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Fix GI probes not working in the ubershader

(cherry picked from commit edb140839ef047ead1d9b4245fb43f7f7ac49ce9)
Pedro J. Estébanez 3 年之前
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e44c18ecc0

+ 5 - 2
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1852,7 +1852,10 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
 		// Normally, lightmapping uses the same texturing units than the GI probes; however, in the case of the ubershader
 		// that's not a good idea because some hardware/drivers (Android/Intel) may fail to render if a single texturing unit
 		// is used through multiple kinds of samplers in the same shader.
-		if (state.scene_shader.is_version_ubershader()) {
+		// Moreover, since we don't know at this point if we are going to consume these textures from the ubershader or
+		// a conditioned one, the fact that async compilation is enabled is enough for us to switch to the alternative
+		// arrangement of texturing units.
+		if (storage->config.async_compilation_enabled) {
 			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 12);
 		} else {
 			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
@@ -1868,7 +1871,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
 		if (gi_probe_count > 1) {
 			GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
 
-			if (state.scene_shader.is_version_ubershader()) {
+			if (storage->config.async_compilation_enabled) {
 				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 13);
 			} else {
 				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);

+ 5 - 0
drivers/gles3/shader_gles3.cpp

@@ -582,6 +582,11 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version(bool &r_async_forbidden)
 		strings_common.push_back("\n");
 	}
 
+	if (is_async_compilation_supported() && get_ubershader_flags_uniform() != -1) {
+		// Indicate that this shader may be used both as ubershader and conditioned during the session
+		strings_common.push_back("#define UBERSHADER_COMPAT\n");
+	}
+
 	LocalVector<CharString> flag_macros;
 	bool build_ubershader = get_ubershader_flags_uniform() != -1 && (effective_version.version & VersionKey::UBERSHADER_FLAG);
 	if (build_ubershader) {

+ 0 - 1
drivers/gles3/shader_gles3.h

@@ -400,7 +400,6 @@ public:
 	bool is_custom_code_ready_for_render(uint32_t p_code_id);
 
 	uint32_t get_version() const { return new_conditional_version.version; }
-	bool is_version_ubershader() const { return (new_conditional_version.version & VersionKey::UBERSHADER_FLAG); }
 	_FORCE_INLINE_ bool is_version_valid() const { return version && version->compile_status == Version::COMPILE_STATUS_OK; }
 
 	virtual void init() = 0;

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

@@ -1649,7 +1649,7 @@ uniform mediump vec4[12] lightmap_captures;
 
 #ifdef USE_GI_PROBES //ubershader-skip
 
-#if !defined(IS_UBERSHADER)
+#if !defined(UBERSHADER_COMPAT)
 uniform mediump sampler3D gi_probe1; //texunit:-10
 #else
 uniform mediump sampler3D gi_probe1_uber; //texunit:-12
@@ -1663,7 +1663,7 @@ uniform highp float gi_probe_bias1;
 uniform highp float gi_probe_normal_bias1;
 uniform bool gi_probe_blend_ambient1;
 
-#if !defined(IS_UBERSHADER)
+#if !defined(UBERSHADER_COMPAT)
 uniform mediump sampler3D gi_probe2; //texunit:-11
 #else
 uniform mediump sampler3D gi_probe2_uber; //texunit:-13