Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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26bed8aa85
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062fb8b0dc
10 changed files with 22 additions and 21 deletions
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@ -191,7 +191,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
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if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
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//material is only meant for alpha pass
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flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA;
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if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) {
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if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) {
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flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
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}
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@ -203,7 +203,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
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GLES3::SceneMaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
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flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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@ -3237,7 +3237,7 @@ void SceneShaderData::set_code(const String &p_code) {
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uses_alpha = false;
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uses_alpha_clip = false;
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uses_blend_alpha = false;
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uses_depth_pre_pass = false;
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uses_depth_prepass_alpha = false;
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uses_discard = false;
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uses_roughness = false;
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uses_normal = false;
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@ -3288,7 +3288,7 @@ void SceneShaderData::set_code(const String &p_code) {
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// Use alpha clip pipeline for alpha hash/dither.
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// This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows.
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actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
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actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha;
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actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
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@ -3398,7 +3398,7 @@ bool SceneShaderData::casts_shadows() const {
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bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
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bool has_alpha = has_base_alpha || uses_blend_alpha;
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return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
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}
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RS::ShaderNativeSourceCode SceneShaderData::get_native_source_code() const {
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@ -286,7 +286,7 @@ struct SceneShaderData : public ShaderData {
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bool uses_alpha;
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bool uses_blend_alpha;
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bool uses_alpha_clip;
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bool uses_depth_pre_pass;
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bool uses_depth_prepass_alpha;
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bool uses_discard;
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bool uses_roughness;
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bool uses_normal;
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