Fix materials not updating when texture replaced/deleted

This commit is contained in:
Brian Semrau 2021-11-01 15:33:59 -04:00
parent a57de3b818
commit 4a1c28460e
14 changed files with 12 additions and 41 deletions

View file

@ -8428,11 +8428,11 @@ void RenderingDeviceVulkan::_free_internal(RID p_id) {
} else if (uniform_set_owner.owns(p_id)) {
UniformSet *uniform_set = uniform_set_owner.get_or_null(p_id);
frames[frame].uniform_sets_to_dispose_of.push_back(*uniform_set);
if (uniform_set->invalidated_callback != nullptr) {
uniform_set->invalidated_callback(p_id, uniform_set->invalidated_callback_userdata);
}
uniform_set_owner.free(p_id);
if (uniform_set->invalidated_callback != nullptr) {
uniform_set->invalidated_callback(uniform_set->invalidated_callback_userdata);
}
} else if (render_pipeline_owner.owns(p_id)) {
RenderPipeline *pipeline = render_pipeline_owner.get_or_null(p_id);
frames[frame].render_pipelines_to_dispose_of.push_back(*pipeline);

View file

@ -454,7 +454,6 @@ SceneShaderForwardClustered::MaterialData::~MaterialData() {
RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}

View file

@ -189,7 +189,6 @@ public:
}
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_set;
uint64_t last_pass = 0;

View file

@ -443,7 +443,6 @@ SceneShaderForwardMobile::MaterialData::~MaterialData() {
RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}

View file

@ -163,7 +163,6 @@ public:
}
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_set;
uint64_t last_pass = 0;

View file

@ -1373,14 +1373,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (md->shader_data->uses_time) {
time_used = true;
}
if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
md->last_frame = RendererCompositorRD::singleton->get_frame_number();
if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
// uniform set may be gone because a dependency was erased. In this case, it will happen
// if a texture is deleted, so just re-create it.
storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D);
}
}
}
}
@ -2227,7 +2219,6 @@ RendererCanvasRenderRD::MaterialData::~MaterialData() {
RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}

View file

@ -200,7 +200,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
}
struct MaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_set;

View file

@ -3665,7 +3665,6 @@ RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs()
RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) {
FogMaterialData *material_data = memnew(FogMaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}

View file

@ -897,7 +897,6 @@ private:
};
struct FogMaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
FogShaderData *shader_data;
RID uniform_set;
bool uniform_set_updated;

View file

@ -741,7 +741,6 @@ RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}

View file

@ -228,7 +228,6 @@ public:
} sky_shader;
struct SkyMaterialData : public RendererStorageRD::MaterialData {
uint64_t last_frame;
SkyShaderData *shader_data;
RID uniform_set;
bool uniform_set_updated;

View file

@ -2928,24 +2928,19 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St
return true;
}
void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) {
void RendererStorageRD::_material_uniform_set_erased(void *p_material) {
RID rid = *(RID *)p_material;
Material *material = base_singleton->material_owner.get_or_null(rid);
if (material) {
if (material->data) {
// Uniform set may be gone because a dependency was erased. This happens
// if a texture is deleted, so re-create it.
base_singleton->_material_queue_update(material, false, true);
}
material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
}
}
void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.get_or_null(p_material);
if (material->shader_type != p_shader_type) {
return;
}
if (material->data) {
material->data->update_parameters(material->params, false, true);
}
}
void RendererStorageRD::_update_queued_materials() {
while (material_update_list.first()) {
Material *material = material_update_list.first()->self();
@ -5839,8 +5834,6 @@ RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func(
}
bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
}
@ -5851,7 +5844,6 @@ RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}

View file

@ -177,7 +177,7 @@ public:
Vector<RID> texture_cache;
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
static void _material_uniform_set_erased(const RID &p_set, void *p_material);
static void _material_uniform_set_erased(void *p_material);
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
@ -909,10 +909,8 @@ private:
}
struct ParticlesMaterialData : public MaterialData {
uint64_t last_frame = 0;
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
bool uniform_set_updated = false;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
@ -1440,7 +1438,6 @@ public:
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
void material_update_dependency(RID p_material, DependencyTracker *p_instance);
void material_force_update_textures(RID p_material, ShaderType p_shader_type);
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);

View file

@ -738,7 +738,7 @@ public:
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
typedef void (*UniformSetInvalidatedCallback)(const RID &, void *);
typedef void (*UniformSetInvalidatedCallback)(void *);
virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;