Clean up specialization constants in OpenGL scene renderer

Also add support for disabling omni and spot lights when not used
This commit is contained in:
clayjohn 2022-12-05 18:10:13 -08:00
parent f3e6750a7e
commit 975a8f9ada
4 changed files with 30 additions and 16 deletions

View file

@ -1902,7 +1902,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
uint32_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
SceneShaderGLES3::DISABLE_LIGHT_SPOT;
@ -1943,7 +1943,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glClearBufferfv(GL_COLOR, 0, clear_color.components);
}
RENDER_TIMESTAMP("Render Opaque Pass");
uint32_t spec_constant_base_flags = 0;
uint64_t spec_constant_base_flags = 0;
{
// Specialization Constants that apply for entire rendering pass.
@ -2014,8 +2014,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GeometryInstanceGLES3 *prev_inst = nullptr;
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized
uint64_t prev_spec_constants = 0;
uint32_t base_spec_constants = p_params->spec_constant_base_flags;
// Specializations constants used by all instances in the scene.
uint64_t base_spec_constants = p_params->spec_constant_base_flags;
if (p_render_data->view_count > 1) {
base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
@ -2235,8 +2237,18 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
}
if (prev_shader != shader || prev_variant != instance_variant) {
bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
uint64_t spec_constants = base_spec_constants;
if (inst->omni_light_count == 0) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
}
if (inst->spot_light_count == 0) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
}
if (prev_shader != shader || prev_variant != instance_variant || spec_constants != prev_spec_constants) {
bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, spec_constants);
if (!success) {
continue;
}
@ -2248,29 +2260,30 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
opaque_prepass_threshold = 0.1;
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, base_spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, spec_constants);
prev_shader = shader;
prev_variant = instance_variant;
prev_spec_constants = spec_constants;
}
if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
// Rebind the light indices.
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, base_spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, base_spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, spec_constants);
if (inst->omni_light_count) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
}
if (inst->spot_light_count) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
}
prev_inst = inst;
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants);
if (inst->instance_count > 0) {
// Using MultiMesh or Particles.
// Bind instance buffers.

View file

@ -392,10 +392,10 @@ private:
GeometryInstanceSurface **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
uint32_t spec_constant_base_flags = 0;
uint64_t spec_constant_base_flags = 0;
bool force_wireframe = false;
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;

View file

@ -41,8 +41,6 @@ layout(std140) uniform MaterialUniforms{ //ubo:4
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
uniform sampler2D transforms_texture; //texunit:-1
out vec2 uv_interp;
out vec4 color_interp;
out vec2 vertex_interp;

View file

@ -779,7 +779,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
nd *= nd; // nd^2
return nd * pow(max(distance, 0.0001), -decay);
}
#ifndef DISABLE_LIGHT_OMNI
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@ -821,7 +821,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
diffuse_light,
specular_light);
}
#endif // !DISABLE_LIGHT_OMNI
#ifndef DISABLE_LIGHT_SPOT
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@ -869,6 +871,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
#endif
diffuse_light, specular_light);
}
#endif // !DISABLE_LIGHT_SPOT
#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT)
#ifndef MODE_RENDER_DEPTH