2
0
Juan Linietsky 8 жил өмнө
parent
commit
37f558cd7b

+ 2 - 0
core/ustring.cpp

@@ -612,6 +612,8 @@ String String::get_slicec(CharType p_splitter, int p_slice) const {
 			if (p_slice==count) {
 
 				return substr(prev,i-prev);
+			} else if (c[i]==0) {
+				return String();
 			} else {
 				count++;
 				prev=i+1;

+ 17 - 2
drivers/gles3/rasterizer_gles3.cpp

@@ -130,9 +130,9 @@ void RasterizerGLES3::initialize() {
 		ERR_PRINT("Error initializing GLAD");
 	}
 
-	glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+//	glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
 //	glDebugMessageCallbackARB(_gl_debug_print, NULL);
-	glEnable(_EXT_DEBUG_OUTPUT);
+//	glEnable(_EXT_DEBUG_OUTPUT);
 
 #endif
 
@@ -169,6 +169,14 @@ void RasterizerGLES3::begin_frame(){
 	storage->update_dirty_skeletons();
 	storage->update_dirty_shaders();
 	storage->update_dirty_materials();
+
+	storage->info.render_object_count=0;
+	storage->info.render_material_switch_count=0;
+	storage->info.render_surface_switch_count=0;
+	storage->info.render_shader_rebind_count=0;
+	storage->info.render_vertices_count=0;
+
+
 	scene->iteration();
 
 
@@ -277,6 +285,13 @@ void RasterizerGLES3::end_frame(){
 	canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
 #endif
 	OS::get_singleton()->swap_buffers();
+
+/*	print_line("objects: "+itos(storage->info.render_object_count));
+	print_line("material chages: "+itos(storage->info.render_material_switch_count));
+	print_line("surface changes: "+itos(storage->info.render_surface_switch_count));
+	print_line("shader changes: "+itos(storage->info.render_shader_rebind_count));
+	print_line("vertices: "+itos(storage->info.render_vertices_count));
+*/
 }
 
 void RasterizerGLES3::finalize(){

+ 20 - 1
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1331,10 +1331,14 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
 
 				glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
 
+				storage->info.render_vertices_count+=s->index_array_len;
+
 			} else {
 
 				glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
 
+				storage->info.render_vertices_count+=s->array_len;
+
 			}
 
 		} break;
@@ -1349,10 +1353,14 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
 
 				glDrawElementsInstanced(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0,amount);
 
+				storage->info.render_vertices_count+=s->index_array_len * amount;
+
 			} else {
 
 				glDrawArraysInstanced(gl_primitive[s->primitive],0,s->array_len,amount);
 
+				storage->info.render_vertices_count+=s->array_len * amount;
+
 			}
 
 		} break;
@@ -1379,6 +1387,8 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
 				int vertices = c.vertices.size();
 				uint32_t buf_ofs=0;
 
+				storage->info.render_vertices_count+=vertices;
+
 				if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
 
 					const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
@@ -1704,6 +1714,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 
 	bool first=true;
 
+	storage->info.render_object_count+=p_element_count;
+
 	for (int i=0;i<p_element_count;i++) {
 
 		RenderList::Element *e = p_elements[i];
@@ -1864,8 +1876,13 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 
 		if (material!=prev_material || rebind) {
 
+			storage->info.render_material_switch_count++;
+
 			rebind = _setup_material(material,p_alpha_pass);
-//			_rinfo.mat_change_count++;
+
+			if (rebind) {
+				storage->info.render_shader_rebind_count++;
+			}
 		}
 
 		if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
@@ -1877,6 +1894,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 		if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {
 
 			_setup_geometry(e);
+			storage->info.render_surface_switch_count++;
+
 		}
 
 		_set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull);

+ 1 - 0
drivers/gles3/rasterizer_scene_gles3.h

@@ -148,6 +148,7 @@ public:
 
 	} state;
 
+
 	/* SHADOW ATLAS API */
 
 	struct ShadowAtlas : public RID_Data {

+ 11 - 2
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -826,15 +826,20 @@ Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_c
 
 	DVector<uint8_t> data;
 
-	int data_size = Image::get_image_data_size(texture->width,texture->height,texture->format,texture->mipmaps>1?-1:0);
+	int data_size = Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,texture->mipmaps>1?-1:0);
 
-	data.resize(data_size);
+	data.resize(data_size*2); //add some memory at the end, just in case for buggy drivers
 	DVector<uint8_t>::Write wb = data.write();
 
 	glActiveTexture(GL_TEXTURE0);
 
 	glBindTexture(texture->target,texture->tex_id);
 
+	glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+
+	print_line("GET FORMAT: "+Image::get_format_name(texture->format)+" mipmaps: "+itos(texture->mipmaps));
+
+
 	for(int i=0;i<texture->mipmaps;i++) {
 
 		int ofs=0;
@@ -848,7 +853,9 @@ Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_c
 			glGetCompressedTexImage(texture->target,i,&wb[ofs]);
 
 		} else {
+
 			glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
 			glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]);
 		}
 	}
@@ -856,6 +863,8 @@ Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_c
 
 	wb=DVector<uint8_t>::Write();
 
+	data.resize(data_size);
+
 	Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data);
 
 	return img;

+ 6 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -91,6 +91,12 @@ public:
 
 		uint64_t texture_mem;
 
+		uint32_t render_object_count;
+		uint32_t render_material_switch_count;
+		uint32_t render_surface_switch_count;
+		uint32_t render_shader_rebind_count;
+		uint32_t render_vertices_count;
+
 	} info;
 
 

+ 32 - 12
drivers/gles3/shaders/scene.glsl

@@ -569,7 +569,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di
 
 		float speci = dotNL * D * F * vis;
 
-		specular += speci * light_color * specular_color * specular_blob_intensity;
+		specular += speci * light_color /* specular_color*/ * specular_blob_intensity;
 
 #if defined(LIGHT_USE_CLEARCOAT)
 		float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
@@ -780,7 +780,8 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
 		splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
 
 		highp vec4 reflection;
-		reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * ( brdf.x + brdf.y);
+		reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb *  brdf.x + brdf.y;
+
 		if (reflections[idx].params.z < 0.5) {
 			reflection.rgb = mix(skybox,reflection.rgb,blend);
 		}
@@ -893,6 +894,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
 	blend=1.0;
 
 	//radiance
+#ifdef VCT_QUALITY_HIGH
 
 #define MAX_CONE_DIRS 6
 	vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
@@ -905,13 +907,28 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
 	);
 
 	float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
+	float cone_angle_tan = 0.577;
+#else
+
+#define MAX_CONE_DIRS 4
+
+	vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
+			vec3(0.707107, 0, 0.707107),
+			vec3(0, 0.707107, 0.707107),
+			vec3(-0.707107, 0, 0.707107),
+			vec3(0, -0.707107, 0.707107)
+	);
+
+	float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
+	float cone_angle_tan = 0.98269;
 
+#endif
 	float max_distance = length(bounds);
 	vec3 light=vec3(0.0);
 	for(int i=0;i<MAX_CONE_DIRS;i++) {
 
 		vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos);
-		light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,dir,0.577,max_distance);
+		light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,dir,cone_angle_tan,max_distance);
 
 	}
 
@@ -928,6 +945,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
 
 void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) {
 
+	roughness = roughness * roughness;
 
 	vec3 ref_vec = normalize(reflect(normalize(pos),normal));
 
@@ -1073,7 +1091,7 @@ FRAGMENT_SHADER_CODE
 #endif
 
 #ifdef ENABLE_CLIP_ALPHA
-	if (diffuse.a<0.99) {
+	if (albedo.a<0.99) {
 		//used for doublepass and shadowmapping
 		discard;
 	}
@@ -1082,8 +1100,6 @@ FRAGMENT_SHADER_CODE
 /////////////////////// LIGHTING //////////////////////////////
 
 	//apply energy conservation
-	vec3 diffuse=mix(albedo,vec3(0.0),specular);
-	specular = max(vec3(0.04),specular);
 
 	vec3 specular_light = vec3(0.0,0.0,0.0);
 	vec3 ambient_light;
@@ -1093,6 +1109,7 @@ FRAGMENT_SHADER_CODE
 
 #ifndef RENDER_SHADOW
 	float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+
 	vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
 #endif
 
@@ -1125,7 +1142,7 @@ FRAGMENT_SHADER_CODE
 
 				norm.xy/=norm.z;
 				norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs);
-				specular_light = textureLod(radiance_map, norm.xy, lod).xyz * ( brdf.x + brdf.y);
+				specular_light = textureLod(radiance_map, norm.xy, lod).xyz * brdf.x + brdf.y;
 
 			}
 			//no longer a cubemap
@@ -1219,7 +1236,6 @@ FRAGMENT_SHADER_CODE
 		} else {
 			highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0));
 			pssm_coord=splane.xyz/splane.w;
-			diffuse_light*=vec3(1.0,0.4,1.0);
 
 #if defined(LIGHT_USE_PSSM_BLEND)
 			use_blend=false;
@@ -1281,7 +1297,7 @@ FRAGMENT_SHADER_CODE
 
 #endif //LIGHT_DIRECTIONAL_SHADOW
 
-	light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,diffuse,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+	light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
 
 
 #endif //#USE_LIGHT_DIRECTIONAL
@@ -1310,11 +1326,11 @@ FRAGMENT_SHADER_CODE
 	}
 
 	for(int i=0;i<omni_light_count;i++) {
-		light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,diffuse,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+		light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
 	}
 
 	for(int i=0;i<spot_light_count;i++) {
-		light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,diffuse,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+		light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
 	}
 
 
@@ -1338,13 +1354,17 @@ LIGHT_SHADER_CODE
 #else
 
 	specular_light*=reflection_multiplier;
-	specular_light*=specular;
 	ambient_light*=albedo; //ambient must be multiplied by albedo at the end
 
 #if defined(ENABLE_AO)
 	ambient_light*=ao;
 #endif
 
+	//energy conservation
+	diffuse_light=mix(diffuse_light,vec3(0.0),specular);
+	ambient_light=mix(ambient_light,vec3(0.0),specular);
+	specular_light *= max(vec3(0.04),specular);
+
 #ifdef USE_MULTIPLE_RENDER_TARGETS
 
 #if defined(ENABLE_AO)

+ 1 - 1
platform/x11/context_gl_x11.cpp

@@ -151,7 +151,7 @@ Error ContextGL_X11::initialize() {
 		static int context_attribs[] = {
 			GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
 			GLX_CONTEXT_MINOR_VERSION_ARB, 3,
-			GLX_CONTEXT_FLAGS_ARB        , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB|GLX_CONTEXT_DEBUG_BIT_ARB,
+			GLX_CONTEXT_FLAGS_ARB        , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB/*|GLX_CONTEXT_DEBUG_BIT_ARB*/,
 			None
 		};
 

+ 1 - 1
servers/visual/visual_server_scene.cpp

@@ -2060,7 +2060,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform,const Came
 	// directional lights
 	{
 
-		Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*light_cull_count);
+		Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*scenario->directional_lights.size());
 		int directional_shadow_count=0;
 
 		for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {

+ 2 - 1
tools/editor/editor_initialize_ssl.cpp

@@ -35,10 +35,11 @@ void editor_initialize_certificates() {
 
 
 	ByteArray data;
-	data.resize(_certs_uncompressed_size);
+	data.resize(_certs_uncompressed_size+1);
 	{
 		ByteArray::Write w = data.write();
 		Compression::decompress(w.ptr(),_certs_uncompressed_size,_certs_compressed,_certs_compressed_size,Compression::MODE_DEFLATE);
+		w[_certs_uncompressed_size]=0; //make sure it ends at zero
 	}
 
 	StreamPeerSSL::load_certs_from_memory(data);

+ 2 - 0
tools/editor/editor_resource_preview.cpp

@@ -267,6 +267,8 @@ void EditorResourcePreview::_thread() {
 							memdelete(f);
 						}
 
+						cache_valid=false;
+
 						if (cache_valid) {
 
 							texture = ResourceLoader::load(cache_base+".png","ImageTexture",true);