @@ void main() {
if (bool(params.flags & FLAG_FLIP_Y)) {
uv_interp.y = 1.0 - uv_interp.y;
}
+
+ if (bool(params.flags & FLAG_USE_SRC_SECTION)) {
+ uv_interp = params.section.xy + uv_interp * params.section.zw;
+ }
}
#[fragment]
diff --git a/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl
index e77d0de719..3fb93dda35 100644
--- a/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl
@@ -77,8 +77,8 @@ void main() {
float depth_fix = 1.0 / dot(normal, unorm);
depth = 2.0 * depth - 1.0;
- float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth = (linear_depth * depth_fix) / params.z_far;
-
+ float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near + depth * (params.z_far - params.z_near));
+ // linear_depth equal to view space depth
+ depth = (params.z_far - linear_depth * depth_fix) / params.z_far;
gl_FragDepth = depth;
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
index 51caa67d3c..d9e21b8cd1 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl
@@ -98,9 +98,9 @@ void main() {
// unproject our Z value so we can use it directly.
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
- depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ depth = -(depth * (params.camera_z_far - params.camera_z_near) - (params.camera_z_far + params.camera_z_near)) / 2.0;
} else {
- depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near + depth * (params.camera_z_far - params.camera_z_near));
}
depth = -depth;
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 80ed34cda1..480172f9dc 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -174,9 +174,9 @@ vec3 reconstruct_position(ivec2 screen_pos) {
pos.z = pos.z * 2.0 - 1.0;
if (params.orthogonal) {
- pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ pos.z = -(pos.z * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
} else {
- pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near));
+ pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near + pos.z * (params.z_far - params.z_near));
}
pos.z = -pos.z;
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index 4e5b11aed8..35457a2482 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -25,7 +25,7 @@ params;
void main() {
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);
+ gl_Position = vec4(uv_interp, 0.0, 1.0);
}
#[fragment]
@@ -158,7 +158,7 @@ vec3 interleaved_gradient_noise(vec2 pos) {
vec4 volumetric_fog_process(vec2 screen_uv) {
#ifdef USE_MULTIVIEW
- vec4 reprojected = sky_scene_data.combined_reprojection[ViewIndex] * (vec4(screen_uv * 2.0 - 1.0, 1.0, 1.0) * sky_scene_data.z_far);
+ vec4 reprojected = sky_scene_data.combined_reprojection[ViewIndex] * vec4(screen_uv * 2.0 - 1.0, 0.0, 1.0); // Unproject at the far plane
vec3 fog_pos = vec3(reprojected.xy / reprojected.w, 1.0) * 0.5 + 0.5;
#else
vec3 fog_pos = vec3(screen_uv, 1.0);
@@ -187,9 +187,11 @@ void main() {
vec3 cube_normal;
#ifdef USE_MULTIVIEW
// In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
- vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 1.0, 1.0);
+ vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 0.0, 1.0); // unproject at the far plane
vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject;
cube_normal = unprojected.xyz / unprojected.w;
+
+ // Unproject will give us the position between the eyes, need to re-offset
cube_normal += sky_scene_data.view_eye_offsets[ViewIndex].xyz;
#else
cube_normal.z = -1.0;
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index 57b9a4c320..d0cfe6a3b8 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -416,7 +416,7 @@ void main() {
}
float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
- float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * INV_FOG_FADE);
+ float shadow = exp(min(0.0, (pssm_coord.z - depth)) * z_range * INV_FOG_FADE);
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
@@ -519,7 +519,7 @@ void main() {
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
- shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE));
+ shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (pos.z - depth)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy;
}
@@ -597,7 +597,7 @@ void main() {
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
- shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE));
+ shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (pos.z - depth)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy;
}
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 6eae64c04e..359d7799e5 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
@@ -487,8 +487,8 @@ void vertex_shader(vec3 vertex_input,
#ifdef MODE_RENDER_DEPTH
if (scene_data.pancake_shadows) {
- if (gl_Position.z <= 0.00001) {
- gl_Position.z = 0.00001;
+ if (gl_Position.z >= 0.9999) {
+ gl_Position.z = 0.9999;
}
}
#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 259edc63a0..c26313092b 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
@@ -475,8 +475,8 @@ void main() {
#ifdef MODE_RENDER_DEPTH
if (scene_data.pancake_shadows) {
- if (gl_Position.z <= 0.00001) {
- gl_Position.z = 0.00001;
+ if (gl_Position.z >= 0.9999) {
+ gl_Position.z = 0.9999;
}
}
#endif // MODE_RENDER_DEPTH
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 e9722bad1f..47e6fe5873 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -454,7 +454,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec3 v0 = abs(basis_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, basis_normal));
vec3 bitangent = normalize(cross(tangent, basis_normal));
- float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
+ float z_norm = 1.0 - shadow_len * omni_lights.data[idx].inv_radius;
tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
@@ -479,7 +479,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r;
- if (d < z_norm) {
+ if (d > z_norm) {
blocker_average += d;
blocker_count += 1.0;
}
@@ -488,11 +488,11 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
if (blocker_count > 0.0) {
//blockers found, do soft shadow
blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
+ float penumbra = (z_norm + blocker_average) / blocker_average;
tangent *= penumbra;
bitangent *= penumbra;
- z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
+ z_norm += omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
shadow = 0.0;
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
@@ -536,6 +536,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec2 pos = shadow_sample.xy / shadow_sample.z;
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
depth *= omni_lights.data[idx].inv_radius;
+ depth = 1.0 - depth;
shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
@@ -706,7 +707,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
vec4 v = vec4(vertex + normal_bias, 1.0);
vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
- splane.z -= spot_lights.data[idx].shadow_bias / (light_length * spot_lights.data[idx].inv_radius);
+ splane.z += spot_lights.data[idx].shadow_bias / (light_length * spot_lights.data[idx].inv_radius);
splane /= splane.w;
float shadow;
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index cf8c29e624..d1ff9fc362 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -668,7 +668,9 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light->directional_blend_splits;
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = light_instance->shadow_transform[j].atlas_rect;
- Projection matrix = light_instance->shadow_transform[j].camera;
+ Projection correction;
+ correction.set_depth_correction(false, true, false);
+ Projection matrix = correction * light_instance->shadow_transform[j].camera;
float split = light_instance->shadow_transform[MIN(limit, j)].split;
Projection bias;
@@ -967,7 +969,9 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
Projection bias;
bias.set_light_bias();
- Projection cm = light_instance->shadow_transform[0].camera;
+ Projection correction;
+ correction.set_depth_correction(false, true, false);
+ Projection cm = correction * light_instance->shadow_transform[0].camera;
Projection shadow_mtx = bias * cm * modelview;
RendererRD::MaterialStorage::store_camera(shadow_mtx, light_data.shadow_matrix);
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index b3d6bf5254..f152cc5dae 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -590,6 +590,29 @@ public:
virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
virtual void light_instance_mark_visible(RID p_light_instance) override;
+ virtual bool light_instance_is_shadow_visible_at_position(RID p_light_instance, const Vector3 &p_position) const override {
+ const LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
+ ERR_FAIL_NULL_V(light_instance, false);
+ const Light *light = light_owner.get_or_null(light_instance->light);
+ ERR_FAIL_NULL_V(light, false);
+
+ if (!light->shadow) {
+ return false;
+ }
+
+ if (!light->distance_fade) {
+ return true;
+ }
+
+ real_t distance = p_position.distance_to(light_instance->transform.origin);
+
+ if (distance > light->distance_fade_shadow + light->distance_fade_length) {
+ return false;
+ }
+
+ return true;
+ }
+
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->light;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index e78b8de4db..f7b28e7a1e 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -257,7 +257,6 @@ void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting)
}
bool ParticlesStorage::particles_get_emitting(RID p_particles) {
- ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, false);
@@ -608,10 +607,6 @@ void ParticlesStorage::particles_request_process(RID p_particles) {
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
- if (RSG::threaded) {
- WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
- }
-
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, AABB());
@@ -1388,6 +1383,11 @@ void ParticlesStorage::_particles_update_buffers(Particles *particles) {
}
}
void ParticlesStorage::update_particles() {
+ if (!particle_update_list.first()) {
+ return;
+ }
+
+ RENDER_TIMESTAMP("Update GPUParticles");
uint32_t frame = RSG::rasterizer->get_frame_number();
bool uses_motion_vectors = RSG::viewport->get_num_viewports_with_motion_vectors() > 0;
while (particle_update_list.first()) {
@@ -1637,7 +1637,6 @@ Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
- ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_NULL_V(particles, false);
return !particles->emitting && particles->inactive;
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 c5d74d395f..b7934cb3de 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
@@ -130,9 +130,10 @@ void RenderSceneBuffersRD::cleanup() {
named_textures.clear();
// Clear weight_buffer / blur textures.
- for (const WeightBuffers &weight_buffer : weight_buffers) {
+ for (WeightBuffers &weight_buffer : weight_buffers) {
if (weight_buffer.weight.is_valid()) {
RD::get_singleton()->free(weight_buffer.weight);
+ weight_buffer.weight = RID();
}
}
}
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index f3ce432495..af30a32866 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -2965,7 +2965,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
dd.emission_rect[3] = 0;
}
- Color modulate = decal->modulate;
+ Color modulate = decal->modulate.srgb_to_linear();
dd.modulate[0] = modulate.r;
dd.modulate[1] = modulate.g;
dd.modulate[2] = modulate.b;
@@ -3820,7 +3820,10 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, !rt->use_hdr, true);
} else {
- copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true);
+ Rect2 src_rect = Rect2(region);
+ src_rect.position /= Size2(rt->size);
+ src_rect.size /= Size2(rt->size);
+ copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true, false, false, src_rect);
}
if (!p_gen_mipmaps) {