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Detect and report if 2D particles use the screen SDF

This ensures that the SDF is updated even if not used in a canvas_item shader
clayjohn 2 years ago
parent
commit
0a88c68d0a

+ 8 - 7
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -454,7 +454,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 					update_skeletons = false;
 				}
 				// Canvas group begins here, render until before this item
-				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
 				item_count = 0;
 
 				if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
@@ -485,7 +485,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 				mesh_storage->update_mesh_instances();
 				update_skeletons = false;
 			}
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used, true);
 			item_count = 0;
 
 			if (ci->canvas_group->blur_mipmaps) {
@@ -504,7 +504,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 			}
 			//render anything pending, including clearing if no items
 
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
 			item_count = 0;
 
 			texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -530,7 +530,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 				mesh_storage->update_mesh_instances();
 				update_skeletons = false;
 			}
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, r_sdf_used);
 			//then reset
 			item_count = 0;
 		}
@@ -549,7 +549,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 	state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
 }
 
-void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer) {
+void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer) {
 	GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
 
 	canvas_begin(p_to_render_target, p_to_backbuffer);
@@ -617,7 +617,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 
 		GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
 
-		_record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
+		_record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken, r_sdf_used);
 	}
 
 	if (index == 0) {
@@ -749,7 +749,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
 	r_last_index += index;
 }
 
-void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {
 	RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
 
 	if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
@@ -1145,6 +1145,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
 					} else {
 						particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
 					}
+					r_sdf_used |= particles_storage->particles_has_collision(particles);
 				}
 
 				state.canvas_instance_batches[state.current_batch_index].command = c;

+ 2 - 2
drivers/gles3/rasterizer_canvas_gles3.h

@@ -351,8 +351,8 @@ public:
 	void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);
 
 	void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
-	void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
-	void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
+	void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool &r_sdf_used, bool p_to_backbuffer = false);
+	void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used);
 	void _render_batch(Light *p_lights, uint32_t p_index);
 	bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
 	void _new_batch(bool &r_batch_broken, uint32_t &r_index);

+ 10 - 7
servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp

@@ -398,7 +398,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
 	r_last_texture = p_texture;
 }
 
-void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
+void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used) {
 	//create an empty push constant
 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 	RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
@@ -833,6 +833,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
 					} else {
 						particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
 					}
+
+					// Signal that SDF texture needs to be updated.
+					r_sdf_used |= particles_storage->particles_has_collision(pt->particles);
 				}
 
 				if (mesh.is_null()) {
@@ -1045,7 +1048,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
 	return uniform_set;
 }
 
-void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
+void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {
 	RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
 
@@ -1142,7 +1145,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
 			}
 		}
 
-		_render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
+		_render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used);
 
 		prev_material = material;
 	}
@@ -1440,7 +1443,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
 					update_skeletons = false;
 				}
 
-				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+				_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
 				item_count = 0;
 
 				if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
@@ -1472,7 +1475,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
 				update_skeletons = false;
 			}
 
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);
 			item_count = 0;
 
 			if (ci->canvas_group->blur_mipmaps) {
@@ -1491,7 +1494,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
 				update_skeletons = false;
 			}
 
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
 			item_count = 0;
 
 			texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -1517,7 +1520,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
 				update_skeletons = false;
 			}
 
-			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+			_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false);
 			//then reset
 			item_count = 0;
 		}

+ 2 - 2
servers/rendering/renderer_rd/renderer_canvas_render_rd.h

@@ -421,8 +421,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
 	RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
 
 	inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
-	void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
-	void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
+	void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used);
+	void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);
 
 	_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
 	_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);