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Disable camera_effects on some debug draw mode

ChristopheClaustre 1 year ago
parent
commit
c46bb775e9

+ 52 - 1
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -423,6 +423,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
 
 	Size2i target_size = rb->get_target_size();
 	bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
+	can_use_effects &= _debug_draw_can_use_effects(debug_draw);
 	bool can_use_storage = _render_buffers_can_be_storage();
 
 	bool use_fsr = fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR;
@@ -699,7 +700,7 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
 	// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
 	// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
 	Size2i target_size = rb->get_target_size();
-	bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
+	bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
 
 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
 
@@ -764,6 +765,56 @@ void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_
 	texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
 }
 
+bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
+	bool can_use_effects = true;
+	switch (p_debug_draw) {
+		// No debug draw, use camera effects
+		case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
+			can_use_effects = true;
+			break;
+		// Modes that completely override rendering to draw debug information should disable camera effects.
+		case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
+		case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
+		case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
+		case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
+		case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
+		case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
+		case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
+		case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
+		case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
+			can_use_effects = false;
+			break;
+		// Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
+		case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
+		case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
+		case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
+		case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
+		// Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.
+		case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
+		case RS::VIEWPORT_DEBUG_DRAW_SSAO:
+		case RS::VIEWPORT_DEBUG_DRAW_SSIL:
+		case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
+		case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
+		case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
+			can_use_effects = true;
+			break;
+		// Other debug draw modes keep camera effects.
+		case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
+		case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
+		case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
+		case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
+		case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
+		case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
+		case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
+			can_use_effects = true;
+			break;
+		default:
+			break;
+	}
+
+	return can_use_effects;
+}
+
 void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
 	RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
 	RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();

+ 1 - 0
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -117,6 +117,7 @@ protected:
 	RendererRD::GI gi;
 
 	virtual void _update_shader_quality_settings() {}
+	static bool _debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw);
 
 private:
 	RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;