Fix breakages of volumetric fog on voxel GI changes

This commit is contained in:
Pedro J. Estébanez 2023-04-26 10:18:27 +02:00
parent e54ebaf0eb
commit 2beed0d5dc
3 changed files with 55 additions and 29 deletions

View file

@ -463,15 +463,19 @@ Fog::VolumetricFog::~VolumetricFog() {
if (fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(fog_uniform_set)) {
RD::get_singleton()->free(fog_uniform_set);
}
if (process_uniform_set_density.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density)) {
RD::get_singleton()->free(process_uniform_set_density);
}
if (process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set)) {
RD::get_singleton()->free(process_uniform_set);
}
if (process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(process_uniform_set2)) {
RD::get_singleton()->free(process_uniform_set2);
// At this point, due to cascade deletions, the sets may no longer be valid, but still they must work as a group.
gi_dependent_sets.valid = RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
#ifdef DEV_ENABLED
gi_dependent_sets.assert_actual_validity();
#endif
if (gi_dependent_sets.valid) {
RD::get_singleton()->free(gi_dependent_sets.copy_uniform_set);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
}
if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
RD::get_singleton()->free(sdfgi_uniform_set);
}
@ -713,7 +717,10 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::get_singleton()->compute_list_end();
}
if (fog->process_uniform_set_density.is_null() || !RD::get_singleton()->uniform_set_is_valid(fog->process_uniform_set_density)) {
#ifdef DEV_ENABLED
fog->gi_dependent_sets.assert_actual_validity();
#endif
if (!fog->gi_dependent_sets.valid) {
//re create uniform set if needed
Vector<RD::Uniform> uniforms;
Vector<RD::Uniform> copy_uniforms;
@ -910,9 +917,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
uniforms.push_back(u);
}
fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
fog->gi_dependent_sets.copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0);
fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
fog->gi_dependent_sets.process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
RID aux7 = uniforms.write[7].get_id(0);
RID aux8 = uniforms.write[8].get_id(0);
@ -920,11 +927,13 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
uniforms.write[7].set_id(0, aux8);
uniforms.write[8].set_id(0, aux7);
fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
fog->gi_dependent_sets.process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG), 0);
uniforms.remove_at(8);
uniforms.write[7].set_id(0, aux7);
fog->process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
fog->gi_dependent_sets.process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
fog->gi_dependent_sets.valid = true;
}
bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid());
@ -1067,7 +1076,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set_density, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set_density, 0);
if (using_sdfgi) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->sdfgi_uniform_set, 1);
@ -1078,7 +1087,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
// Copy fog to history buffer
if (RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_temporal_reprojection(p_settings.env)) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->copy_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.copy_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
@ -1090,7 +1099,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RENDER_TIMESTAMP("Filter Fog");
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
RD::get_singleton()->compute_list_end();
@ -1101,7 +1110,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set2, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set2, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, fog->depth);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@ -1112,7 +1121,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
RD::get_singleton()->draw_command_begin_label("Integrate Fog");
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->process_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, fog->gi_dependent_sets.process_uniform_set, 0);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, fog->width, fog->height, 1);
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);

View file

@ -301,10 +301,25 @@ public:
RID emissive_map;
RID fog_uniform_set;
RID copy_uniform_set;
RID process_uniform_set_density;
RID process_uniform_set;
RID process_uniform_set2;
struct {
bool valid = false;
RID copy_uniform_set;
RID process_uniform_set_density;
RID process_uniform_set;
RID process_uniform_set2;
#ifdef DEV_ENABLED
void assert_actual_validity() {
// It's all-or-nothing, or something else has changed that requires dev attention.
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(copy_uniform_set));
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set_density));
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set));
DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(process_uniform_set2));
}
#endif
} gi_dependent_sets;
RID sdfgi_uniform_set;
RID sky_uniform_set;

View file

@ -3695,14 +3695,16 @@ void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBu
if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
Ref<Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
if (RD::get_singleton()->uniform_set_is_valid(fog->fog_uniform_set)) {
RD::get_singleton()->free(fog->fog_uniform_set);
RD::get_singleton()->free(fog->process_uniform_set);
RD::get_singleton()->free(fog->process_uniform_set2);
#ifdef DEV_ENABLED
fog->gi_dependent_sets.assert_actual_validity();
#endif
if (fog->gi_dependent_sets.valid) {
RD::get_singleton()->free(fog->gi_dependent_sets.copy_uniform_set);
RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set_density);
RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set);
RD::get_singleton()->free(fog->gi_dependent_sets.process_uniform_set2);
fog->gi_dependent_sets.valid = false;
}
fog->fog_uniform_set = RID();
fog->process_uniform_set = RID();
fog->process_uniform_set2 = RID();
}
}