Fix handling of async hidden render mode

- Mute errors when conditioned shader is not ready yet
- Avoid depth pre-pass on meshes that would end up black
This commit is contained in:
Pedro J. Estébanez 2022-04-12 20:08:09 +02:00
parent 33500a1529
commit 41fc0abf77
3 changed files with 40 additions and 0 deletions

View file

@ -1136,6 +1136,9 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
bool rebind = state.scene_shader.bind();
if (!ShaderGLES3::get_active()) {
return false;
}
if (p_material->ubo_id) {
glBindBufferBase(GL_UNIFORM_BUFFER, 1, p_material->ubo_id);
@ -2173,6 +2176,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
storage->info.render.shader_rebind_count++;
}
}
if (!ShaderGLES3::get_active()) {
continue;
}
if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
_setup_light(e, p_view_transform);
@ -2319,6 +2325,11 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || ((has_base_alpha || p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) {
return; //bye
}
if (!p_material->shader->shader->is_custom_code_ready_for_render(p_material->shader->custom_code_id)) {
// The shader is not guaranteed to be able to render (i.e., a not yet ready async hidden one);
// skip depth rendering because otherwise we risk masking out pixels that won't get written to at the actual render pass
return;
}
if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
//shader does not use discard and does not write a vertex position, use generic material

View file

@ -148,6 +148,34 @@ bool ShaderGLES3::_bind(bool p_binding_fallback) {
}
}
bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) {
if (p_code_id == 0) {
return true;
}
if (!is_async_compilation_supported() || get_ubershader_flags_uniform() == -1) {
return true;
}
CustomCode *cc = custom_code_map.getptr(p_code_id);
ERR_FAIL_COND_V(!cc, false);
if (cc->async_mode == ASYNC_MODE_HIDDEN) {
#ifdef DEBUG_ENABLED
if (VS::get_singleton()->is_force_shader_fallbacks_enabled()) {
return false;
}
#endif
VersionKey effective_version;
effective_version.version = new_conditional_version.version;
effective_version.code_version = p_code_id;
Version *v = version_map.getptr(effective_version);
if (!v || cc->version != v->code_version || v->compile_status != Version::COMPILE_STATUS_OK) {
return false;
}
}
return true;
}
bool ShaderGLES3::_bind_ubershader() {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!is_async_compilation_supported(), false);

View file

@ -397,6 +397,7 @@ public:
void set_custom_shader_code(uint32_t p_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines, AsyncMode p_async_mode);
void set_custom_shader(uint32_t p_code_id);
void free_custom_shader(uint32_t p_code_id);
bool is_custom_code_ready_for_render(uint32_t p_code_id);
uint32_t get_version() const { return new_conditional_version.version; }
bool is_version_ubershader() const { return (new_conditional_version.version & VersionKey::UBERSHADER_FLAG); }