Fix invalid buffer updates in SDFGI
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ff48a6a3bc
commit
dd0b097e44
2 changed files with 116 additions and 87 deletions
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@ -3488,6 +3488,10 @@ RID RenderingDeviceVulkan::vertex_buffer_create(uint32_t p_size_bytes, const Vec
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_THREAD_SAFE_METHOD_
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ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
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ERR_FAIL_COND_V_MSG(draw_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V_MSG(compute_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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Buffer buffer;
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_buffer_allocate(&buffer, p_size_bytes, VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
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@ -3611,6 +3615,10 @@ RID RenderingDeviceVulkan::vertex_array_create(uint32_t p_vertex_count, VertexFo
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RID RenderingDeviceVulkan::index_buffer_create(uint32_t p_index_count, IndexBufferFormat p_format, const Vector<uint8_t> &p_data, bool p_use_restart_indices) {
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_THREAD_SAFE_METHOD_
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ERR_FAIL_COND_V_MSG(draw_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V_MSG(compute_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V(p_index_count == 0, RID());
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@ -4357,6 +4365,10 @@ RID RenderingDeviceVulkan::uniform_buffer_create(uint32_t p_size_bytes, const Ve
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_THREAD_SAFE_METHOD_
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ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
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ERR_FAIL_COND_V_MSG(draw_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V_MSG(compute_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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Buffer buffer;
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Error err = _buffer_allocate(&buffer, p_size_bytes, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
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@ -4372,6 +4384,10 @@ RID RenderingDeviceVulkan::uniform_buffer_create(uint32_t p_size_bytes, const Ve
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RID RenderingDeviceVulkan::storage_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data, uint32_t p_usage) {
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_THREAD_SAFE_METHOD_
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ERR_FAIL_COND_V_MSG(draw_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V_MSG(compute_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V(p_data.size() && (uint32_t)p_data.size() != p_size_bytes, RID());
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@ -4395,6 +4411,10 @@ RID RenderingDeviceVulkan::storage_buffer_create(uint32_t p_size_bytes, const Ve
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RID RenderingDeviceVulkan::texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data) {
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_THREAD_SAFE_METHOD_
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ERR_FAIL_COND_V_MSG(draw_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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ERR_FAIL_COND_V_MSG(compute_list != nullptr && p_data.size(), RID(),
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"Creating buffers with data is forbidden during creation of a draw list");
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uint32_t element_size = get_format_vertex_size(p_format);
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ERR_FAIL_COND_V_MSG(element_size == 0, RID(), "Format requested is not supported for texture buffers");
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@ -4984,6 +5004,8 @@ Error RenderingDeviceVulkan::buffer_update(RID p_buffer, uint32_t p_offset, uint
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ERR_FAIL_COND_V_MSG(draw_list && p_sync_with_draw, ERR_INVALID_PARAMETER,
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"Updating buffers in 'sync to draw' mode is forbidden during creation of a draw list");
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ERR_FAIL_COND_V_MSG(compute_list && p_sync_with_draw, ERR_INVALID_PARAMETER,
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"Updating buffers in 'sync to draw' mode is forbidden during creation of a compute list");
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// Protect subsequent updates...
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VkPipelineStageFlags dst_stage_mask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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@ -1173,6 +1173,94 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
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/* Update dynamic lights */
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{
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int32_t cascade_light_count[SDFGI::MAX_CASCADES];
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for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
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SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
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SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
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uint32_t idx = 0;
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for (uint32_t j = 0; j < p_directional_light_count; j++) {
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if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
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break;
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}
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LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
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ERR_CONTINUE(!li);
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Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
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dir.y *= rb->sdfgi->y_mult;
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dir.normalize();
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lights[idx].direction[0] = dir.x;
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lights[idx].direction[1] = dir.y;
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lights[idx].direction[2] = dir.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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lights[idx].type = RS::LIGHT_DIRECTIONAL;
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lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
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lights[idx].has_shadow = storage->light_has_shadow(li->light);
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idx++;
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}
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AABB cascade_aabb;
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cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
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cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
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for (uint32_t j = 0; j < p_positional_light_count; j++) {
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if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
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break;
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}
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LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
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ERR_CONTINUE(!li);
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uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
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if (i > max_sdfgi_cascade) {
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continue;
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}
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if (!cascade_aabb.intersects(li->aabb)) {
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continue;
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}
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Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
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//faster to not do this here
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//dir.y *= rb->sdfgi->y_mult;
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//dir.normalize();
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lights[idx].direction[0] = dir.x;
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lights[idx].direction[1] = dir.y;
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lights[idx].direction[2] = dir.z;
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Vector3 pos = li->transform.origin;
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pos.y *= rb->sdfgi->y_mult;
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lights[idx].position[0] = pos.x;
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lights[idx].position[1] = pos.y;
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lights[idx].position[2] = pos.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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lights[idx].type = storage->light_get_type(li->light);
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lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
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lights[idx].has_shadow = storage->light_has_shadow(li->light);
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lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
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lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
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lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
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lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
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idx++;
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}
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if (idx > 0) {
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RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
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}
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cascade_light_count[i] = idx;
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}
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
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@ -1191,91 +1279,7 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
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for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
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SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
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{ //fill light buffer
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SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
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uint32_t idx = 0;
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for (uint32_t j = 0; j < p_directional_light_count; j++) {
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if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
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break;
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}
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LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
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ERR_CONTINUE(!li);
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Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
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dir.y *= rb->sdfgi->y_mult;
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dir.normalize();
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lights[idx].direction[0] = dir.x;
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lights[idx].direction[1] = dir.y;
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lights[idx].direction[2] = dir.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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lights[idx].type = RS::LIGHT_DIRECTIONAL;
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lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
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lights[idx].has_shadow = storage->light_has_shadow(li->light);
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idx++;
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}
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AABB cascade_aabb;
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cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
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cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
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for (uint32_t j = 0; j < p_positional_light_count; j++) {
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if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
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break;
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}
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LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
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ERR_CONTINUE(!li);
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uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
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if (i > max_sdfgi_cascade) {
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continue;
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}
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if (!cascade_aabb.intersects(li->aabb)) {
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continue;
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}
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Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
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//faster to not do this here
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//dir.y *= rb->sdfgi->y_mult;
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//dir.normalize();
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lights[idx].direction[0] = dir.x;
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lights[idx].direction[1] = dir.y;
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lights[idx].direction[2] = dir.z;
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Vector3 pos = li->transform.origin;
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pos.y *= rb->sdfgi->y_mult;
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lights[idx].position[0] = pos.x;
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lights[idx].position[1] = pos.y;
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lights[idx].position[2] = pos.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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lights[idx].type = storage->light_get_type(li->light);
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lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
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lights[idx].has_shadow = storage->light_has_shadow(li->light);
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lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
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lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
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lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
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lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
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idx++;
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}
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if (idx > 0) {
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RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
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}
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push_constant.light_count = idx;
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}
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push_constant.light_count = cascade_light_count[i];
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push_constant.cascade = i;
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
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@ -7236,8 +7240,9 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
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push_constant.grid_size = rb->sdfgi->cascade_size;
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push_constant.cascade = cascade;
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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//must pre scroll existing data because not all is dirty
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RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
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@ -7311,13 +7316,15 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
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}
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//ok finally barrier
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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RD::get_singleton()->compute_list_end();
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}
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//clear dispatch indirect data
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uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
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RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
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RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
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bool half_size = true; //much faster, very little difference
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static const int optimized_jf_group_size = 8;
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