Fix GI probes not working in the ubershader

This commit is contained in:
Pedro J. Estébanez 2022-08-08 10:47:01 +02:00
parent ea6ed9658d
commit edb140839e
4 changed files with 12 additions and 5 deletions

View file

@ -1855,7 +1855,10 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
// Normally, lightmapping uses the same texturing units than the GI probes; however, in the case of the ubershader
// that's not a good idea because some hardware/drivers (Android/Intel) may fail to render if a single texturing unit
// is used through multiple kinds of samplers in the same shader.
if (state.scene_shader.is_version_ubershader()) {
// Moreover, since we don't know at this point if we are going to consume these textures from the ubershader or
// a conditioned one, the fact that async compilation is enabled is enough for us to switch to the alternative
// arrangement of texturing units.
if (storage->config.async_compilation_enabled) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 12);
} else {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
@ -1871,7 +1874,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
if (gi_probe_count > 1) {
GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
if (state.scene_shader.is_version_ubershader()) {
if (storage->config.async_compilation_enabled) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 13);
} else {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);

View file

@ -582,6 +582,11 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden)
strings_common.push_back("\n");
}
if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
// Indicate that this shader may be used both as ubershader and conditioned during the session
strings_common.push_back("#define UBERSHADER_COMPAT\n");
}
LocalVector<CharString> flag_macros;
bool build_ubershader = get_ubershader_flags_uniform() != -1 && (effective_version.version & VersionKey::UBERSHADER_FLAG);
if (build_ubershader) {

View file

@ -400,7 +400,6 @@ public:
bool is_custom_code_ready_for_render(uint32_t p_code_id);
uint32_t get_version() const { return new_conditional_version.version; }
bool is_version_ubershader() const { return (new_conditional_version.version & VersionKey::UBERSHADER_FLAG); }
_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }
virtual void init() = 0;

View file

@ -1649,7 +1649,7 @@ uniform mediump vec4[12] lightmap_captures;
#ifdef USE_GI_PROBES //ubershader-skip
#if !defined(IS_UBERSHADER)
#if !defined(UBERSHADER_COMPAT)
uniform mediump sampler3D gi_probe1; //texunit:-10
#else
uniform mediump sampler3D gi_probe1_uber; //texunit:-12
@ -1663,7 +1663,7 @@ uniform highp float gi_probe_bias1;
uniform highp float gi_probe_normal_bias1;
uniform bool gi_probe_blend_ambient1;
#if !defined(IS_UBERSHADER)
#if !defined(UBERSHADER_COMPAT)
uniform mediump sampler3D gi_probe2; //texunit:-11
#else
uniform mediump sampler3D gi_probe2_uber; //texunit:-13