Make SDFGI direct light shader follow the same-writability rule
This commit is contained in:
parent
309f7965c7
commit
4ac2008782
2 changed files with 6 additions and 4 deletions
|
@ -788,7 +788,8 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
|
||||
cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0);
|
||||
cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0);
|
||||
}
|
||||
|
||||
//preprocess initialize uniform set
|
||||
|
@ -1237,7 +1238,7 @@ void GI::SDFGI::update_light() {
|
|||
}
|
||||
cascades[i].all_dynamic_lights_dirty = false;
|
||||
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
|
||||
}
|
||||
|
@ -2391,7 +2392,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
|
|||
dl_push_constant.cascade = p_cascade_indices[i];
|
||||
|
||||
if (dl_push_constant.light_count > 0) {
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
|
||||
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
|
||||
}
|
||||
|
|
|
@ -541,7 +541,8 @@ public:
|
|||
Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
|
||||
|
||||
RID sdf_store_uniform_set;
|
||||
RID sdf_direct_light_uniform_set;
|
||||
RID sdf_direct_light_static_uniform_set;
|
||||
RID sdf_direct_light_dynamic_uniform_set;
|
||||
RID scroll_uniform_set;
|
||||
RID scroll_occlusion_uniform_set;
|
||||
RID integrate_uniform_set;
|
||||
|
|
Loading…
Reference in a new issue