Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
More fixes to mobile renderer
This commit is contained in:
commit
f6626a40e5
7 changed files with 125 additions and 108 deletions
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@ -213,7 +213,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
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return "";
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}
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static String _prestr(SL::DataPrecision p_pres) {
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static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
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switch (p_pres) {
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case SL::PRECISION_LOWP:
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return "lowp ";
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@ -222,7 +222,7 @@ static String _prestr(SL::DataPrecision p_pres) {
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case SL::PRECISION_HIGHP:
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return "highp ";
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case SL::PRECISION_DEFAULT:
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return "";
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return p_force_highp ? "highp " : "";
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}
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return "";
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}
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@ -617,7 +617,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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//this is an integer to index the global table
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ucode += _typestr(ShaderLanguage::TYPE_UINT);
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} else {
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ucode += _prestr(uniform.precision);
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ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));
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ucode += _typestr(uniform.type);
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}
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@ -742,7 +742,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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String vcode;
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String interp_mode = _interpstr(varying.interpolation);
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vcode += _prestr(varying.precision);
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vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
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vcode += _typestr(varying.type);
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vcode += " " + _mkid(varying_name);
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if (varying.array_size > 0) {
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@ -777,7 +777,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
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String gcode;
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gcode += "const ";
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gcode += _prestr(cnode.precision);
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gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
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if (cnode.type == SL::TYPE_STRUCT) {
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gcode += _mkid(cnode.type_str);
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} else {
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@ -1,18 +1,18 @@
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struct DecalData {
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mat4 xform; //to decal transform
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vec3 inv_extents;
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float albedo_mix;
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vec4 albedo_rect;
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vec4 normal_rect;
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vec4 orm_rect;
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vec4 emission_rect;
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vec4 modulate;
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float emission_energy;
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highp mat4 xform; //to decal transform
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highp vec3 inv_extents;
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mediump float albedo_mix;
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highp vec4 albedo_rect;
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highp vec4 normal_rect;
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highp vec4 orm_rect;
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highp vec4 emission_rect;
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highp vec4 modulate;
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mediump float emission_energy;
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uint mask;
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float upper_fade;
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float lower_fade;
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mat3x4 normal_xform;
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vec3 normal;
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float normal_fade;
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mediump float upper_fade;
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mediump float lower_fade;
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mediump mat3x4 normal_xform;
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mediump vec3 normal;
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mediump float normal_fade;
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};
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@ -4,28 +4,28 @@
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struct LightData { //this structure needs to be as packed as possible
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highp vec3 position;
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float inv_radius;
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highp float inv_radius;
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vec3 direction;
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float size;
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mediump vec3 direction;
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highp float size;
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vec3 color;
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float attenuation;
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mediump vec3 color;
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mediump float attenuation;
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float cone_attenuation;
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float cone_angle;
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float specular_amount;
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mediump float cone_attenuation;
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mediump float cone_angle;
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mediump float specular_amount;
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bool shadow_enabled;
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highp vec4 atlas_rect; // rect in the shadow atlas
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highp mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
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float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
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highp float shadow_bias;
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highp float shadow_normal_bias;
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highp float transmittance_bias;
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highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
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highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
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uint mask;
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float shadow_volumetric_fog_fade;
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mediump float shadow_volumetric_fog_fade;
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uint bake_mode;
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highp vec4 projector_rect; //projector rect in srgb decal atlas
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};
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@ -35,53 +35,53 @@ struct LightData { //this structure needs to be as packed as possible
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#define REFLECTION_AMBIENT_COLOR 2
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struct ReflectionData {
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vec3 box_extents;
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float index;
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vec3 box_offset;
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highp vec3 box_extents;
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mediump float index;
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highp vec3 box_offset;
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uint mask;
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vec3 ambient; // ambient color
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float intensity;
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mediump vec3 ambient; // ambient color
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mediump float intensity;
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bool exterior;
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bool box_project;
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uint ambient_mode;
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uint pad;
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//0-8 is intensity,8-9 is ambient, mode
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mat4 local_matrix; // up to here for spot and omni, rest is for directional
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highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
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// notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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struct DirectionalLightData {
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vec3 direction;
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float energy;
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vec3 color;
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float size;
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float specular;
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mediump vec3 direction;
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mediump float energy;
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mediump vec3 color;
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mediump float size;
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mediump float specular;
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uint mask;
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float softshadow_angle;
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float soft_shadow_scale;
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highp float softshadow_angle;
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highp float soft_shadow_scale;
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bool blend_splits;
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bool shadow_enabled;
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float fade_from;
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float fade_to;
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highp float fade_from;
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highp float fade_to;
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uvec2 pad;
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uint bake_mode;
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float shadow_volumetric_fog_fade;
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vec4 shadow_bias;
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vec4 shadow_normal_bias;
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vec4 shadow_transmittance_bias;
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mediump float shadow_volumetric_fog_fade;
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highp vec4 shadow_bias;
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highp vec4 shadow_normal_bias;
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highp vec4 shadow_transmittance_bias;
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highp vec4 shadow_z_range;
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highp vec4 shadow_range_begin;
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vec4 shadow_split_offsets;
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highp vec4 shadow_split_offsets;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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vec4 shadow_color1;
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vec4 shadow_color2;
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vec4 shadow_color3;
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vec4 shadow_color4;
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vec2 uv_scale1;
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vec2 uv_scale2;
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vec2 uv_scale3;
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vec2 uv_scale4;
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mediump vec4 shadow_color1;
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mediump vec4 shadow_color2;
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mediump vec4 shadow_color3;
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mediump vec4 shadow_color4;
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highp vec2 uv_scale1;
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highp vec2 uv_scale2;
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highp vec2 uv_scale3;
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highp vec2 uv_scale4;
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};
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@ -92,7 +92,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
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#ifdef MODE_DUAL_PARABOLOID
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layout(location = 8) out float dp_clip;
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layout(location = 8) out highp float dp_clip;
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#endif
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@ -370,11 +370,6 @@ void main() {
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#VERSION_DEFINES
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//use medium precision for floats on mobile.
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precision mediump float;
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precision highp int;
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/* Specialization Constants */
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#if !defined(MODE_RENDER_DEPTH)
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@ -498,7 +493,7 @@ layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
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layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
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#else
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layout(location = 0) out vec4 frag_color;
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layout(location = 0) out mediump vec4 frag_color;
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#endif // MODE_MULTIPLE_RENDER_TARGETS
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#endif // RENDER DEPTH
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@ -93,7 +93,7 @@ directional_lights;
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#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
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struct Lightmap {
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mat3 normal_xform;
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mediump mat3 normal_xform;
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};
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layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
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@ -102,7 +102,7 @@ layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
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lightmaps;
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struct LightmapCapture {
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vec4 sh[9];
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mediump vec4 sh[9];
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};
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layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
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@ -110,8 +110,8 @@ layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures
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}
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lightmap_captures;
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layout(set = 0, binding = 11) uniform texture2D decal_atlas;
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layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
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layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
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layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
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layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
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DecalData data[];
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@ -119,7 +119,7 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
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decals;
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layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
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vec4 data[];
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highp vec4 data[];
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}
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global_variables;
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@ -135,56 +135,56 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
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highp mat4 projection_matrix_view[MAX_VIEWS];
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highp mat4 inv_projection_matrix_view[MAX_VIEWS];
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vec2 viewport_size;
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vec2 screen_pixel_size;
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highp vec2 viewport_size;
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highp vec2 screen_pixel_size;
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// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
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vec4 directional_penumbra_shadow_kernel[32];
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vec4 directional_soft_shadow_kernel[32];
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vec4 penumbra_shadow_kernel[32];
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vec4 soft_shadow_kernel[32];
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highp vec4 directional_penumbra_shadow_kernel[32];
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highp vec4 directional_soft_shadow_kernel[32];
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highp vec4 penumbra_shadow_kernel[32];
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highp vec4 soft_shadow_kernel[32];
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vec4 ambient_light_color_energy;
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mediump vec4 ambient_light_color_energy;
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float ambient_color_sky_mix;
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mediump float ambient_color_sky_mix;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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mat3 radiance_inverse_xform;
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mediump mat3 radiance_inverse_xform;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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highp vec2 shadow_atlas_pixel_size;
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highp vec2 directional_shadow_pixel_size;
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uint directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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float z_near;
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mediump float dual_paraboloid_side;
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highp float z_far;
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highp float z_near;
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bool ssao_enabled;
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float ssao_light_affect;
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float ssao_ao_affect;
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mediump float ssao_light_affect;
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mediump float ssao_ao_affect;
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bool roughness_limiter_enabled;
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float roughness_limiter_amount;
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float roughness_limiter_limit;
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mediump float roughness_limiter_amount;
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mediump float roughness_limiter_limit;
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uvec2 roughness_limiter_pad;
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vec4 ao_color;
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mediump vec4 ao_color;
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bool fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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highp float fog_density;
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highp float fog_height;
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highp float fog_height_density;
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vec3 fog_light_color;
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float fog_sun_scatter;
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mediump vec3 fog_light_color;
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mediump float fog_sun_scatter;
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float fog_aerial_perspective;
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mediump float fog_aerial_perspective;
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bool material_uv2_mode;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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highp float time;
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mediump float reflection_multiplier; // one normally, zero when rendering reflections
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bool pancake_shadows;
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uint pad1;
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@ -195,30 +195,30 @@ scene_data;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
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layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
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#else
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layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
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layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
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#endif
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layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
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layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
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layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
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layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
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layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
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layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
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// this needs to change to providing just the lightmap we're using..
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layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
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layout(set = 1, binding = 9) uniform texture2D depth_buffer;
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layout(set = 1, binding = 10) uniform texture2D color_buffer;
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layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
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layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
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/* Set 2 Skeleton & Instancing (can change per item) */
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layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
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vec4 data[];
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highp vec4 data[];
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}
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transforms;
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@ -2877,6 +2877,27 @@ bool ShaderLanguage::is_scalar_type(DataType p_type) {
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return p_type == TYPE_BOOL || p_type == TYPE_INT || p_type == TYPE_UINT || p_type == TYPE_FLOAT;
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}
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bool ShaderLanguage::is_float_type(DataType p_type) {
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switch (p_type) {
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case TYPE_FLOAT:
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case TYPE_VEC2:
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case TYPE_VEC3:
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case TYPE_VEC4:
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case TYPE_MAT2:
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case TYPE_MAT3:
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case TYPE_MAT4:
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case TYPE_SAMPLER2D:
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case TYPE_SAMPLER2DARRAY:
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case TYPE_SAMPLER3D:
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case TYPE_SAMPLERCUBE:
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case TYPE_SAMPLERCUBEARRAY: {
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return true;
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}
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default: {
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return false;
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}
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}
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}
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bool ShaderLanguage::is_sampler_type(DataType p_type) {
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return p_type == TYPE_SAMPLER2D ||
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p_type == TYPE_ISAMPLER2D ||
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@ -774,6 +774,7 @@ public:
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static DataType get_scalar_type(DataType p_type);
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static int get_cardinality(DataType p_type);
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static bool is_scalar_type(DataType p_type);
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static bool is_float_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
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static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
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