Fix shadow flickering with async shader compilation
This mostly reverts the approach in #62628, which now the problem is better scoped, looks overengineered and instead focuses on the few cases where there's something to take care of.
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3976bddaf4
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a2ed82d3b2
5 changed files with 30 additions and 54 deletions
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@ -4114,6 +4114,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
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state.ubo_data.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
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state.ubo_data.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
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} else {
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if (storage->config.async_compilation_enabled) {
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// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
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glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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}
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if (reflection_atlas && reflection_atlas->size) {
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@ -4869,6 +4876,13 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
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state.ubo_data.opaque_prepass_threshold = 0.1;
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if (storage->config.async_compilation_enabled) {
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// Avoid GL UB message id 131222 caused by shadow samplers not properly set up in the ubershader
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
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glBindTexture(GL_TEXTURE_2D, storage->resources.depth_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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_setup_environment(nullptr, light_projection, light_transform);
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state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true);
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@ -5300,7 +5314,7 @@ void RasterizerSceneGLES3::initialize() {
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glFrontFace(GL_CW);
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if (storage->config.async_compilation_enabled) {
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state.scene_shader.init_async_compilation(storage->resources.depth_tex);
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state.scene_shader.init_async_compilation();
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}
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}
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@ -8369,7 +8369,7 @@ void RasterizerStorageGLES3::initialize() {
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shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
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shaders.particles.init();
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if (config.async_compilation_enabled) {
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shaders.particles.init_async_compilation(resources.depth_tex);
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shaders.particles.init_async_compilation();
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}
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#ifdef GLES_OVER_GL
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@ -177,45 +177,29 @@ bool ShaderGLES3::is_custom_code_ready_for_render(uint32_t p_code_id) {
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return true;
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}
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bool ShaderGLES3::_bind_ubershader() {
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bool ShaderGLES3::_bind_ubershader(bool p_for_warmup) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V(!is_async_compilation_supported(), false);
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ERR_FAIL_COND_V(get_ubershader_flags_uniform() == -1, false);
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#endif
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new_conditional_version.version |= VersionKey::UBERSHADER_FLAG;
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bool bound = _bind(true);
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new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
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if (p_for_warmup) {
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// Avoid GL UB message id 131222 caused by shadow samplers not properly set up yet
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unbind();
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return bound;
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}
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int conditionals_uniform = _get_uniform(get_ubershader_flags_uniform());
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V(conditionals_uniform == -1, false);
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#endif
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new_conditional_version.version &= ~VersionKey::UBERSHADER_FLAG;
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#ifdef DEV_ENABLED
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// So far we don't need bit 31 for conditionals. That allows us to use signed integers,
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// which are more compatible across GL driver vendors.
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CRASH_COND(new_conditional_version.version >= 0x80000000);
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#endif
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glUniform1i(conditionals_uniform, new_conditional_version.version);
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// This is done to avoid running into the GL UB message id 131222. Long explanation:
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// If an ubershader has shadow samplers, they are generally not used if the current material has shadowing disabled,
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// but that also implies the rasterizer won't do any preparation to the relevant shadow samplers (which won't really exist,
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// so that's the correct way in a conditioned shader).
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// However, in the case of the ubershader those shadow samplers are unconditionally declared, although potentially unused and
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// thus "uninitialized". Sampling in that situation (compare disabled, no depth texture bound) is undefined behavior for GL.
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// And that's a problem for us because, even if dynamic branching will serve to avoid using the unprepared sampler when shadowing
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// is not enabled, the GPU may still run the other branch. And it's not just that the results from the sampling are undefined
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// (that wouldn't be a problem and we could just ignore the warning); the problem is that sampling in that state is fully UB.
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for (int i = 0; i < shadow_texunit_count; i++) {
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int unit = shadow_texunits[i];
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if (unit >= 0) {
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glActiveTexture(GL_TEXTURE0 + unit);
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} else {
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glActiveTexture(GL_TEXTURE0 + max_image_units + unit);
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}
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glBindTexture(GL_TEXTURE_2D, depth_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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return bound;
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}
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@ -1128,7 +1112,7 @@ GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
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return glGetUniformLocation(version->ids.main, p_name.ascii().get_data());
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}
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void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const int *p_shadow_texunits, int p_shadow_texunit_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) {
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void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start) {
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ERR_FAIL_COND(version);
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conditional_version.key = 0;
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new_conditional_version.key = 0;
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@ -1140,8 +1124,6 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
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fragment_code = p_fragment_code;
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texunit_pairs = p_texunit_pairs;
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texunit_pair_count = p_texunit_pair_count;
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shadow_texunits = p_shadow_texunits;
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shadow_texunit_count = p_shadow_texunit_count;
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vertex_code_start = p_vertex_code_start;
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fragment_code_start = p_fragment_code_start;
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attribute_pairs = p_attribute_pairs;
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@ -1232,12 +1214,11 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
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}
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void ShaderGLES3::init_async_compilation(GLuint p_depth_tex) {
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depth_tex = p_depth_tex;
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void ShaderGLES3::init_async_compilation() {
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if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
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// Warm up the ubershader for the case of no custom code
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new_conditional_version.code_version = 0;
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_bind_ubershader();
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_bind_ubershader(true);
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}
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}
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@ -1297,7 +1278,7 @@ void ShaderGLES3::set_custom_shader_code(uint32_t p_code_id, const String &p_ver
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if (p_async_mode == ASYNC_MODE_VISIBLE && is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
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// Warm up the ubershader for this custom code
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new_conditional_version.code_version = p_code_id;
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_bind_ubershader();
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_bind_ubershader(true);
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}
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}
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@ -96,7 +96,6 @@ private:
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//@TODO Optimize to a fixed set of shader pools and use a LRU
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int uniform_count;
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int texunit_pair_count;
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int shadow_texunit_count;
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int conditional_count;
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int ubo_count;
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int feedback_count;
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@ -246,7 +245,6 @@ private:
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const char **uniform_names;
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const AttributePair *attribute_pairs;
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const TexUnitPair *texunit_pairs;
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const int *shadow_texunits;
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const UBOPair *ubo_pairs;
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const Feedback *feedbacks;
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const char *vertex_code;
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@ -280,7 +278,6 @@ private:
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static ShaderGLES3 *active;
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int max_image_units;
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GLuint depth_tex = 0;
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_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
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if (p_uniform < 0) {
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@ -372,13 +369,13 @@ private:
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}
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bool _bind(bool p_binding_fallback);
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bool _bind_ubershader();
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bool _bind_ubershader(bool p_for_warmrup = false);
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protected:
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_FORCE_INLINE_ int _get_uniform(int p_which) const;
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_FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
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void setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const int *p_shadow_texunits, int p_shadow_texunit_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start);
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void setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback *p_feedback, int p_feedback_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start);
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ShaderGLES3();
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@ -407,7 +404,7 @@ public:
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_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }
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virtual void init() = 0;
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void init_async_compilation(GLuint p_depth_tex);
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void init_async_compilation();
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bool is_async_compilation_supported();
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void finish();
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@ -19,7 +19,6 @@ class LegacyGLHeaderStruct:
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self.enums = {}
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self.texunits = []
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self.texunit_names = []
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self.shadow_texunits = []
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self.ubos = []
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self.ubo_names = []
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@ -107,8 +106,6 @@ def include_file_in_legacygl_header(filename, header_data, depth):
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if not x in header_data.texunit_names:
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header_data.texunits += [(x, texunit)]
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if line.find("sampler2DShadow") != -1:
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header_data.shadow_texunits += [texunit]
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header_data.texunit_names += [x]
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elif line.find("uniform") != -1 and line.lower().find("ubo:") != -1:
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@ -486,15 +483,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
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else:
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fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
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if not gles2:
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if header_data.shadow_texunits:
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fd.write("\t\tstatic int _shadow_texunits[]={")
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for x in header_data.shadow_texunits:
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fd.write(str(x) + ',')
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fd.write("};\n\n")
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else:
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fd.write("\t\tstatic int *_shadow_texunits=NULL;\n")
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if not gles2 and header_data.ubos:
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fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
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for x in header_data.ubos:
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@ -549,8 +537,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
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+ str(len(header_data.attributes))
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+ ", _texunit_pairs,"
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+ str(len(header_data.texunits))
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+ ", _shadow_texunits,"
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+ str(len(header_data.shadow_texunits))
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+ ",_ubo_pairs,"
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+ str(len(header_data.ubos))
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+ ",_feedbacks,"
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@ -580,8 +566,6 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2
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+ str(len(header_data.uniforms))
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+ ",_texunit_pairs,"
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+ str(len(header_data.texunits))
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+ ",_shadow_texunits,"
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+ str(len(header_data.shadow_texunits))
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+ ",_enums,"
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+ str(len(header_data.enums))
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+ ",_enum_values,"
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