Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.

Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
This commit is contained in:
Dario 2023-09-05 11:41:57 -03:00
parent 8449592d92
commit 9b91750fb1
13 changed files with 241 additions and 299 deletions

View file

@ -264,7 +264,7 @@ ALBEDO = vec3(1.0);
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
}

View file

@ -874,7 +874,7 @@ void sky() {
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
}

View file

@ -1663,7 +1663,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_voxelgis(*p_render_data->voxel_gi_instances);
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
_update_render_base_uniform_set(rb->get_samplers()); //may have changed due to the above (light buffer enlarged, as an example)
_fill_render_list(RENDER_LIST_OPAQUE, p_render_data, PASS_MODE_COLOR, color_pass_flags, using_sdfgi, using_sdfgi || using_voxelgi);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
@ -1889,6 +1889,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
p_render_data->scene_data->opaque_prepass_threshold = 0.0f;
// Shadow pass can change the base uniform set samplers.
_update_render_base_uniform_set(rb->get_samplers());
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true);
RENDER_TIMESTAMP("Render Opaque Pass");
@ -2324,7 +2327,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
void RenderForwardClustered::_render_shadow_begin() {
scene_state.shadow_passes.clear();
RD::get_singleton()->draw_command_begin_label("Shadow Setup");
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
render_list[RENDER_LIST_SECONDARY].clear();
scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
@ -2448,7 +2451,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
_setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false);
@ -2494,7 +2497,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_shader.enable_advanced_shader_group();
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@ -2545,7 +2548,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<RenderGeometryInstance
scene_shader.enable_advanced_shader_group();
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
_setup_environment(&render_data, true, Vector2(1, 1), false, Color());
@ -2614,7 +2617,7 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu
render_data.cluster_max_elements = 32;
render_data.instances = &p_instances;
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
PassMode pass_mode = PASS_MODE_SDF;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
@ -2694,13 +2697,10 @@ void RenderForwardClustered::base_uniforms_changed() {
render_base_uniform_set = RID();
}
void RenderForwardClustered::_update_render_base_uniform_set() {
void RenderForwardClustered::_update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version()) || base_uniform_set_updated) {
base_uniform_set_updated = false;
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
@ -2724,22 +2724,22 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -2754,22 +2754,22 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -2860,7 +2860,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(p_samplers.get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
}

View file

@ -155,8 +155,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
bool base_uniform_set_updated = false;
void _update_render_base_uniform_set();
void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers);
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
@ -633,10 +632,6 @@ public:
virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) override;
virtual void base_uniforms_changed() override;
_FORCE_INLINE_ virtual void update_uniform_sets() override {
base_uniform_set_updated = true;
_update_render_base_uniform_set();
}
/* SDFGI UPDATE */

View file

@ -743,7 +743,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform);
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
_update_render_base_uniform_set(rb->get_samplers()); //may have changed due to the above (light buffer enlarged, as an example)
RD::get_singleton()->draw_command_end_label(); // Render Setup
@ -881,6 +881,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count;
// Shadow pass can change the base uniform set samplers.
_update_render_base_uniform_set(rb->get_samplers());
_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid());
if (using_subpass_transparent && using_subpass_post_process) {
@ -1241,7 +1244,7 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
void RenderForwardMobile::_render_shadow_begin() {
scene_state.shadow_passes.clear();
RD::get_singleton()->draw_command_begin_label("Shadow Setup");
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
render_list[RENDER_LIST_SECONDARY].clear();
}
@ -1348,7 +1351,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
RD::get_singleton()->draw_command_begin_label("Render 3D Material");
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
RenderSceneDataRD scene_data;
scene_data.cam_projection = p_cam_projection;
@ -1399,7 +1402,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<RenderGeometryInstance *>
RD::get_singleton()->draw_command_begin_label("Render UV2");
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
RenderSceneDataRD scene_data;
scene_data.dual_paraboloid_side = 0;
@ -1473,7 +1476,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
_update_render_base_uniform_set();
_update_render_base_uniform_set(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default());
RenderSceneDataRD scene_data;
scene_data.cam_projection = p_cam_projection;
@ -1517,9 +1520,8 @@ void RenderForwardMobile::base_uniforms_changed() {
render_base_uniform_set = RID();
}
void RenderForwardMobile::_update_render_base_uniform_set() {
void RenderForwardMobile::_update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
@ -1547,22 +1549,22 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -1577,22 +1579,22 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = p_samplers.get_sampler(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -1675,7 +1677,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(p_samplers.get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
}

View file

@ -200,7 +200,7 @@ private:
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
void _update_render_base_uniform_set();
void _update_render_base_uniform_set(const RendererRD::MaterialStorage::Samplers &p_samplers);
void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1);

View file

@ -1045,7 +1045,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
if (p_backbuffer) {

View file

@ -280,7 +280,6 @@ public:
RID render_buffers_get_default_voxel_gi_buffer();
virtual void base_uniforms_changed() = 0;
virtual void update_uniform_sets(){};
virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;

View file

@ -1088,6 +1088,37 @@ void MaterialStorage::MaterialData::set_as_used() {
}
}
///////////////////////////////////////////////////////////////////////////
// MaterialStorage::Samplers
Vector<RD::Uniform> MaterialStorage::Samplers::get_uniforms(int p_first_index) const {
Vector<RD::Uniform> uniforms;
// Binding ids are aligned with samplers_inc.glsl.
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 0, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 1, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 2, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 3, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 4, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 5, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 6, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 7, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 8, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 9, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 10, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, p_first_index + 11, rids[RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC][RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED]));
return uniforms;
}
bool MaterialStorage::Samplers::is_valid() const {
return rids[1][1].is_valid();
}
bool MaterialStorage::Samplers::is_null() const {
return rids[1][1].is_null();
}
///////////////////////////////////////////////////////////////////////////
// MaterialStorage
@ -1101,92 +1132,7 @@ MaterialStorage::MaterialStorage() {
singleton = this;
//default samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::SamplerState sampler_state;
switch (i) {
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
default: {
}
}
switch (j) {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
}
default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
}
}
//custom sampler
sampler_rd_configure_custom(0.0f);
default_samplers = samplers_rd_allocate();
// buffers
{ //create index array for copy shaders
@ -1233,20 +1179,7 @@ MaterialStorage::~MaterialStorage() {
RD::get_singleton()->free(quad_index_buffer); //array gets freed as dependency
//def samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::get_singleton()->free(default_rd_samplers[i][j]);
}
}
//custom samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
if (custom_rd_samplers[i][j].is_valid()) {
RD::get_singleton()->free(custom_rd_samplers[i][j]);
}
}
}
samplers_rd_free(default_samplers);
singleton = nullptr;
}
@ -1263,102 +1196,6 @@ bool MaterialStorage::free(RID p_rid) {
return false;
}
/* Samplers */
void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) {
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::SamplerState sampler_state;
switch (i) {
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
default: {
}
}
switch (j) {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
}
if (custom_rd_samplers[i][j].is_valid()) {
RD::get_singleton()->free(custom_rd_samplers[i][j]);
}
custom_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
}
}
}
/* GLOBAL SHADER UNIFORM API */
int32_t MaterialStorage::_global_shader_uniform_allocate(uint32_t p_elements) {
@ -2400,24 +2237,99 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
}
}
Vector<RD::Uniform> MaterialStorage::get_default_sampler_uniforms(int first_index) {
Vector<RD::Uniform> uniforms;
MaterialStorage::Samplers MaterialStorage::samplers_rd_allocate(float p_mipmap_bias) const {
Samplers samplers;
samplers.mipmap_bias = p_mipmap_bias;
samplers.use_nearest_mipmap_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
samplers.anisotropic_filtering_level = int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
// Binding ids are aligned with samplers_inc.glsl.
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 0, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 1, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 2, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 3, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 4, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 5, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 6, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 7, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 8, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 9, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 10, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 11, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
RD::SamplerFilter mip_filter = samplers.use_nearest_mipmap_filter ? RD::SAMPLER_FILTER_NEAREST : RD::SAMPLER_FILTER_LINEAR;
float anisotropy_max = float(1 << samplers.anisotropic_filtering_level);
return uniforms;
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::SamplerState sampler_state;
switch (i) {
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.mip_filter = mip_filter;
sampler_state.lod_bias = samplers.mipmap_bias;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.mip_filter = mip_filter;
sampler_state.lod_bias = samplers.mipmap_bias;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.mip_filter = mip_filter;
sampler_state.lod_bias = samplers.mipmap_bias;
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = anisotropy_max;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.mip_filter = mip_filter;
sampler_state.lod_bias = samplers.mipmap_bias;
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = anisotropy_max;
} break;
default: {
}
}
switch (j) {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
}
samplers.rids[i][j] = RD::get_singleton()->sampler_create(sampler_state);
}
}
return samplers;
}
void MaterialStorage::samplers_rd_free(Samplers &p_samplers) const {
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
if (p_samplers.rids[i][j].is_valid()) {
RD::get_singleton()->free(p_samplers.rids[i][j]);
p_samplers.rids[i][j] = RID();
}
}
}
}
void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {

View file

@ -105,13 +105,27 @@ public:
Vector<RID> texture_cache;
};
struct Samplers {
RID rids[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
float mipmap_bias = 0.0f;
bool use_nearest_mipmap_filter = false;
int anisotropic_filtering_level = 2;
_FORCE_INLINE_ RID get_sampler(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) const {
return rids[p_filter][p_repeat];
}
Vector<RD::Uniform> get_uniforms(int p_first_index) const;
bool is_valid() const;
bool is_null() const;
};
private:
static MaterialStorage *singleton;
/* Samplers */
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Samplers default_samplers;
/* Buffers */
@ -335,18 +349,16 @@ public:
/* Samplers */
Samplers samplers_rd_allocate(float p_mipmap_bias = 0.0f) const;
void samplers_rd_free(Samplers &p_samplers) const;
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return default_rd_samplers[p_filter][p_repeat];
}
_FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return custom_rd_samplers[p_filter][p_repeat];
return default_samplers.get_sampler(p_filter, p_repeat);
}
void sampler_rd_configure_custom(float mipmap_bias);
Vector<RD::Uniform> get_default_sampler_uniforms(int first_index);
// void sampler_rd_set_default(float p_mipmap_bias);
_FORCE_INLINE_ const Samplers &samplers_rd_get_default() const {
return default_samplers;
}
/* Buffers */

View file

@ -152,7 +152,7 @@ void process() {
uniforms.push_back(u);
}
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, BASE_UNIFORM_SET);
}

View file

@ -29,8 +29,8 @@
/**************************************************************************/
#include "render_scene_buffers_rd.h"
#include "core/config/project_settings.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
RenderSceneBuffersRD::RenderSceneBuffersRD() {
@ -40,6 +40,8 @@ RenderSceneBuffersRD::~RenderSceneBuffersRD() {
cleanup();
data_buffers.clear();
RendererRD::MaterialStorage::get_singleton()->samplers_rd_free(samplers);
}
void RenderSceneBuffersRD::_bind_methods() {
@ -90,6 +92,27 @@ void RenderSceneBuffersRD::free_named_texture(NamedTexture &p_named_texture) {
p_named_texture.slices.clear(); // slices should be freed automatically as dependents...
}
void RenderSceneBuffersRD::update_samplers() {
float computed_mipmap_bias = texture_mipmap_bias;
if (use_taa) {
// Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
// This restores sharpness in still images to be roughly at the same level as without TAA,
// but moving scenes will still be blurrier.
computed_mipmap_bias -= 0.5;
}
if (screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
// Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness.
// If both TAA and FXAA are enabled, combine their negative LOD biases together.
computed_mipmap_bias -= 0.25;
}
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
material_storage->samplers_rd_free(samplers);
samplers = material_storage->samplers_rd_allocate(computed_mipmap_bias);
}
void RenderSceneBuffersRD::cleanup() {
// Free our data buffers (but don't destroy them)
for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) {
@ -105,7 +128,6 @@ void RenderSceneBuffersRD::cleanup() {
void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_config) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
render_target = p_config->get_render_target();
target_size = p_config->get_target_size();
@ -123,23 +145,10 @@ void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_co
ERR_FAIL_COND_MSG(view_count == 0, "Must have at least 1 view");
if (use_taa) {
// Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
// This restores sharpness in still images to be roughly at the same level as without TAA,
// but moving scenes will still be blurrier.
texture_mipmap_bias -= 0.5;
}
update_samplers();
if (screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
// Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness.
// If both TAA and FXAA are enabled, combine their negative LOD biases together.
texture_mipmap_bias -= 0.25;
}
material_storage->sampler_rd_configure_custom(texture_mipmap_bias);
// need to check if we really need to do this here..
RendererSceneRenderRD::get_singleton()->update_uniform_sets();
// Notify the renderer the base uniform needs to be recreated.
RendererSceneRenderRD::get_singleton()->base_uniforms_changed();
// cleanout any old buffers we had.
cleanup();
@ -243,8 +252,9 @@ void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) {
}
void RenderSceneBuffersRD::set_texture_mipmap_bias(float p_texture_mipmap_bias) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
texture_mipmap_bias = p_texture_mipmap_bias;
update_samplers();
}
void RenderSceneBuffersRD::set_use_debanding(bool p_use_debanding) {

View file

@ -34,6 +34,7 @@
#include "../effects/vrs.h"
#include "../framebuffer_cache_rd.h"
#include "core/templates/hash_map.h"
#include "material_storage.h"
#include "render_buffer_custom_data_rd.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_device_binds.h"
@ -153,6 +154,11 @@ private:
// Data buffers
mutable HashMap<StringName, Ref<RenderBufferCustomDataRD>> data_buffers;
// Samplers.
RendererRD::MaterialStorage::Samplers samplers;
void update_samplers();
protected:
static void _bind_methods();
@ -252,6 +258,12 @@ public:
RID get_velocity_buffer(bool p_get_msaa);
RID get_velocity_buffer(bool p_get_msaa, uint32_t p_layer);
// Samplers adjusted with the mipmap bias that is best fit for the configuration of these render buffers.
_FORCE_INLINE_ RendererRD::MaterialStorage::Samplers get_samplers() const {
return samplers;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Our classDB doesn't support calling our normal exposed functions