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Merge pull request #63794 from clayjohn/GLES3-bugs

Fix various bugs in GLES3 renderer that stopped it from running on web
Rémi Verschelde 3 years ago
parent
commit
12f717d263

+ 1 - 0
drivers/gles3/effects/copy_effects.cpp

@@ -111,6 +111,7 @@ CopyEffects::~CopyEffects() {
 	glDeleteVertexArrays(1, &screen_triangle_array);
 	glDeleteBuffers(1, &quad);
 	glDeleteVertexArrays(1, &quad_array);
+	copy.shader.version_free(copy.shader_version);
 }
 
 void CopyEffects::copy_to_rect(const Rect2i &p_rect) {

+ 11 - 7
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -496,7 +496,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
 
 	while (sky) {
 		if (sky->radiance == 0) {
-			sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 2;
+			sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
 			// Left uninitialized, will attach a texture at render time
 			glGenFramebuffers(1, &sky->radiance_framebuffer);
 
@@ -523,7 +523,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
 			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
-			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
+			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
 
 			glGenTextures(1, &sky->raw_radiance);
 			glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
@@ -544,7 +544,8 @@ void RasterizerSceneGLES3::_update_dirty_skys() {
 			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
-			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
+			glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
+
 			glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
 		}
 
@@ -701,6 +702,7 @@ void RasterizerSceneGLES3::_setup_sky(RID p_env, RID p_render_buffers, const Pag
 		}
 
 		if (!sky->radiance) {
+			_invalidate_sky(sky);
 			_update_dirty_skys();
 		}
 	}
@@ -879,7 +881,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
 		}
 
 		if (update_single_frame) {
-			for (int i = 0; i <= max_processing_layer; i++) {
+			for (int i = 0; i < max_processing_layer; i++) {
 				_filter_sky_radiance(sky, i);
 			}
 		} else {
@@ -889,7 +891,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
 
 		sky->reflection_dirty = false;
 	} else {
-		if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer <= max_processing_layer) {
+		if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
 			_filter_sky_radiance(sky, sky->processing_layer);
 			sky->processing_layer++;
 		}
@@ -1005,7 +1007,9 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
 		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
 #ifdef DEBUG_ENABLED
 		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
-		ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
+		if (status != GL_FRAMEBUFFER_COMPLETE) {
+			WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+		}
 #endif
 		material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
 
@@ -2303,7 +2307,7 @@ void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_
 	glGenTextures(1, &rb->depth_texture);
 	glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
 
-	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+	glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
 
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

+ 4 - 4
drivers/gles3/shaders/cubemap_filter.glsl

@@ -106,12 +106,12 @@ void main() {
 	T[2] = N;
 
 	for (int sample_num = 0; sample_num < sample_count; sample_num++) {
-		vec4 sample = sample_directions_mip[sample_num];
-		vec3 L = T * sample.xyz;
-		vec3 val = textureLod(source_cube, L, sample.w).rgb;
+		vec4 sample_direction_mip = sample_directions_mip[sample_num];
+		vec3 L = T * sample_direction_mip.xyz;
+		vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb;
 		// Mix using linear
 		val = srgb_to_linear(val);
-		sum.rgb += val * sample.z;
+		sum.rgb += val * sample_direction_mip.z;
 	}
 
 	sum /= weight;

+ 2 - 2
drivers/gles3/shaders/scene.glsl

@@ -754,7 +754,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
 
 	if (omni_lights[idx].size > 0.0) {
 		float t = omni_lights[idx].size / max(0.001, light_length);
-		size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+		size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
 	}
 
 	light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha,
@@ -803,7 +803,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f
 
 	if (spot_lights[idx].size > 0.0) {
 		float t = spot_lights[idx].size / max(0.001, light_length);
-		size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+		size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t));
 	}
 
 	light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha,

+ 1 - 1
drivers/gles3/storage/mesh_storage.cpp

@@ -1347,7 +1347,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
 		_multimesh_mark_all_dirty(multimesh, false, true); //update AABB
 	} else if (multimesh->mesh.is_valid()) {
 		//if we have a mesh set, we need to re-generate the AABB from the new data
-		const float *data = multimesh->data_cache.ptr();
+		const float *data = p_buffer.ptr();
 
 		_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
 		multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);