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-rw-r--r--servers/rendering/dummy/storage/mesh_storage.h1
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp26
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp122
-rw-r--r--servers/rendering/renderer_rd/environment/sky.h3
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp17
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp22
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp61
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h47
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl46
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl50
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl10
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp6
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h1
-rw-r--r--servers/rendering/renderer_scene_cull.cpp7
-rw-r--r--servers/rendering/renderer_scene_cull.h2
-rw-r--r--servers/rendering/rendering_device.cpp4
-rw-r--r--servers/rendering/rendering_device_graph.cpp46
-rw-r--r--servers/rendering/rendering_device_graph.h7
-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering/shader_types.cpp1
-rw-r--r--servers/rendering/storage/mesh_storage.cpp4
-rw-r--r--servers/rendering/storage/mesh_storage.h2
-rw-r--r--servers/rendering_server.cpp1
-rw-r--r--servers/rendering_server.h1
32 files changed, 273 insertions, 241 deletions
diff --git a/servers/rendering/dummy/storage/mesh_storage.h b/servers/rendering/dummy/storage/mesh_storage.h
index 855336c71f..556d58f411 100644
--- a/servers/rendering/dummy/storage/mesh_storage.h
+++ b/servers/rendering/dummy/storage/mesh_storage.h
@@ -170,6 +170,7 @@ public:
virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const override { return Color(); }
virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override { return Color(); }
virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
+ virtual RID _multimesh_get_buffer_rd_rid(RID p_multimesh) const override { return RID(); }
virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const override;
virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) override {}
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index d01976acf2..22a9a4632d 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -278,6 +278,19 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
ci->children_order_dirty = false;
}
+ if (ci->use_parent_material && p_material_owner) {
+ ci->material_owner = p_material_owner;
+ } else {
+ p_material_owner = ci;
+ ci->material_owner = nullptr;
+ }
+
+ Color modulate = ci->modulate * p_modulate;
+
+ if (modulate.a < 0.007) {
+ return;
+ }
+
Rect2 rect = ci->get_rect();
if (ci->visibility_notifier) {
@@ -346,19 +359,6 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
}
global_rect.position += p_clip_rect.position;
- if (ci->use_parent_material && p_material_owner) {
- ci->material_owner = p_material_owner;
- } else {
- p_material_owner = ci;
- ci->material_owner = nullptr;
- }
-
- Color modulate(ci->modulate.r * p_modulate.r, ci->modulate.g * p_modulate.g, ci->modulate.b * p_modulate.b, ci->modulate.a * p_modulate.a);
-
- if (modulate.a < 0.007) {
- return;
- }
-
int child_item_count = ci->child_items.size();
Item **child_items = ci->child_items.ptrw();
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 63956a7918..83ec52ea75 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -972,26 +972,26 @@ SkyRD::~SkyRD() {
}
}
-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, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render) {
+void SkyRD::setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- ERR_FAIL_COND(p_env.is_null());
+ ERR_FAIL_COND(p_render_data->environment.is_null());
- ERR_FAIL_COND(p_render_buffers.is_null());
+ ERR_FAIL_COND(p_render_data->render_buffers.is_null());
// make sure we support our view count
- ERR_FAIL_COND(p_view_count == 0);
- ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+ ERR_FAIL_COND(p_render_data->scene_data->view_count == 0);
+ ERR_FAIL_COND(p_render_data->scene_data->view_count > RendererSceneRender::MAX_RENDER_VIEWS);
SkyMaterialData *material = nullptr;
- Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
+ Sky *sky = get_sky(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
RID sky_material;
SkyShaderData *shader_data = nullptr;
if (sky) {
- sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
+ sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_render_data->environment));
if (sky_material.is_valid()) {
material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
@@ -1025,8 +1025,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
update_dirty_skys();
}
- if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
- sky->prev_time = p_scene_render->time;
+ if (shader_data->uses_time && p_render_data->scene_data->time - sky->prev_time > 0.00001) {
+ sky->prev_time = p_render_data->scene_data->time;
sky->reflection.dirty = true;
RenderingServerDefault::redraw_request();
}
@@ -1041,29 +1041,30 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->reflection.dirty = true;
}
- if (!p_cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_cam_transform.origin;
+ if (!p_render_data->scene_data->cam_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_render_data->scene_data->cam_transform.origin;
sky->reflection.dirty = true;
}
}
sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
+ const PagedArray<RID> &lights = *p_render_data->lights;
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass.
- for (int i = 0; i < (int)p_lights.size(); i++) {
- if (!light_storage->owns_light_instance(p_lights[i])) {
+ for (int i = 0; i < (int)lights.size(); i++) {
+ if (!light_storage->owns_light_instance(lights[i])) {
continue;
}
- RID base = light_storage->light_instance_get_base_light(p_lights[i]);
+ RID base = light_storage->light_instance_get_base_light(lights[i]);
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
- Transform3D light_transform = light_storage->light_instance_get_base_transform(p_lights[i]);
+ Transform3D light_transform = light_storage->light_instance_get_base_transform(lights[i]);
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
@@ -1073,12 +1074,12 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
- if (p_scene_render->is_using_physical_light_units()) {
+ if (RendererSceneRenderRD::get_singleton()->is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
- if (p_camera_attributes.is_valid()) {
- sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes);
+ if (p_render_data->camera_attributes.is_valid()) {
+ sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
@@ -1149,43 +1150,48 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
// Setup fog variables.
sky_scene_state.ubo.volumetric_fog_enabled = false;
- if (p_render_buffers.is_valid()) {
- if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
- Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
- sky_scene_state.ubo.volumetric_fog_enabled = true;
-
- float fog_end = fog->length;
- if (fog_end > 0.0) {
- sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
- } else {
- sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
- }
+ if (p_render_data->render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ Ref<RendererRD::Fog::VolumetricFog> fog = p_render_data->render_buffers->get_custom_data(RB_SCOPE_FOG);
+ sky_scene_state.ubo.volumetric_fog_enabled = true;
- float fog_detail_spread = fog->spread; // Reverse lookup.
- if (fog_detail_spread > 0.0) {
- sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
- } else {
- sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
- }
+ float fog_end = fog->length;
+ if (fog_end > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
- sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
+ float fog_detail_spread = fog->spread; // Reverse lookup.
+ if (fog_detail_spread > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
}
+
+ sky_scene_state.fog_uniform_set = fog->sky_uniform_set;
}
+ sky_scene_state.view_count = p_render_data->scene_data->view_count;
+ sky_scene_state.cam_transform = p_render_data->scene_data->cam_transform;
+
Projection correction;
- correction.set_depth_correction(false, true);
- correction.add_jitter_offset(p_jitter);
+ correction.set_depth_correction(p_render_data->scene_data->flip_y, true);
+ correction.add_jitter_offset(p_render_data->scene_data->taa_jitter);
+
+ Projection projection = p_render_data->scene_data->cam_projection;
+ if (p_render_data->scene_data->cam_frustum) {
+ // We don't use a full projection matrix for the sky, this is enough to make up for it.
+ projection[2].y = -projection[2].y;
+ }
- sky_scene_state.view_count = p_view_count;
- sky_scene_state.cam_transform = p_cam_transform;
- sky_scene_state.cam_projection = correction * p_cam_projection; // We only use this when rendering a single view.
+ sky_scene_state.cam_projection = correction * projection;
// Our info in our UBO is only used if we're rendering stereo.
- 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) {
+ for (uint32_t i = 0; i < p_render_data->scene_data->view_count; i++) {
+ Projection view_inv_projection = (correction * p_render_data->scene_data->view_projection[i]).inverse();
+ if (p_render_data->scene_data->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]);
+ RendererRD::MaterialStorage::store_camera(p_render_data->scene_data->cam_projection * view_inv_projection, sky_scene_state.ubo.combined_reprojection[i]);
} else {
// This is unused so just reset to identity.
Projection ident;
@@ -1193,25 +1199,25 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
}
RendererRD::MaterialStorage::store_camera(view_inv_projection, sky_scene_state.ubo.view_inv_projections[i]);
- sky_scene_state.ubo.view_eye_offsets[i][0] = p_view_eye_offsets[i].x;
- sky_scene_state.ubo.view_eye_offsets[i][1] = p_view_eye_offsets[i].y;
- sky_scene_state.ubo.view_eye_offsets[i][2] = p_view_eye_offsets[i].z;
+ sky_scene_state.ubo.view_eye_offsets[i][0] = p_render_data->scene_data->view_eye_offset[i].x;
+ sky_scene_state.ubo.view_eye_offsets[i][1] = p_render_data->scene_data->view_eye_offset[i].y;
+ sky_scene_state.ubo.view_eye_offsets[i][2] = p_render_data->scene_data->view_eye_offset[i].z;
sky_scene_state.ubo.view_eye_offsets[i][3] = 0.0;
}
- sky_scene_state.ubo.z_far = p_view_projections[0].get_z_far(); // Should be the same for all projection.
- sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_env);
- sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_env);
- sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_env);
- Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_env).srgb_to_linear();
- float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_env);
+ sky_scene_state.ubo.z_far = p_render_data->scene_data->view_projection[0].get_z_far(); // Should be the same for all projection.
+ sky_scene_state.ubo.fog_enabled = RendererSceneRenderRD::get_singleton()->environment_get_fog_enabled(p_render_data->environment);
+ sky_scene_state.ubo.fog_density = RendererSceneRenderRD::get_singleton()->environment_get_fog_density(p_render_data->environment);
+ sky_scene_state.ubo.fog_aerial_perspective = RendererSceneRenderRD::get_singleton()->environment_get_fog_aerial_perspective(p_render_data->environment);
+ Color fog_color = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
+ float fog_energy = RendererSceneRenderRD::get_singleton()->environment_get_fog_light_energy(p_render_data->environment);
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
- sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_env);
+ sky_scene_state.ubo.fog_sun_scatter = RendererSceneRenderRD::get_singleton()->environment_get_fog_sun_scatter(p_render_data->environment);
- sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_env);
- sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_env);
+ sky_scene_state.ubo.fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_fog_sky_affect(p_render_data->environment);
+ sky_scene_state.ubo.volumetric_fog_sky_affect = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_sky_affect(p_render_data->environment);
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
@@ -1292,7 +1298,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers,
Projection cm;
cm.set_perspective(90, 1, 0.01, 10.0);
Projection correction;
- correction.set_depth_correction(true);
+ correction.set_depth_correction(false);
cm = correction * cm;
// Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader.
diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h
index b146a416f9..cc753efa01 100644
--- a/servers/rendering/renderer_rd/environment/sky.h
+++ b/servers/rendering/renderer_rd/environment/sky.h
@@ -36,6 +36,7 @@
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/environment/sky.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_data_rd.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
@@ -294,7 +295,7 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~SkyRD();
- void 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, Vector2 p_jitter, RendererSceneRenderRD *p_scene_render);
+ void setup_sky(const RenderDataRD *p_render_data, const Size2i p_screen_size);
void update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, const Vector3 &p_global_pos, double p_time, float p_luminance_multiplier = 1.0);
void update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, double p_time, float p_luminance_multiplier = 1.0);
void draw_sky(RD::DrawListID p_draw_list, Ref<RenderSceneBuffersRD> p_render_buffers, RID p_env, RID p_fb, double p_time, float p_luminance_multiplier = 1.0);
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 eb73a9d7e6..b867e844c7 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1957,22 +1957,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_begin_label("Setup Sky");
// Setup our sky render information for this frame/viewport
- if (is_reflection_probe) {
- Vector3 eye_offset;
- Projection correction;
- correction.set_depth_correction(true);
- Projection projection = correction * p_render_data->scene_data->cam_projection;
-
- sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
- } else {
- Projection projection = p_render_data->scene_data->cam_projection;
- if (p_render_data->scene_data->cam_frustum) {
- // Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
- projection[2].y = -projection[2].y;
- }
-
- sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
- }
+ sky.setup_sky(p_render_data, screen_size);
sky_energy_multiplier *= bg_energy_multiplier;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index e1ed85779e..1f4058a121 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -273,7 +273,7 @@ public:
_FORCE_INLINE_ bool uses_shared_shadow_material() const {
bool backface_culling = cull_mode == CULL_BACK;
- return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_position && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && backface_culling && !uses_point_size && !uses_world_coordinates;
+ return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_position && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && backface_culling && !uses_point_size && !uses_world_coordinates && !wireframe;
}
virtual void set_code(const String &p_Code);
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 5ad92bd211..411f0fe6a4 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -972,23 +972,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RENDER_TIMESTAMP("Setup Sky");
RD::get_singleton()->draw_command_begin_label("Setup Sky");
- // Setup our sky render information for this frame/viewport
- if (is_reflection_probe) {
- Vector3 eye_offset;
- Projection correction;
- correction.set_depth_correction(true);
- Projection projection = correction * p_render_data->scene_data->cam_projection;
-
- sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
- } else {
- Projection projection = p_render_data->scene_data->cam_projection;
- if (p_render_data->scene_data->cam_frustum) {
- // Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
- projection[2].y = -projection[2].y;
- }
-
- sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
- }
+ sky.setup_sky(p_render_data, screen_size);
sky_energy_multiplier *= bg_energy_multiplier;
@@ -2064,6 +2048,10 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
surf = surf->next;
}
}
+
+ if (p_render_list == RENDER_LIST_OPAQUE && lightmap_captures_used) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures);
+ }
}
void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index f0afeebe79..e2549d1f00 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -243,7 +243,7 @@ public:
}
_FORCE_INLINE_ bool uses_shared_shadow_material() const {
- return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && !uses_world_coordinates;
+ return !uses_particle_trails && !writes_modelview_or_projection && !uses_vertex && !uses_discard && !uses_depth_prepass_alpha && !uses_alpha_clip && !uses_alpha_antialiasing && !uses_world_coordinates && !wireframe;
}
virtual void set_code(const String &p_Code);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 0dcdb90948..165168cb29 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -666,6 +666,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
}
+ bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
+
{
//update canvas state uniform buffer
State::Buffer state_buffer;
@@ -684,7 +686,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
normal_transform.columns[2] = Vector2();
_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
- bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
Color modulate = p_modulate;
if (use_linear_colors) {
modulate = p_modulate.srgb_to_linear();
@@ -722,6 +723,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
+ state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
+
RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
}
@@ -752,8 +755,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
RenderTarget to_render_target;
to_render_target.render_target = p_to_render_target;
- bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
- to_render_target.base_flags = use_linear_colors ? FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
+ to_render_target.use_linear_colors = use_linear_colors;
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
@@ -2244,7 +2246,7 @@ RendererCanvasRenderRD::InstanceData *RendererCanvasRenderRD::new_instance_data(
instance_data->world[i] = p_world[i];
}
- instance_data->flags = p_base_flags | p_info->flags; // Reset on each command for safety, keep canvas texture binding config.
+ instance_data->flags = p_base_flags; // Reset on each command for safety.
instance_data->color_texture_pixel_size[0] = p_info->texpixel_size.width;
instance_data->color_texture_pixel_size[1] = p_info->texpixel_size.height;
@@ -2265,8 +2267,8 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
_update_transform_2d_to_mat2x3(base_transform, world);
Color base_color = p_item->final_modulate;
- bool use_linear_colors = bool(p_render_target.base_flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR);
- uint32_t base_flags = p_render_target.base_flags;
+ bool use_linear_colors = p_render_target.use_linear_colors;
+ uint32_t base_flags = 0;
bool reclip = false;
@@ -2276,6 +2278,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
uint32_t lights[4] = { 0, 0, 0, 0 };
uint16_t light_count = 0;
+ uint16_t shadow_mask = 0;
{
Light *light = p_lights;
@@ -2285,6 +2288,10 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
uint32_t light_index = light->render_index_cache;
lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
+ if (p_item->light_mask & light->item_shadow_mask) {
+ shadow_mask |= 1 << light_count;
+ }
+
light_count++;
if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
@@ -2294,7 +2301,8 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
light = light->next_ptr;
}
- base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
+ base_flags |= light_count << INSTANCE_FLAGS_LIGHT_COUNT_SHIFT;
+ base_flags |= shadow_mask << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT;
}
bool use_lighting = (light_count > 0 || using_directional_lights);
@@ -2323,6 +2331,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
// default variant
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
+ r_current_batch->flags = 0;
}
RenderingServer::CanvasItemTextureRepeat rect_repeat = texture_repeat;
@@ -2378,20 +2387,18 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
- instance_data->flags |= FLAGS_FLIP_H;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
- instance_data->flags |= FLAGS_FLIP_V;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
- instance_data->flags |= FLAGS_TRANSPOSE_RECT;
+ instance_data->flags |= INSTANCE_FLAGS_TRANSPOSE_RECT;
}
if (rect->flags & CANVAS_RECT_CLIP_UV) {
- instance_data->flags |= FLAGS_CLIP_RECT_UV;
+ instance_data->flags |= INSTANCE_FLAGS_CLIP_RECT_UV;
}
} else {
@@ -2410,13 +2417,13 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
}
if (has_msdf) {
- instance_data->flags |= FLAGS_USE_MSDF;
+ instance_data->flags |= INSTANCE_FLAGS_USE_MSDF;
instance_data->msdf[0] = rect->px_range; // Pixel range.
instance_data->msdf[1] = rect->outline; // Outline size.
instance_data->msdf[2] = 0.f; // Reserved.
instance_data->msdf[3] = 0.f; // Reserved.
} else if (rect->flags & CANVAS_RECT_LCD) {
- instance_data->flags |= FLAGS_USE_LCD;
+ instance_data->flags |= INSTANCE_FLAGS_USE_LCD;
}
instance_data->modulation[0] = modulated.r;
@@ -2447,6 +2454,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
r_current_batch->has_blend = false;
r_current_batch->shader_variant = SHADER_VARIANT_NINEPATCH;
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
+ r_current_batch->flags = 0;
}
TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);
@@ -2498,11 +2506,11 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
instance_data->dst_rect[2] = dst_rect.size.width;
instance_data->dst_rect[3] = dst_rect.size.height;
- instance_data->flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
- instance_data->flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
+ instance_data->flags |= int(np->axis_x) << INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT;
+ instance_data->flags |= int(np->axis_y) << INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT;
if (np->draw_center) {
- instance_data->flags |= FLAGS_NINEPACH_DRAW_CENTER;
+ instance_data->flags |= INSTANCE_FLAGS_NINEPACH_DRAW_CENTER;
}
instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];
@@ -2522,6 +2530,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
r_current_batch->command_type = Item::Command::TYPE_POLYGON;
r_current_batch->has_blend = false;
r_current_batch->command = c;
+ r_current_batch->flags = 0;
TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
@@ -2566,6 +2575,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
r_current_batch->has_blend = false;
r_current_batch->command = c;
r_current_batch->primitive_points = primitive->point_count;
+ r_current_batch->flags = 0;
ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
@@ -2648,6 +2658,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
r_current_batch->command = c;
r_current_batch->command_type = c->type;
r_current_batch->has_blend = false;
+ r_current_batch->flags = 0;
InstanceData *instance_data = nullptr;
@@ -2690,13 +2701,13 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
r_current_batch->tex_info = tex_info;
instance_data = new_instance_data(world, lights, base_flags, r_index, tex_info);
- instance_data->flags |= 1; // multimesh, trails disabled
+ r_current_batch->flags |= 1; // multimesh, trails disabled
if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {
- instance_data->flags |= FLAGS_INSTANCING_HAS_COLORS;
+ r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
}
if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {
- instance_data->flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
+ r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
}
} else if (c->type == Item::Command::TYPE_PARTICLES) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
@@ -2714,13 +2725,13 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
uint32_t divisor = 1;
r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
- instance_data->flags |= (divisor & FLAGS_INSTANCING_MASK);
+ r_current_batch->flags |= (divisor & BATCH_FLAGS_INSTANCING_MASK);
r_current_batch->mesh_instance_count /= divisor;
RID particles = pt->particles;
- instance_data->flags |= FLAGS_INSTANCING_HAS_COLORS;
- instance_data->flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
+ r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
+ r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {
// Pass collision information.
@@ -2806,6 +2817,7 @@ void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTar
// default variant
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
+ r_current_batch->flags = 0;
}
// 2: If the current batch has lighting, start a new batch.
@@ -2920,6 +2932,7 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
PushConstant push_constant;
push_constant.base_instance_index = p_batch->start;
push_constant.specular_shininess = p_batch->tex_info->specular_shininess;
+ push_constant.batch_flags = p_batch->tex_info->flags | p_batch->flags;
RID pipeline;
PipelineKey pipeline_key;
@@ -3168,11 +3181,11 @@ void RendererCanvasRenderRD::_prepare_batch_texture_info(RID p_texture, TextureS
// cache values to be copied to instance data
if (info.specular_color.a < 0.999) {
- p_info->flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
+ p_info->flags |= BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
if (info.use_normal) {
- p_info->flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
+ p_info->flags |= BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED;
}
uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 1bdc5076c5..e4f1779b09 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -65,31 +65,31 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
};
enum {
+ INSTANCE_FLAGS_LIGHT_COUNT_SHIFT = 0, // 4 bits for light count.
- FLAGS_INSTANCING_MASK = 0x7F,
- FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
- FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
+ INSTANCE_FLAGS_CLIP_RECT_UV = (1 << 4),
+ INSTANCE_FLAGS_TRANSPOSE_RECT = (1 << 5),
+ INSTANCE_FLAGS_USE_MSDF = (1 << 6),
+ INSTANCE_FLAGS_USE_LCD = (1 << 7),
- FLAGS_CLIP_RECT_UV = (1 << 9),
- FLAGS_TRANSPOSE_RECT = (1 << 10),
+ INSTANCE_FLAGS_NINEPACH_DRAW_CENTER = (1 << 8),
+ INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT = 9,
+ INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT = 11,
- FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 11),
-
- FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
-
- FLAGS_USE_SKELETON = (1 << 15),
- FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
- FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
- FLAGS_LIGHT_COUNT_SHIFT = 20,
+ INSTANCE_FLAGS_SHADOW_MASKED_SHIFT = 13, // 16 bits.
+ };
- FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 24),
- FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 25),
+ enum {
+ BATCH_FLAGS_INSTANCING_MASK = 0x7F,
+ BATCH_FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
+ BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
- FLAGS_USE_MSDF = (1 << 26),
- FLAGS_USE_LCD = (1 << 27),
+ BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 9),
+ BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 10),
+ };
- FLAGS_FLIP_H = (1 << 28),
- FLAGS_FLIP_V = (1 << 29),
+ enum {
+ CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 0),
};
enum {
@@ -370,7 +370,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t base_instance_index;
ShaderSpecialization shader_specialization;
uint32_t specular_shininess;
- uint32_t pad;
+ uint32_t batch_flags;
};
// TextureState is used to determine when a new batch is required due to a change of texture state.
@@ -508,6 +508,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t mesh_instance_count;
};
bool has_blend = false;
+ uint32_t flags = 0;
};
HashMap<TextureState, TextureInfo, HashableHasher<TextureState>> texture_info_map;
@@ -535,7 +536,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t directional_light_count;
float tex_to_sdf;
- uint32_t pad1;
+ uint32_t flags;
uint32_t pad2;
};
@@ -596,9 +597,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
struct RenderTarget {
// Current render target for the canvas.
RID render_target;
- // The base flags for each InstanceData, derived from the render target.
- // Either FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR or 0
- uint32_t base_flags = 0;
+ bool use_linear_colors = false;
};
inline RID _get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance = RID(), void *p_surface = nullptr, uint32_t p_surface_index = 0, RID *r_vertex_array = nullptr);
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index f665bc24a4..b66aa71f6b 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -101,7 +101,7 @@ void main() {
vec2 vertex = vertex_attrib;
vec4 color = color_attrib;
- if (bool(draw_data.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
+ if (bool(canvas_data.flags & CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
color.rgb = srgb_to_linear(color.rgb);
}
color *= draw_data.modulation;
@@ -122,7 +122,7 @@ void main() {
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
- vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
+ vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
vec4 color = draw_data.modulation;
vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
uvec4 bones = uvec4(0, 0, 0, 0);
@@ -133,7 +133,7 @@ void main() {
#ifdef USE_ATTRIBUTES
- uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
+ uint instancing = params.batch_flags & BATCH_FLAGS_INSTANCING_MASK;
if (instancing > 1) {
// trails
@@ -172,19 +172,19 @@ void main() {
vertex = new_vertex;
color *= pcolor;
} else if (instancing == 1) {
- uint stride = 2 + bitfieldExtract(draw_data.flags, FLAGS_INSTANCING_HAS_COLORS_SHIFT, 1) + bitfieldExtract(draw_data.flags, FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT, 1);
+ uint stride = 2 + bitfieldExtract(params.batch_flags, BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT, 1) + bitfieldExtract(params.batch_flags, BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT, 1);
uint offset = stride * gl_InstanceIndex;
mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ if (bool(params.batch_flags & BATCH_FLAGS_INSTANCING_HAS_COLORS)) {
color *= transforms.data[offset];
offset += 1;
}
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ if (bool(params.batch_flags & BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
@@ -331,7 +331,7 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
} else if (pixel >= draw_size - margin_end) {
return (tex_size - (draw_size - pixel)) * tex_pixel_size;
} else {
- draw_center -= 1 - int(bitfieldExtract(draw_data.flags, FLAGS_NINEPACH_DRAW_CENTER_SHIFT, 1));
+ draw_center -= 1 - int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT, 1));
// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
if (np_repeat == 0) { // Stretch.
@@ -472,8 +472,8 @@ void main() {
int draw_center = 2;
uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(bitfieldExtract(draw_data.flags, FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(bitfieldExtract(draw_data.flags, FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
+ map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT, 2)), draw_center),
+ map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(bitfieldExtract(draw_data.flags, INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT, 2)), draw_center));
if (draw_center == 0) {
color.a = 0.0;
@@ -482,7 +482,7 @@ void main() {
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
#endif
- if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
+ if (bool(draw_data.flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
vec2 half_texpixel = draw_data.color_texture_pixel_size * 0.5;
uv = clamp(uv, draw_data.src_rect.xy + half_texpixel, draw_data.src_rect.xy + abs(draw_data.src_rect.zw) - half_texpixel);
}
@@ -490,7 +490,7 @@ void main() {
#endif
#ifndef USE_PRIMITIVE
- if (bool(draw_data.flags & FLAGS_USE_MSDF)) {
+ if (bool(draw_data.flags & INSTANCE_FLAGS_USE_MSDF)) {
float px_range = draw_data.ninepatch_margins.x;
float outline_thickness = draw_data.ninepatch_margins.y;
//float reserved1 = draw_data.ninepatch_margins.z;
@@ -510,7 +510,7 @@ void main() {
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
color.a = a * color.a;
}
- } else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
+ } else if (bool(draw_data.flags & INSTANCE_FLAGS_USE_LCD)) {
vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
if (lcd_sample.a == 1.0) {
color.rgb = lcd_sample.rgb * color.a;
@@ -524,7 +524,7 @@ void main() {
color *= texture(sampler2D(color_texture, texture_sampler), uv);
}
- uint light_count = bitfieldExtract(draw_data.flags, FLAGS_LIGHT_COUNT_SHIFT, 4); //max 15 lights
+ uint light_count = draw_data.flags & 15u; //max 15 lights
bool using_light = (light_count + canvas_data.directional_light_count) > 0;
vec3 normal;
@@ -535,17 +535,15 @@ void main() {
bool normal_used = false;
#endif
- if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ if (normal_used || (using_light && bool(params.batch_flags & BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
- if (bool(draw_data.flags & FLAGS_TRANSPOSE_RECT)) {
+
+#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
+ if (bool(draw_data.flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
normal.xy = normal.yx;
}
- if (bool(draw_data.flags & FLAGS_FLIP_H)) {
- normal.x = -normal.x;
- }
- if (bool(draw_data.flags & FLAGS_FLIP_V)) {
- normal.y = -normal.y;
- }
+ normal.xy *= sign(draw_data.src_rect.zw);
+#endif
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
normal_used = true;
} else {
@@ -561,7 +559,7 @@ void main() {
bool specular_shininess_used = false;
#endif
- if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ if (specular_shininess_used || (using_light && normal_used && bool(params.batch_flags & BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
specular_shininess *= unpackUnorm4x8(params.specular_shininess);
specular_shininess_used = true;
@@ -632,7 +630,7 @@ void main() {
}
#endif
- if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
@@ -692,7 +690,7 @@ void main() {
}
#endif
- if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(draw_data.flags & (INSTANCE_FLAGS_SHADOW_MASKED << i))) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 84017a1fe1..da582ec1b4 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -1,36 +1,22 @@
-
#define MAX_LIGHTS_PER_ITEM 16
#define M_PI 3.14159265359
#define SDF_MAX_LENGTH 16384.0
-//1 means enabled, 2+ means trails in use
-#define FLAGS_INSTANCING_MASK 0x7F
-#define FLAGS_INSTANCING_HAS_COLORS_SHIFT 7
-#define FLAGS_INSTANCING_HAS_COLORS (1 << FLAGS_INSTANCING_HAS_COLORS_SHIFT)
-#define FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT 8
-#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT)
-
-#define FLAGS_CLIP_RECT_UV (1 << 9)
-#define FLAGS_TRANSPOSE_RECT (1 << 10)
-#define FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR (1 << 11)
-#define FLAGS_NINEPACH_DRAW_CENTER_SHIFT 12
-#define FLAGS_NINEPACH_DRAW_CENTER (1 << FLAGS_NINEPACH_DRAW_CENTER_SHIFT)
-
-#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
-#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
-
-#define FLAGS_LIGHT_COUNT_SHIFT 20
+#define INSTANCE_FLAGS_LIGHT_COUNT_SHIFT 0 // 4 bits.
-#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 24)
-#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 25)
+#define INSTANCE_FLAGS_CLIP_RECT_UV (1 << 4)
+#define INSTANCE_FLAGS_TRANSPOSE_RECT (1 << 5)
+#define INSTANCE_FLAGS_USE_MSDF (1 << 6)
+#define INSTANCE_FLAGS_USE_LCD (1 << 7)
-#define FLAGS_USE_MSDF (1 << 26)
-#define FLAGS_USE_LCD (1 << 27)
+#define INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT 8
+#define INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT 9
+#define INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT 11
-#define FLAGS_FLIP_H (1 << 28)
-#define FLAGS_FLIP_V (1 << 29)
+#define INSTANCE_FLAGS_SHADOW_MASKED_SHIFT 13 // 16 bits.
+#define INSTANCE_FLAGS_SHADOW_MASKED (1 << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT)
struct InstanceData {
vec2 world_x;
@@ -54,11 +40,21 @@ struct InstanceData {
uint lights[4];
};
+//1 means enabled, 2+ means trails in use
+#define BATCH_FLAGS_INSTANCING_MASK 0x7F
+#define BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT 7
+#define BATCH_FLAGS_INSTANCING_HAS_COLORS (1 << BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT)
+#define BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT 8
+#define BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT)
+
+#define BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 9)
+#define BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 10)
+
layout(push_constant, std430) uniform Params {
uint base_instance_index; // base index to instance data
uint sc_packed_0;
uint specular_shininess;
- uint pad;
+ uint batch_flags;
}
params;
@@ -94,6 +90,8 @@ bool sc_use_lighting() {
/* SET0: Globals */
+#define CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR (1 << 0)
+
// The values passed per draw primitives are cached within it
layout(set = 0, binding = 1, std140) uniform CanvasData {
@@ -111,7 +109,7 @@ layout(set = 0, binding = 1, std140) uniform CanvasData {
uint directional_light_count;
float tex_to_sdf;
- uint pad1;
+ uint flags;
uint pad2;
}
canvas_data;
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
index 158096d3c7..3d6eaab8e1 100644
--- a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -1,4 +1,3 @@
-
struct DecalData {
highp mat4 xform; //to decal transform
highp vec3 inv_extents;
diff --git a/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
index b8860f6518..fc45b1f827 100644
--- a/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
@@ -1,4 +1,3 @@
-
layout(push_constant, std430) uniform PushConstant {
ivec2 source_size;
ivec2 dest_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
index fb35d3cde6..553637dc4f 100644
--- a/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
@@ -152,10 +152,10 @@ void main() {
float depth_scale;
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;
depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
} 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_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index cc1c40cad1..7bb2e0a539 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -189,7 +189,7 @@ 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, 0.0, 1.0); // unproject at the far plane
+ 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;
@@ -198,7 +198,7 @@ void main() {
#else
cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y;
- cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w;
+ cube_normal.y = -(cube_normal.z * (uv_interp.y - params.projection.z)) / params.projection.w;
#endif
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal = normalize(cube_normal);
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 81d3d87a22..1e1b6d8937 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
@@ -2299,7 +2299,7 @@ void fragment_shader(in SceneData scene_data) {
#else
directional_lights.data[i].color * directional_lights.data[i].energy * tint,
#endif
- true, shadow, f0, orms, 1.0, albedo, alpha,
+ true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2373,7 +2373,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -2445,7 +2445,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#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 da8ad3db15..0cb34557ea 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
@@ -1591,7 +1591,7 @@ void main() {
light_compute(normal, directional_lights.data[i].direction, view, size_A,
directional_lights.data[i].color * directional_lights.data[i].energy * tint,
- true, shadow, f0, orms, 1.0, albedo, alpha,
+ true, shadow, f0, orms, 1.0, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1628,7 +1628,7 @@ void main() {
shadow = blur_shadow(shadow);
// Fragment lighting
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1661,7 +1661,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
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 a1a185d0fd..1e8fc7eab4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -39,7 +39,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_directional, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -547,7 +547,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal, float taa_fr
return 1.0;
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -675,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -793,7 +793,7 @@ vec2 normal_to_panorama(vec3 n) {
return panorama_coords;
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, vec2 screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -884,7 +884,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, false, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha, screen_uv,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 0d468ad1e3..7537e70235 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -1997,6 +1997,12 @@ void MeshStorage::_multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_
}
}
+RID MeshStorage::_multimesh_get_buffer_rd_rid(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_NULL_V(multimesh, RID());
+ return multimesh->buffer;
+}
+
Vector<float> MeshStorage::_multimesh_get_buffer(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_NULL_V(multimesh, Vector<float>());
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index c14c2945bd..11962b05f4 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -651,6 +651,7 @@ public:
virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
+ virtual RID _multimesh_get_buffer_rd_rid(RID p_multimesh) const override;
virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const override;
virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 11ca7de44f..2420a24261 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -3017,7 +3017,8 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
cull_data.cull->lock.lock();
RSG::particles_storage->particles_request_process(idata.base_rid);
cull_data.cull->lock.unlock();
- RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized());
+
+ RS::get_singleton()->call_on_render_thread(callable_mp_static(&RendererSceneCull::_scene_particles_set_view_axis).bind(idata.base_rid, -cull_data.cam_transform.basis.get_column(2).normalized(), cull_data.cam_transform.basis.get_column(1).normalized()));
//particles visible? request redraw
RenderingServerDefault::redraw_request();
}
@@ -3192,6 +3193,10 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
}
}
+void RendererSceneCull::_scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ RSG::particles_storage->particles_set_view_axis(p_particles, p_axis, p_up_axis);
+}
+
void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RenderingMethod::RenderInfo *r_render_info) {
Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 82523fd4ef..8161f50a35 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -1184,9 +1184,11 @@ public:
void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+ static void _scene_particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
_FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
+
void _render_scene(const RendererSceneRender::CameraData *p_camera_data, const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, RID p_force_camera_attributes, RID p_compositor, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr);
void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index ab5de3cb7f..e9fa38475e 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -946,6 +946,7 @@ RID RenderingDevice::texture_create_shared(const TextureView &p_view, RID p_with
RDG::ResourceTracker *tracker = RDG::resource_tracker_create();
tracker->texture_driver_id = texture.shared_fallback->texture;
+ tracker->texture_size = Size2i(texture.width, texture.height);
tracker->texture_subresources = texture.barrier_range();
tracker->texture_usage = alias_format.usage_bits;
tracker->reference_count = 1;
@@ -1125,6 +1126,7 @@ RID RenderingDevice::texture_create_shared_from_slice(const TextureView &p_view,
RDG::ResourceTracker *tracker = RDG::resource_tracker_create();
tracker->texture_driver_id = texture.shared_fallback->texture;
+ tracker->texture_size = Size2i(texture.width, texture.height);
tracker->texture_subresources = slice_range;
tracker->texture_usage = slice_format.usage_bits;
tracker->reference_count = 1;
@@ -5415,6 +5417,7 @@ bool RenderingDevice::_texture_make_mutable(Texture *p_texture, RID p_texture_id
draw_tracker = RDG::resource_tracker_create();
draw_tracker->parent = owner_texture->draw_tracker;
draw_tracker->texture_driver_id = p_texture->driver_id;
+ draw_tracker->texture_size = Size2i(p_texture->width, p_texture->height);
draw_tracker->texture_subresources = p_texture->barrier_range();
draw_tracker->texture_usage = p_texture->usage_flags;
draw_tracker->texture_slice_or_dirty_rect = p_texture->slice_rect;
@@ -5437,6 +5440,7 @@ bool RenderingDevice::_texture_make_mutable(Texture *p_texture, RID p_texture_id
// Regular texture.
p_texture->draw_tracker = RDG::resource_tracker_create();
p_texture->draw_tracker->texture_driver_id = p_texture->driver_id;
+ p_texture->draw_tracker->texture_size = Size2i(p_texture->width, p_texture->height);
p_texture->draw_tracker->texture_subresources = p_texture->barrier_range();
p_texture->draw_tracker->texture_usage = p_texture->usage_flags;
p_texture->draw_tracker->reference_count = 1;
diff --git a/servers/rendering/rendering_device_graph.cpp b/servers/rendering/rendering_device_graph.cpp
index 86b5f80e56..ebfe328393 100644
--- a/servers/rendering/rendering_device_graph.cpp
+++ b/servers/rendering/rendering_device_graph.cpp
@@ -140,7 +140,7 @@ RDD::BarrierAccessBits RenderingDeviceGraph::_usage_to_access_bits(ResourceUsage
#endif
}
-bool RenderingDeviceGraph::_check_command_intersection(ResourceTracker *p_resource_tracker, int32_t p_previous_command_index, int32_t p_command_index, bool &r_intersection_partial_coverage) const {
+bool RenderingDeviceGraph::_check_command_intersection(ResourceTracker *p_resource_tracker, int32_t p_previous_command_index, int32_t p_command_index) const {
if (p_resource_tracker->usage != RESOURCE_USAGE_ATTACHMENT_COLOR_READ_WRITE && p_resource_tracker->usage != RESOURCE_USAGE_ATTACHMENT_DEPTH_STENCIL_READ_WRITE) {
// We don't check possible intersections for usages that aren't consecutive color or depth writes.
return true;
@@ -155,15 +155,27 @@ bool RenderingDeviceGraph::_check_command_intersection(ResourceTracker *p_resour
return true;
}
- if (!r_intersection_partial_coverage) {
- // Indicate if this draw list only partially covers the region of the previous draw list.
- r_intersection_partial_coverage = !current_draw_list_command.region.encloses(previous_draw_list_command.region);
- }
-
// We check if the region used by both draw lists have an intersection.
return previous_draw_list_command.region.intersects(current_draw_list_command.region);
}
+bool RenderingDeviceGraph::_check_command_partial_coverage(ResourceTracker *p_resource_tracker, int32_t p_command_index) const {
+ if (p_resource_tracker->usage != RESOURCE_USAGE_ATTACHMENT_COLOR_READ_WRITE && p_resource_tracker->usage != RESOURCE_USAGE_ATTACHMENT_DEPTH_STENCIL_READ_WRITE) {
+ // We don't check for partial coverage in usages that aren't attachment writes.
+ return true;
+ }
+
+ const uint32_t command_data_offset = command_data_offsets[p_command_index];
+ const RecordedDrawListCommand &draw_list_command = *reinterpret_cast<const RecordedDrawListCommand *>(&command_data[command_data_offset]);
+ if (draw_list_command.type != RecordedCommand::TYPE_DRAW_LIST) {
+ // We don't check for partial coverage on commands that aren't draw lists.
+ return false;
+ }
+
+ Rect2i texture_region(Point2i(0, 0), p_resource_tracker->texture_size);
+ return !draw_list_command.region.encloses(texture_region);
+}
+
int32_t RenderingDeviceGraph::_add_to_command_list(int32_t p_command_index, int32_t p_list_index) {
DEV_ASSERT(p_command_index < int32_t(command_count));
DEV_ASSERT(p_list_index < int32_t(command_list_nodes.size()));
@@ -199,7 +211,7 @@ int32_t RenderingDeviceGraph::_add_to_slice_read_list(int32_t p_command_index, R
return next_index;
}
-int32_t RenderingDeviceGraph::_add_to_write_list(int32_t p_command_index, Rect2i p_subresources, int32_t p_list_index) {
+int32_t RenderingDeviceGraph::_add_to_write_list(int32_t p_command_index, Rect2i p_subresources, int32_t p_list_index, bool p_partial_coverage) {
DEV_ASSERT(p_command_index < int32_t(command_count));
DEV_ASSERT(p_list_index < int32_t(write_slice_list_nodes.size()));
@@ -210,6 +222,7 @@ int32_t RenderingDeviceGraph::_add_to_write_list(int32_t p_command_index, Rect2i
new_node.command_index = p_command_index;
new_node.next_list_index = p_list_index;
new_node.subresources = p_subresources;
+ new_node.partial_coverage = p_partial_coverage;
return next_index;
}
@@ -476,7 +489,7 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr
resource_tracker->usage = new_resource_usage;
}
- bool intersection_partial_coverage = false;
+ bool write_usage_has_partial_coverage = !different_usage && _check_command_partial_coverage(resource_tracker, p_command_index);
if (search_tracker->write_command_or_list_index >= 0) {
if (search_tracker->write_command_list_enabled) {
// Make this command adjacent to any commands that wrote to this resource and intersect with the slice if it applies.
@@ -488,11 +501,11 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr
if (!resource_has_parent || search_tracker_rect.intersects(write_list_node.subresources)) {
if (write_list_node.command_index == p_command_index) {
ERR_FAIL_COND_MSG(!resource_has_parent, "Command can't have itself as a dependency.");
- } else if (_check_command_intersection(resource_tracker, write_list_node.command_index, p_command_index, intersection_partial_coverage)) {
+ } else if (!write_list_node.partial_coverage || _check_command_intersection(resource_tracker, write_list_node.command_index, p_command_index)) {
// Command is dependent on this command. Add this command to the adjacency list of the write command.
_add_adjacent_command(write_list_node.command_index, p_command_index, r_command);
- if (resource_has_parent && write_usage && search_tracker_rect.encloses(write_list_node.subresources)) {
+ if (resource_has_parent && write_usage && search_tracker_rect.encloses(write_list_node.subresources) && !write_usage_has_partial_coverage) {
// Eliminate redundant writes from the list.
if (previous_write_list_index >= 0) {
RecordedSliceListNode &previous_list_node = write_slice_list_nodes[previous_write_list_index];
@@ -514,22 +527,23 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr
// The index is just the latest command index that wrote to the resource.
if (search_tracker->write_command_or_list_index == p_command_index) {
ERR_FAIL_MSG("Command can't have itself as a dependency.");
- } else if (_check_command_intersection(resource_tracker, search_tracker->write_command_or_list_index, p_command_index, intersection_partial_coverage)) {
+ } else {
_add_adjacent_command(search_tracker->write_command_or_list_index, p_command_index, r_command);
}
}
}
if (write_usage) {
- if (resource_has_parent || intersection_partial_coverage) {
+ bool use_write_list = resource_has_parent || write_usage_has_partial_coverage;
+ if (use_write_list) {
if (!search_tracker->write_command_list_enabled && search_tracker->write_command_or_list_index >= 0) {
// Write command list was not being used but there was a write command recorded. Add a new node with the entire parent resource's subresources and the recorded command index to the list.
const RDD::TextureSubresourceRange &tracker_subresources = search_tracker->texture_subresources;
Rect2i tracker_rect(tracker_subresources.base_mipmap, tracker_subresources.base_layer, tracker_subresources.mipmap_count, tracker_subresources.layer_count);
- search_tracker->write_command_or_list_index = _add_to_write_list(search_tracker->write_command_or_list_index, tracker_rect, -1);
+ search_tracker->write_command_or_list_index = _add_to_write_list(search_tracker->write_command_or_list_index, tracker_rect, -1, false);
}
- search_tracker->write_command_or_list_index = _add_to_write_list(p_command_index, search_tracker_rect, search_tracker->write_command_or_list_index);
+ search_tracker->write_command_or_list_index = _add_to_write_list(p_command_index, search_tracker_rect, search_tracker->write_command_or_list_index, write_usage_has_partial_coverage);
search_tracker->write_command_list_enabled = true;
} else {
search_tracker->write_command_or_list_index = p_command_index;
@@ -554,7 +568,7 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr
read_full_command_list_index = read_full_next_index;
}
- if (!resource_has_parent) {
+ if (!use_write_list) {
// Clear the full list if this resource is not a slice.
search_tracker->read_full_command_list_index = -1;
}
@@ -564,7 +578,7 @@ void RenderingDeviceGraph::_add_command_to_graph(ResourceTracker **p_resource_tr
int32_t read_slice_command_list_index = search_tracker->read_slice_command_list_index;
while (read_slice_command_list_index >= 0) {
const RecordedSliceListNode &read_list_node = read_slice_list_nodes[read_slice_command_list_index];
- if (!resource_has_parent || search_tracker_rect.encloses(read_list_node.subresources)) {
+ if (!use_write_list || search_tracker_rect.encloses(read_list_node.subresources)) {
if (previous_slice_command_list_index >= 0) {
// Erase this element and connect the previous one to the next element.
read_slice_list_nodes[previous_slice_command_list_index].next_list_index = read_list_node.next_list_index;
diff --git a/servers/rendering/rendering_device_graph.h b/servers/rendering/rendering_device_graph.h
index 452e1700b6..f7d9027147 100644
--- a/servers/rendering/rendering_device_graph.h
+++ b/servers/rendering/rendering_device_graph.h
@@ -167,6 +167,7 @@ public:
RDD::BufferID buffer_driver_id;
RDD::TextureID texture_driver_id;
RDD::TextureSubresourceRange texture_subresources;
+ Size2i texture_size;
uint32_t texture_usage = 0;
int32_t texture_slice_command_index = -1;
ResourceTracker *parent = nullptr;
@@ -271,6 +272,7 @@ private:
int32_t command_index = -1;
int32_t next_list_index = -1;
Rect2i subresources;
+ bool partial_coverage = false;
};
struct RecordedBufferClearCommand : RecordedCommand {
@@ -649,11 +651,12 @@ private:
static bool _is_write_usage(ResourceUsage p_usage);
static RDD::TextureLayout _usage_to_image_layout(ResourceUsage p_usage);
static RDD::BarrierAccessBits _usage_to_access_bits(ResourceUsage p_usage);
- bool _check_command_intersection(ResourceTracker *p_resource_tracker, int32_t p_previous_command_index, int32_t p_command_index, bool &r_intersection_partial_coverage) const;
+ bool _check_command_intersection(ResourceTracker *p_resource_tracker, int32_t p_previous_command_index, int32_t p_command_index) const;
+ bool _check_command_partial_coverage(ResourceTracker *p_resource_tracker, int32_t p_command_index) const;
int32_t _add_to_command_list(int32_t p_command_index, int32_t p_list_index);
void _add_adjacent_command(int32_t p_previous_command_index, int32_t p_command_index, RecordedCommand *r_command);
int32_t _add_to_slice_read_list(int32_t p_command_index, Rect2i p_subresources, int32_t p_list_index);
- int32_t _add_to_write_list(int32_t p_command_index, Rect2i p_subresources, int32_t p_list_index);
+ int32_t _add_to_write_list(int32_t p_command_index, Rect2i p_subresources, int32_t p_list_index, bool p_partial_coverage);
RecordedCommand *_allocate_command(uint32_t p_command_size, int32_t &r_command_index);
DrawListInstruction *_allocate_draw_list_instruction(uint32_t p_instruction_size);
ComputeListInstruction *_allocate_compute_list_instruction(uint32_t p_instruction_size);
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 5c3ee513c7..29b1e163c7 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -403,6 +403,7 @@ public:
FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
+ FUNC1RC(RID, multimesh_get_buffer_rd_rid, RID)
FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
FUNC3(multimesh_set_buffer_interpolated, RID, const Vector<float> &, const Vector<float> &)
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 821009f07c..4b71007ebf 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -201,6 +201,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true;
shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true;
diff --git a/servers/rendering/storage/mesh_storage.cpp b/servers/rendering/storage/mesh_storage.cpp
index 6680920c98..4a6746e6c9 100644
--- a/servers/rendering/storage/mesh_storage.cpp
+++ b/servers/rendering/storage/mesh_storage.cpp
@@ -223,6 +223,10 @@ void RendererMeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<flo
_multimesh_set_buffer(p_multimesh, p_buffer);
}
+RID RendererMeshStorage::multimesh_get_buffer_rd_rid(RID p_multimesh) const {
+ return _multimesh_get_buffer_rd_rid(p_multimesh);
+}
+
Vector<float> RendererMeshStorage::multimesh_get_buffer(RID p_multimesh) const {
return _multimesh_get_buffer(p_multimesh);
}
diff --git a/servers/rendering/storage/mesh_storage.h b/servers/rendering/storage/mesh_storage.h
index 5e3a4738e6..6a8b385a69 100644
--- a/servers/rendering/storage/mesh_storage.h
+++ b/servers/rendering/storage/mesh_storage.h
@@ -141,6 +141,7 @@ public:
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
+ virtual RID multimesh_get_buffer_rd_rid(RID p_multimesh) const;
virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const;
virtual void multimesh_set_buffer_interpolated(RID p_multimesh, const Vector<float> &p_buffer, const Vector<float> &p_buffer_prev);
@@ -178,6 +179,7 @@ public:
virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
+ virtual RID _multimesh_get_buffer_rd_rid(RID p_multimesh) const = 0;
virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const = 0;
virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index c0c6f1e904..2051d0caac 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2452,6 +2452,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &RenderingServer::multimesh_set_visible_instances);
ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &RenderingServer::multimesh_get_visible_instances);
ClassDB::bind_method(D_METHOD("multimesh_set_buffer", "multimesh", "buffer"), &RenderingServer::multimesh_set_buffer);
+ ClassDB::bind_method(D_METHOD("multimesh_get_buffer_rd_rid", "multimesh"), &RenderingServer::multimesh_get_buffer_rd_rid);
ClassDB::bind_method(D_METHOD("multimesh_get_buffer", "multimesh"), &RenderingServer::multimesh_get_buffer);
ClassDB::bind_method(D_METHOD("multimesh_set_buffer_interpolated", "multimesh", "buffer", "buffer_previous"), &RenderingServer::multimesh_set_buffer_interpolated);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 6de934aaeb..0917af73c6 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -475,6 +475,7 @@ public:
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
+ virtual RID multimesh_get_buffer_rd_rid(RID p_multimesh) const = 0;
virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const = 0;
// Interpolation.