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Ensure post processing happens when adjustments are enabled in the Compatibility renderer

clayjohn 1 year ago
parent
commit
9000a9d36f

+ 0 - 1
doc/classes/Environment.xml

@@ -45,7 +45,6 @@
 		</member>
 		<member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false">
 			If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
-			[b]Note:[/b] Adjustments are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
 		</member>
 		<member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0">
 			The global color saturation value of the rendered scene (default value is 1). Effective only if [member adjustment_enabled] is [code]true[/code].

+ 3 - 2
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -2245,9 +2245,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 	}
 
 	bool glow_enabled = false;
-	if (p_environment.is_valid() && rb.is_valid()) {
+	if (p_environment.is_valid()) {
 		glow_enabled = environment_get_glow_enabled(p_environment);
-		rb->set_glow_enabled(glow_enabled); // ensure our intermediate buffer is available if glow is enabled
+		rb->ensure_internal_buffers(); // Ensure our intermediate buffer is available if glow is enabled
 		if (glow_enabled) {
 			// If glow is enabled, we apply tonemapping etc. in post, so disable it during rendering
 			apply_color_adjustments_in_post = true;
@@ -2339,6 +2339,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
 	if (render_data.environment.is_valid()) {
 		bool use_bcs = environment_get_adjustments_enabled(render_data.environment);
 		if (use_bcs) {
+			rb->ensure_internal_buffers();
 			apply_color_adjustments_in_post = true;
 		}
 

+ 6 - 12
drivers/gles3/storage/render_scene_buffers_gles3.cpp

@@ -194,7 +194,7 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
 
 	ERR_FAIL_COND(view_count == 0);
 
-	bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || glow.glow_enabled;
+	bool use_internal_buffer = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF || needs_internal_buffers;
 	uint32_t depth_format_size = 3;
 	bool use_multiview = view_count > 1;
 
@@ -203,7 +203,7 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
 		return;
 	}
 
-	if (use_internal_buffer) {
+	if (use_internal_buffer && internal3d.color == 0) {
 		// Setup our internal buffer.
 		GLenum texture_target = use_multiview ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D;
 
@@ -261,14 +261,14 @@ void RenderSceneBuffersGLES3::_check_render_buffers() {
 		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 		if (status != GL_FRAMEBUFFER_COMPLETE) {
 			_clear_intermediate_buffers();
-			WARN_PRINT("Could not create 3D buffers, status: " + texture_storage->get_framebuffer_error(status));
+			WARN_PRINT("Could not create 3D internal buffers, status: " + texture_storage->get_framebuffer_error(status));
 		}
 
 		glBindTexture(texture_target, 0);
 		glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
 	}
 
-	if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED) {
+	if (msaa3d.mode != RS::VIEWPORT_MSAA_DISABLED && msaa3d.color == 0) {
 		// Setup MSAA.
 		const GLsizei samples[] = { 1, 2, 4, 8 };
 		msaa3d.samples = samples[msaa3d.mode];
@@ -558,14 +558,8 @@ void RenderSceneBuffersGLES3::_clear_back_buffers() {
 	}
 }
 
-void RenderSceneBuffersGLES3::set_glow_enabled(bool p_glow_enabled) {
-	if (glow.glow_enabled != p_glow_enabled) {
-		glow.glow_enabled = p_glow_enabled;
-
-		// Clear our main buffers, this can impact them.
-		_clear_msaa3d_buffers();
-		_clear_intermediate_buffers();
-	}
+void RenderSceneBuffersGLES3::ensure_internal_buffers() {
+	needs_internal_buffers = true;
 }
 
 void RenderSceneBuffersGLES3::check_glow_buffers() {

+ 2 - 3
drivers/gles3/storage/render_scene_buffers_gles3.h

@@ -50,6 +50,7 @@ public:
 	//bool use_taa = false;
 	//bool use_debanding = false;
 	uint32_t view_count = 1;
+	bool needs_internal_buffers = false;
 
 	RID render_target;
 
@@ -83,7 +84,6 @@ public:
 
 	// Buffers for our glow implementation
 	struct GLOW {
-		bool glow_enabled = false;
 		GLES3::Glow::GLOWLEVEL levels[4];
 	} glow;
 
@@ -111,6 +111,7 @@ public:
 
 	void check_backbuffer(bool p_need_color, bool p_need_depth); // Check if we need to initialize our backbuffer.
 	void check_glow_buffers(); // Check if we need to initialize our glow buffers.
+	void ensure_internal_buffers();
 
 	GLuint get_render_fbo();
 	GLuint get_msaa3d_fbo() {
@@ -145,8 +146,6 @@ public:
 	GLuint get_backbuffer() const { return backbuffer3d.color; }
 	GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
 
-	bool get_glow_enabled() const { return glow.glow_enabled; }
-	void set_glow_enabled(bool p_glow_enabled);
 	const GLES3::Glow::GLOWLEVEL *get_glow_buffers() const { return &glow.levels[0]; }
 
 	// Getters