Use vertex input mask for creating vertex arrays

Also fix bug in creation of vertex input mask
This commit is contained in:
clayjohn 2023-11-19 16:32:55 +01:00
parent 59457685c1
commit c0c1efc5da
2 changed files with 22 additions and 23 deletions

View file

@ -2968,17 +2968,17 @@ void SceneShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
vertex_input_mask = uint64_t(uses_normal);
vertex_input_mask |= uses_tangent << 1;
vertex_input_mask |= uses_color << 2;
vertex_input_mask |= uses_uv << 3;
vertex_input_mask |= uses_uv2 << 4;
vertex_input_mask |= uses_custom0 << 5;
vertex_input_mask |= uses_custom1 << 6;
vertex_input_mask |= uses_custom2 << 7;
vertex_input_mask |= uses_custom3 << 8;
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL; // We can always read vertices and normals.
vertex_input_mask |= uses_tangent << RS::ARRAY_TANGENT;
vertex_input_mask |= uses_color << RS::ARRAY_COLOR;
vertex_input_mask |= uses_uv << RS::ARRAY_TEX_UV;
vertex_input_mask |= uses_uv2 << RS::ARRAY_TEX_UV2;
vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;
vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;
vertex_input_mask |= uses_custom2 << RS::ARRAY_CUSTOM2;
vertex_input_mask |= uses_custom3 << RS::ARRAY_CUSTOM3;
vertex_input_mask |= uses_bones << RS::ARRAY_BONES;
vertex_input_mask |= uses_weights << RS::ARRAY_WEIGHTS;
uses_screen_texture = gen_code.uses_screen_texture;
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;

View file

@ -764,14 +764,17 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
int skin_stride = 0;
for (int i = 0; i < RS::ARRAY_INDEX; i++) {
attribs[i].enabled = false;
attribs[i].integer = false;
if (!(s->format & (1ULL << i))) {
attribs[i].enabled = false;
attribs[i].integer = false;
continue;
}
attribs[i].enabled = true;
attribs[i].integer = false;
if ((p_input_mask & (1ULL << i))) {
// Only enable if it matches input mask.
// Iterate over all anyway, so we can calculate stride.
attribs[i].enabled = true;
}
switch (i) {
case RS::ARRAY_VERTEX: {
@ -1108,8 +1111,6 @@ void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uin
}
void MeshStorage::_compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Add in the bones and weights.
glBindBuffer(GL_ARRAY_BUFFER, p_mi->mesh->surfaces[p_surface]->skin_buffer);
@ -1200,9 +1201,8 @@ void MeshStorage::update_mesh_instances() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint vertex_array_gl = 0;
uint64_t mask = ((1 << 10) - 1) << 3; // Mask from ARRAY_FORMAT_COLOR to ARRAY_FORMAT_INDEX.
mask = ~mask;
uint64_t format = mi->surfaces[i].format_cache & mask; // Format should only have vertex, normal, tangent (as necessary) + compressions.
uint64_t mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_VERTEX;
uint64_t format = mi->mesh->surfaces[i]->format & mask; // Format should only have vertex, normal, tangent (as necessary).
mesh_surface_get_vertex_arrays_and_format(mi->mesh->surfaces[i], format, vertex_array_gl);
glBindVertexArray(vertex_array_gl);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[0]);
@ -1315,9 +1315,8 @@ void MeshStorage::update_mesh_instances() {
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization);
GLuint vertex_array_gl = 0;
uint64_t mask = ((1 << 10) - 1) << 3; // Mask from ARRAY_FORMAT_COLOR to ARRAY_FORMAT_INDEX.
mask = ~mask;
uint64_t format = mi->surfaces[i].format_cache & mask; // Format should only have vertex, normal, tangent (as necessary) + compressions.
uint64_t mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_VERTEX;
uint64_t format = mi->mesh->surfaces[i]->format & mask; // Format should only have vertex, normal, tangent (as necessary).
mesh_surface_get_vertex_arrays_and_format(mi->mesh->surfaces[i], format, vertex_array_gl);
glBindVertexArray(vertex_array_gl);
_compute_skeleton(mi, sk, i);