Merge pull request #64167 from clayjohn/screen-texture-hint

Add shader uniform hints for screen textures
This commit is contained in:
Max Hilbrunner 2022-08-19 21:51:39 +02:00 committed by GitHub
commit 019d6584ee
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
14 changed files with 189 additions and 51 deletions

View file

@ -201,6 +201,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
bool material_screen_texture_found = false;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
@ -225,6 +226,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@ -282,7 +284,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
backbuffer_copy = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies

View file

@ -1083,6 +1083,12 @@ void MaterialData::update_textures(const HashMap<StringName, Variant> &p_paramet
Vector<RID> textures;
if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
if (p_texture_uniforms[i].global) {
uses_global_textures = true;
@ -1492,9 +1498,9 @@ MaterialStorage::MaterialStorage() {
actions.renames["POINT_COORD"] = "gl_PointCoord";
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
actions.renames["SCREEN_UV"] = "screen_uv";
actions.renames["SCREEN_TEXTURE"] = "color_buffer";
actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
//actions.renames["SCREEN_TEXTURE"] = "color_buffer"; //Not implemented in 3D yet.
//actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; // Not implemented in 3D yet.
//actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; // Not implemented in 3D yet
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
actions.renames["FOG"] = "fog";
@ -2789,6 +2795,7 @@ void CanvasShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
@ -2799,7 +2806,6 @@ void CanvasShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_modei = BLEND_MODE_MIX;
uses_screen_texture = false;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
@ -2826,6 +2832,7 @@ void CanvasShaderData::set_code(const String &p_code) {
}
blend_mode = BlendMode(blend_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@ -2833,12 +2840,16 @@ void CanvasShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
Vector<StringName> texture_uniform_names;
@ -2877,7 +2888,10 @@ void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list)
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
if (E.value.texture_order >= 0) {
@ -3070,12 +3084,16 @@ void SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
Vector<StringName> texture_uniform_names;
@ -3253,7 +3271,6 @@ void SceneShaderData::set_code(const String &p_code) {
valid = false;
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
if (code.is_empty()) {
return; //just invalid, but no error
@ -3378,6 +3395,7 @@ void SceneShaderData::set_code(const String &p_code) {
vertex_input_mask |= uses_custom3 << 8;
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@ -3386,11 +3404,10 @@ void SceneShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
Map<String, String>::Element *el = gen_code.code.front();
HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
print_line("\n**code " + el->key() + ":\n" + el->value());
el = el->next();
print_line("\n**code " + el->key + ":\n" + el->value);
++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@ -3439,7 +3456,10 @@ void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list)
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}

View file

@ -159,6 +159,7 @@ struct CanvasShaderData : public ShaderData {
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_screen_texture_mipmaps = false;
bool uses_sdf = false;
bool uses_time = false;
@ -312,6 +313,7 @@ struct SceneShaderData : public ShaderData {
bool uses_sss;
bool uses_transmittance;
bool uses_screen_texture;
bool uses_screen_texture_mipmaps;
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;