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Vulkan: Enabling SSR or SSS with TAA and XR enabled results in all geometry appearing completely black #66998

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Tracked by #69494
CheesecakeCG opened this issue Oct 6, 2022 · 2 comments · Fixed by #79606

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@CheesecakeCG
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Godot version

v4.0.beta2.official

System information

Arch Linux, Monado(XRT) 'v21.0.0-2508-gb5b832f61', Lenovo Explorer, KDE 5.25.5, NVIDIA GeForce GTX 1060 6GB, NVIDIA Driver 515.76 Kernel 5.19.12-zen1-1-zen

Issue description

Enabling SSR or SSS with TAA and XR enabled results in all geometry appearing completely black, including objects with SSS disabled. I suspect there may be other features that trigger this.

These errors appear in the console when this occurs:

ERROR: Invalid color pass flag combination 14
   at: _render_list (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:526)
ERROR: Invalid color pass flag combination 13
   at: _render_list (servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp:526)

This issue is not a duplicate of #65864, I couldn't replicate their issue and SSR, SSS, and TAA are not used in their test project.

Steps to reproduce

  1. Enable TAA.
  2. Add enable SSR or subsurface surface scattering on an object in view.
  3. Start the project with XR enabled with an XR device connected.

Minimal reproduction project

VR Test Project (1).zip

@BastiaanOlij
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I'll look into it when I have some free time, a lot of these effects have not been updated for stereoscopic rendering yet which is probably the issue here.

@clayjohn
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clayjohn commented Jul 14, 2023

We a missing a permutation here:

valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);

It should include:

valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);

I will make a PR for this as locally I have also refactored some of this code

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4 participants