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Restored linear depth calculation
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Changed mode to push constant instead after feedback.
Changed method of separate copy function to boolean flag instead after feedback.
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Joxno authored and Joxno committed Feb 14, 2024
1 parent fb21c6c commit 4d8d87d
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45 changes: 24 additions & 21 deletions doc/classes/RenderingServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4727,69 +4727,72 @@
<constant name="VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER" value="5" enum="ViewportDebugDraw">
Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO" value="6" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_DEPTH_BUFFER" value="6" enum="ViewportDebugDraw">
Depth buffer is drawn instead of regular scene so you can see the per-pixel depth.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO" value="7" enum="ViewportDebugDraw">
Objects are displayed with only the albedo value from [VoxelGI]s.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING" value="7" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING" value="8" enum="ViewportDebugDraw">
Objects are displayed with only the lighting value from [VoxelGI]s.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION" value="8" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION" value="9" enum="ViewportDebugDraw">
Objects are displayed with only the emission color from [VoxelGI]s.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS" value="9" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS" value="10" enum="ViewportDebugDraw">
Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS" value="10" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS" value="11" enum="ViewportDebugDraw">
Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for [constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
The last cascade shows all frustum slices to illustrate the coverage of all slices.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE" value="11" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE" value="12" enum="ViewportDebugDraw">
Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="13" enum="ViewportDebugDraw">
Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SSIL" value="13" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SSIL" value="14" enum="ViewportDebugDraw">
Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="15" enum="ViewportDebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="16" enum="ViewportDebugDraw">
Draws the decal atlas that stores decal textures from [Decal]s.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="16" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="17" enum="ViewportDebugDraw">
Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="17" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="18" enum="ViewportDebugDraw">
Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="18" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="19" enum="ViewportDebugDraw">
Draws the global illumination buffer ([VoxelGI] or SDFGI).
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DISABLE_LOD" value="19" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_DISABLE_LOD" value="20" enum="ViewportDebugDraw">
Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="21" enum="ViewportDebugDraw">
Draws the [OmniLight3D] cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="22" enum="ViewportDebugDraw">
Draws the [SpotLight3D] cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS" value="23" enum="ViewportDebugDraw">
Draws the [Decal] cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="24" enum="ViewportDebugDraw">
Draws the [ReflectionProbe] cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="25" enum="ViewportDebugDraw">
Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="25" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_MOTION_VECTORS" value="26" enum="ViewportDebugDraw">
Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER" value="26" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER" value="27" enum="ViewportDebugDraw">
Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.
</constant>
<constant name="VIEWPORT_VRS_DISABLED" value="0" enum="ViewportVRSMode">
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42 changes: 22 additions & 20 deletions doc/classes/Viewport.xml
Original file line number Diff line number Diff line change
Expand Up @@ -519,54 +519,56 @@
</constant>
<constant name="DEBUG_DRAW_NORMAL_BUFFER" value="5" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_ALBEDO" value="6" enum="DebugDraw">
<constant name="DEBUG_DRAW_DEPTH_BUFFER" value="6" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_ALBEDO" value="7" enum="DebugDraw">
Objects are displayed with only the albedo value from [VoxelGI]s.
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_LIGHTING" value="7" enum="DebugDraw">
<constant name="DEBUG_DRAW_VOXEL_GI_LIGHTING" value="8" enum="DebugDraw">
Objects are displayed with only the lighting value from [VoxelGI]s.
</constant>
<constant name="DEBUG_DRAW_VOXEL_GI_EMISSION" value="8" enum="DebugDraw">
<constant name="DEBUG_DRAW_VOXEL_GI_EMISSION" value="9" enum="DebugDraw">
Objects are displayed with only the emission color from [VoxelGI]s.
</constant>
<constant name="DEBUG_DRAW_SHADOW_ATLAS" value="9" enum="DebugDraw">
<constant name="DEBUG_DRAW_SHADOW_ATLAS" value="10" enum="DebugDraw">
Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].
</constant>
<constant name="DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS" value="10" enum="DebugDraw">
<constant name="DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS" value="11" enum="DebugDraw">
Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
</constant>
<constant name="DEBUG_DRAW_SCENE_LUMINANCE" value="11" enum="DebugDraw">
<constant name="DEBUG_DRAW_SCENE_LUMINANCE" value="12" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw">
<constant name="DEBUG_DRAW_SSAO" value="13" enum="DebugDraw">
Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
<constant name="DEBUG_DRAW_SSIL" value="13" enum="DebugDraw">
<constant name="DEBUG_DRAW_SSIL" value="14" enum="DebugDraw">
Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
</constant>
<constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw">
<constant name="DEBUG_DRAW_PSSM_SPLITS" value="15" enum="DebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.
</constant>
<constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw">
<constant name="DEBUG_DRAW_DECAL_ATLAS" value="16" enum="DebugDraw">
Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
</constant>
<constant name="DEBUG_DRAW_SDFGI" value="16" enum="DebugDraw">
<constant name="DEBUG_DRAW_SDFGI" value="17" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw">
<constant name="DEBUG_DRAW_SDFGI_PROBES" value="18" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_GI_BUFFER" value="18" enum="DebugDraw">
<constant name="DEBUG_DRAW_GI_BUFFER" value="19" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_DISABLE_LOD" value="19" enum="DebugDraw">
<constant name="DEBUG_DRAW_DISABLE_LOD" value="20" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="21" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="22" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_DECALS" value="23" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="24" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
<constant name="DEBUG_DRAW_OCCLUDERS" value="25" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_MOTION_VECTORS" value="25" enum="DebugDraw">
<constant name="DEBUG_DRAW_MOTION_VECTORS" value="26" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_INTERNAL_BUFFER" value="26" enum="DebugDraw">
Draws the internal resolution buffer of the scene before post-processing is applied.
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1 change: 1 addition & 0 deletions scene/main/viewport.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4848,6 +4848,7 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(DEBUG_DRAW_OVERDRAW);
BIND_ENUM_CONSTANT(DEBUG_DRAW_WIREFRAME);
BIND_ENUM_CONSTANT(DEBUG_DRAW_NORMAL_BUFFER);
BIND_ENUM_CONSTANT(DEBUG_DRAW_DEPTH_BUFFER);
BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_ALBEDO);
BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_LIGHTING);
BIND_ENUM_CONSTANT(DEBUG_DRAW_VOXEL_GI_EMISSION);
Expand Down
43 changes: 1 addition & 42 deletions servers/rendering/renderer_rd/effects/copy_effects.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,6 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
copy_modes.push_back("\n#define MODE_MIPMAP\n");
copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY_INVERSED\n");
copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");

Expand Down Expand Up @@ -477,6 +476,7 @@ void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID
copy.push_constant.target[1] = p_rect.position.y;
copy.push_constant.camera_z_far = p_z_far;
copy.push_constant.camera_z_near = p_z_near;
copy.push_constant.inverse_depth = p_inverse_depth;

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// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
Expand All @@ -497,47 +497,6 @@ void CopyEffects::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID
RD::get_singleton()->compute_list_end();
}

void CopyEffects::copy_depth_to_rect_and_linearize_reversed(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the copy_depth_to_rect_and_linearize shader with the mobile renderer.");

UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);

memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
if (p_flip_y) {
copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
}

copy.push_constant.section[0] = 0;
copy.push_constant.section[1] = 0;
copy.push_constant.section[2] = p_rect.size.width;
copy.push_constant.section[3] = p_rect.size.height;
copy.push_constant.target[0] = p_rect.position.x;
copy.push_constant.target[1] = p_rect.position.y;
copy.push_constant.camera_z_far = p_z_far;
copy.push_constant.camera_z_near = p_z_near;

// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);

RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_texture);

CopyMode mode = COPY_MODE_LINEARIZE_DEPTH_INVERSED;
RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
ERR_FAIL_COND(shader.is_null());

RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_texture), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
RD::get_singleton()->compute_list_end();
}

void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
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5 changes: 3 additions & 2 deletions servers/rendering/renderer_rd/effects/copy_effects.h
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,6 @@ class CopyEffects {
COPY_MODE_SET_COLOR_8BIT,
COPY_MODE_MIPMAP,
COPY_MODE_LINEARIZE_DEPTH,
COPY_MODE_LINEARIZE_DEPTH_INVERSED,
COPY_MODE_CUBE_TO_PANORAMA,
COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
COPY_MODE_MAX,
Expand Down Expand Up @@ -157,6 +156,9 @@ class CopyEffects {
uint32_t pad2[2];
//SET color
float set_color[4];
// Depth.
bool inverse_depth;
uint32_t pad3[3];
};

struct Copy {
Expand Down Expand Up @@ -328,7 +330,6 @@ class CopyEffects {

void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect_and_linearize_reversed(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false, bool p_normal = false);
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4 changes: 2 additions & 2 deletions servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -785,12 +785,12 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren

RID debug_depth_texture = p_render_buffers->has_texture(RB_SCOPE_FORWARD_CLUSTERED, SNAME("debug_depth")) ? p_render_buffers->get_texture(RB_SCOPE_FORWARD_CLUSTERED, SNAME("debug_depth")) : p_render_buffers->create_texture(RB_SCOPE_FORWARD_CLUSTERED, SNAME("debug_depth"), format, usage_bits, texture_samples);

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copy_effects->copy_depth_to_rect_and_linearize_reversed(
copy_effects->copy_depth_to_rect_and_linearize(

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'RendererRD::CopyEffects::copy_depth_to_rect_and_linearize': function does not take 7 arguments
_render_buffers_get_depth_texture(p_render_buffers),

Check failure on line 789 in servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

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GitHub Actions / 🏁 Windows / Template (target=template_release)

'p_render_buffers': undeclared identifier

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GitHub Actions / 🐧 Linux / Editor with ThreadSanitizer (target=editor, tests=yes, dev_build=yes, use_tsan=yes, use_llvm=yes, linker=lld)

use of undeclared identifier 'p_render_buffers'

Check failure on line 789 in servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

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GitHub Actions / 🐧 Linux / Editor with clang sanitizers (target=editor, tests=yes, dev_build=yes, use_asan=yes, use_ubsan=yes, use_llvm=yes, linker=lld)

use of undeclared identifier 'p_render_buffers'

Check failure on line 789 in servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

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GitHub Actions / 🏁 Windows / Editor (target=editor, tests=yes)

'p_render_buffers': undeclared identifier
debug_depth_texture,
Rect2(Vector2(), rtsize),
false,
0.1, 1.0);
0.1, 1.0, true);
copy_effects->copy_to_fb_rect(
debug_depth_texture,
texture_storage->render_target_get_rd_framebuffer(render_target),
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