Add motion vector support for animated surfaces like skeletons or blend shapes.

Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
This commit is contained in:
Dario 2023-08-09 14:27:28 -03:00
parent 90f90cbcb0
commit e2984af013
6 changed files with 201 additions and 71 deletions

View file

@ -433,10 +433,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
RID index_array_rd;
//skeleton and blend shape
bool pipeline_motion_vectors = pipeline_color_pass_flags & SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS;
if (surf->owner->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), pipeline_motion_vectors, vertex_array_rd, vertex_format);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), pipeline_motion_vectors, vertex_array_rd, vertex_format);
}
index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);

View file

@ -2139,9 +2139,9 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
//skeleton and blend shape
if (surf->owner->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), false, vertex_array_rd, vertex_format);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), false, vertex_array_rd, vertex_format);
}
index_array_rd = mesh_storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);

View file

@ -900,9 +900,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
}
RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);

View file

@ -18,7 +18,11 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#if !defined(TANGENT_USED) && (defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED))
#define TANGENT_USED
#endif
#ifdef TANGENT_USED
layout(location = 2) in vec2 tangent_attrib;
#endif
@ -58,6 +62,18 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
#ifdef MOTION_VECTORS
layout(location = 12) in vec3 previous_vertex_attrib;
#ifdef NORMAL_USED
layout(location = 13) in vec2 previous_normal_attrib;
#endif
#ifdef TANGENT_USED
layout(location = 14) in vec2 previous_tangent_attrib;
#endif
#endif // MOTION_VECTORS
vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
@ -85,7 +101,7 @@ layout(location = 3) out vec2 uv_interp;
layout(location = 4) out vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifdef TANGENT_USED
layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
@ -161,7 +177,14 @@ vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec
}
#endif
void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
void vertex_shader(vec3 vertex_input,
#ifdef NORMAL_USED
in vec2 normal_input,
#endif
#ifdef TANGENT_USED
in vec2 tangent_input,
#endif
in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
@ -289,15 +312,15 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
vec3 vertex = vertex_input;
#ifdef NORMAL_USED
vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
vec3 normal = oct_to_vec3(normal_input * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
float binormalf = sign(signed_tangent_attrib.y);
#ifdef TANGENT_USED
vec2 signed_tangent_input = tangent_input * 2.0 - 1.0;
vec3 tangent = oct_to_vec3(vec2(signed_tangent_input.x, abs(signed_tangent_input.y) * 2.0 - 1.0));
float binormalf = sign(signed_tangent_input.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
@ -333,7 +356,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
normal = model_normal_matrix * normal;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifdef TANGENT_USED
tangent = model_normal_matrix * tangent;
binormal = model_normal_matrix * binormal;
@ -377,7 +400,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifdef TANGENT_USED
binormal = modelview_normal * binormal;
tangent = modelview_normal * tangent;
@ -391,7 +414,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifdef TANGENT_USED
binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
@ -403,7 +426,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
normal_interp = normal;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifdef TANGENT_USED
tangent_interp = tangent;
binormal_interp = binormal;
#endif
@ -472,16 +495,33 @@ void main() {
instance_index_interp = instance_index;
mat4 model_matrix = instances.data[instance_index].transform;
#if defined(MOTION_VECTORS)
#ifdef MOTION_VECTORS
// Previous vertex.
global_time = scene_data_block.prev_data.time;
vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
global_time = scene_data_block.data.time;
vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#else
global_time = scene_data_block.data.time;
vec4 screen_position;
vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
vertex_shader(previous_vertex_attrib,
#ifdef NORMAL_USED
previous_normal_attrib,
#endif
#ifdef TANGENT_USED
previous_tangent_attrib,
#endif
instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
#else
// Unused output.
vec4 screen_position;
#endif
// Current vertex.
global_time = scene_data_block.data.time;
vertex_shader(vertex_attrib,
#ifdef NORMAL_USED
normal_attrib,
#endif
#ifdef TANGENT_USED
tangent_attrib,
#endif
instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
}
#[fragment]
@ -535,7 +575,11 @@ layout(location = 3) in vec2 uv_interp;
layout(location = 4) in vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#if !defined(TANGENT_USED) && (defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED))
#define TANGENT_USED
#endif
#ifdef TANGENT_USED
layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
@ -771,7 +815,7 @@ void fragment_shader(in SceneData scene_data) {
float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0);
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifdef TANGENT_USED
vec3 binormal = normalize(binormal_interp);
vec3 tangent = normalize(tangent_interp);
#else

View file

@ -29,7 +29,6 @@
/**************************************************************************/
#include "mesh_storage.h"
#include "../../rendering_server_globals.h"
using namespace RendererRD;
@ -854,8 +853,11 @@ void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
}
memfree(surface.versions);
}
if (surface.vertex_buffer.is_valid()) {
RD::get_singleton()->free(surface.vertex_buffer);
for (uint32_t i = 0; i < 2; i++) {
if (surface.vertex_buffer[i].is_valid()) {
RD::get_singleton()->free(surface.vertex_buffer[i]);
}
}
}
mi->surfaces.clear();
@ -881,35 +883,38 @@ void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint3
MeshInstance::Surface s;
if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) {
//surface warrants transform
s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(s.vertex_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
if (mi->blend_weights_buffer.is_valid()) {
u.append_id(mi->blend_weights_buffer);
} else {
u.append_id(default_rd_storage_buffer);
}
uniforms.push_back(u);
}
s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
_mesh_instance_add_surface_buffer(mi, mesh, &s, p_surface, 0);
}
mi->surfaces.push_back(s);
mi->dirty = true;
}
void MeshStorage::_mesh_instance_add_surface_buffer(MeshInstance *mi, Mesh *mesh, MeshInstance::Surface *s, uint32_t p_surface, uint32_t p_buffer_index) {
s->vertex_buffer[p_buffer_index] = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(s->vertex_buffer[p_buffer_index]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
if (mi->blend_weights_buffer.is_valid()) {
u.append_id(mi->blend_weights_buffer);
} else {
u.append_id(default_rd_storage_buffer);
}
uniforms.push_back(u);
}
s->uniform_set[p_buffer_index] = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
}
void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
@ -956,6 +961,8 @@ void MeshStorage::update_mesh_instances() {
}
//process skeletons and blend shapes
uint64_t frame = RSG::rasterizer->get_frame_number();
bool uses_motion_vectors = (RSG::viewport->get_num_viewports_with_motion_vectors() > 0);
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
while (dirty_mesh_instance_arrays.first()) {
@ -964,7 +971,29 @@ void MeshStorage::update_mesh_instances() {
Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) {
if (mi->surfaces[i].uniform_set[0].is_null() || mi->mesh->surfaces[i]->uniform_set.is_null()) {
// Skip over mesh instances that don't require their own uniform buffers.
continue;
}
mi->surfaces[i].previous_buffer = mi->surfaces[i].current_buffer;
if (uses_motion_vectors && (frame - mi->surfaces[i].last_change) == 1) {
// Previous buffer's data can only be one frame old to be able to use motion vectors.
uint32_t new_buffer_index = mi->surfaces[i].current_buffer ^ 1;
if (mi->surfaces[i].uniform_set[new_buffer_index].is_null()) {
// Create the new vertex buffer on demand where the result for the current frame will be stored.
_mesh_instance_add_surface_buffer(mi, mi->mesh, &mi->surfaces[i], i, new_buffer_index);
}
mi->surfaces[i].current_buffer = new_buffer_index;
}
mi->surfaces[i].last_change = frame;
RID mi_surface_uniform_set = mi->surfaces[i].uniform_set[mi->surfaces[i].current_buffer];
if (mi_surface_uniform_set.is_null()) {
continue;
}
@ -972,7 +1001,7 @@ void MeshStorage::update_mesh_instances() {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi_surface_uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE);
if (sk && sk->uniform_set_mi.is_valid()) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON);
@ -1032,7 +1061,7 @@ void MeshStorage::update_mesh_instances() {
RD::get_singleton()->compute_list_end();
}
void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, bool p_input_motion_vectors, MeshInstance::Surface *mis) {
Vector<RD::VertexAttribute> attributes;
Vector<RID> buffers;
@ -1105,7 +1134,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
}
if (mis) {
buffer = mis->vertex_buffer;
buffer = mis->vertex_buffer[mis->current_buffer];
} else {
buffer = s->vertex_buffer;
}
@ -1117,7 +1146,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
stride += sizeof(uint16_t) * 2;
if (mis) {
buffer = mis->vertex_buffer;
buffer = mis->vertex_buffer[mis->current_buffer];
} else {
buffer = s->vertex_buffer;
}
@ -1128,7 +1157,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
stride += sizeof(uint16_t) * 2;
if (mis) {
buffer = mis->vertex_buffer;
buffer = mis->vertex_buffer[mis->current_buffer];
} else {
buffer = s->vertex_buffer;
}
@ -1193,6 +1222,32 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
attributes.push_back(vd);
buffers.push_back(buffer);
if (p_input_motion_vectors) {
// Since the previous vertex, normal and tangent can't be part of the vertex format but they are required when motion
// vectors are enabled, we opt to push a copy of the vertex attribute with a different location and buffer (if it's
// part of an instance that has one).
switch (i) {
case RS::ARRAY_VERTEX: {
vd.location = ATTRIBUTE_LOCATION_PREV_VERTEX;
} break;
case RS::ARRAY_NORMAL: {
vd.location = ATTRIBUTE_LOCATION_PREV_NORMAL;
} break;
case RS::ARRAY_TANGENT: {
vd.location = ATTRIBUTE_LOCATION_PREV_TANGENT;
} break;
}
if (int(vd.location) != i) {
if (mis && buffer != mesh_default_rd_buffers[i]) {
buffer = mis->vertex_buffer[mis->previous_buffer];
}
attributes.push_back(vd);
buffers.push_back(buffer);
}
}
}
//update final stride
@ -1202,7 +1257,7 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
}
int loc = attributes[i].location;
if (loc < RS::ARRAY_COLOR) {
if ((loc < RS::ARRAY_COLOR) || ((loc >= ATTRIBUTE_LOCATION_PREV_VERTEX) && (loc <= ATTRIBUTE_LOCATION_PREV_TANGENT))) {
attributes.write[i].stride = stride;
} else if (loc < RS::ARRAY_BONES) {
attributes.write[i].stride = attribute_stride;
@ -1212,6 +1267,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
}
v.input_mask = p_input_mask;
v.current_buffer = mis ? mis->current_buffer : 0;
v.previous_buffer = mis ? mis->previous_buffer : 0;
v.input_motion_vectors = p_input_motion_vectors;
v.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
v.vertex_array = RD::get_singleton()->vertex_array_create(s->vertex_count, v.vertex_format, buffers);
}

View file

@ -31,6 +31,7 @@
#ifndef MESH_STORAGE_RD_H
#define MESH_STORAGE_RD_H
#include "../../rendering_server_globals.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
@ -90,6 +91,9 @@ private:
struct Version {
uint32_t input_mask = 0;
uint32_t current_buffer = 0;
uint32_t previous_buffer = 0;
bool input_motion_vectors = false;
RD::VertexFormatID vertex_format = 0;
RID vertex_array;
};
@ -162,8 +166,11 @@ private:
Mesh *mesh = nullptr;
RID skeleton;
struct Surface {
RID vertex_buffer;
RID uniform_set;
RID vertex_buffer[2];
RID uniform_set[2];
uint32_t current_buffer = 0;
uint32_t previous_buffer = 0;
uint64_t last_change = 0;
Mesh::Surface::Version *versions = nullptr; //allocated on demand
uint32_t version_count = 0;
@ -183,10 +190,11 @@ private:
weight_update_list(this), array_update_list(this) {}
};
void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, bool p_input_motion_vectors, MeshInstance::Surface *mis = nullptr);
void _mesh_instance_clear(MeshInstance *mi);
void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
void _mesh_instance_add_surface_buffer(MeshInstance *mi, Mesh *mesh, MeshInstance::Surface *s, uint32_t p_surface, uint32_t p_buffer_index);
mutable RID_Owner<MeshInstance> mesh_instance_owner;
@ -311,6 +319,12 @@ private:
Skeleton *skeleton_dirty_list = nullptr;
enum AttributeLocation {
ATTRIBUTE_LOCATION_PREV_VERTEX = 12,
ATTRIBUTE_LOCATION_PREV_NORMAL = 13,
ATTRIBUTE_LOCATION_PREV_TANGENT = 14
};
public:
static MeshStorage *get_singleton();
@ -437,7 +451,7 @@ public:
}
}
_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, bool p_input_motion_vectors, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
s->version_lock.lock();
@ -445,9 +459,11 @@ public:
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
for (uint32_t i = 0; i < s->version_count; i++) {
if (s->versions[i].input_mask != p_input_mask) {
if (s->versions[i].input_mask != p_input_mask || s->versions[i].input_motion_vectors != p_input_motion_vectors) {
// Find the version that matches the inputs required.
continue;
}
//we have this version, hooray
r_vertex_format = s->versions[i].vertex_format;
r_vertex_array_rd = s->versions[i].vertex_array;
@ -459,7 +475,7 @@ public:
s->version_count++;
s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
_mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
_mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask, p_input_motion_vectors);
r_vertex_format = s->versions[version].vertex_format;
r_vertex_array_rd = s->versions[version].vertex_array;
@ -467,7 +483,7 @@ public:
s->version_lock.unlock();
}
_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, bool p_input_motion_vectors, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
ERR_FAIL_COND(!mi);
Mesh *mesh = mi->mesh;
@ -475,15 +491,26 @@ public:
MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
Mesh::Surface *s = mesh->surfaces[p_surface_index];
uint32_t current_buffer = mis->current_buffer;
// Using the previous buffer is only allowed if the surface was updated this frame and motion vectors are required.
uint32_t previous_buffer = p_input_motion_vectors && (RSG::rasterizer->get_frame_number() == mis->last_change) ? mis->previous_buffer : current_buffer;
s->version_lock.lock();
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
for (uint32_t i = 0; i < mis->version_count; i++) {
if (mis->versions[i].input_mask != p_input_mask) {
if (mis->versions[i].input_mask != p_input_mask || mis->versions[i].input_motion_vectors != p_input_motion_vectors) {
// Find the version that matches the inputs required.
continue;
}
if (mis->versions[i].current_buffer != current_buffer || mis->versions[i].previous_buffer != previous_buffer) {
// Find the version that corresponds to the correct buffers that should be used.
continue;
}
//we have this version, hooray
r_vertex_format = mis->versions[i].vertex_format;
r_vertex_array_rd = mis->versions[i].vertex_array;
@ -495,7 +522,7 @@ public:
mis->version_count++;
mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
_mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
_mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, p_input_motion_vectors, mis);
r_vertex_format = mis->versions[version].vertex_format;
r_vertex_array_rd = mis->versions[version].vertex_array;