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Rewrite textureProjLod usage to avoid a Vulkan validation error.
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428a762e98
commit
499fff51fb
4 changed files with 35 additions and 25 deletions
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@ -286,6 +286,17 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
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return p_sdf * canvas_data.sdf_to_screen;
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}
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// Emulate textureProjLod by doing it manually because the source texture is not an actual depth texture that can be used for this operation.
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// Since the sampler is configured to nearest use one textureGather tap to emulate bilinear.
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float texture_shadow(vec4 p) {
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// Manually round p to the nearest texel because textureGather uses strange rounding rules.
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vec2 unit_p = floor(p.xy / canvas_data.shadow_pixel_size) * canvas_data.shadow_pixel_size;
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float depth = p.z;
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float fx = fract(p.x / canvas_data.shadow_pixel_size);
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vec2 tap = textureGather(sampler2D(shadow_atlas_texture, shadow_sampler), unit_p.xy).zw;
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return mix(step(tap.y, depth), step(tap.x, depth), fx);
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}
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#GLOBALS
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#ifdef LIGHT_CODE_USED
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@ -396,32 +407,32 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
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uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
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if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
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shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow = texture_shadow(shadow_uv);
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} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 2.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size);
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shadow += texture_shadow(shadow_uv);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 2.0);
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shadow /= 5.0;
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} else { //PCF13
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vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
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shadow = 0.0;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
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shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 6.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 5.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 4.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 3.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size * 2.0);
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shadow += texture_shadow(shadow_uv - shadow_pixel_size);
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shadow += texture_shadow(shadow_uv);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 2.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 3.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 4.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 5.0);
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shadow += texture_shadow(shadow_uv + shadow_pixel_size * 6.0);
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shadow /= 13.0;
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}
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@ -109,8 +109,8 @@ layout(set = 0, binding = 1, std140) uniform CanvasData {
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uint directional_light_count;
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float tex_to_sdf;
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float shadow_pixel_size;
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uint flags;
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uint pad2;
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}
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canvas_data;
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