From 06d0e5655995c6defdf3f7d594608745b3b4684c Mon Sep 17 00:00:00 2001 From: clayjohn Date: Fri, 30 Sep 2022 15:15:11 -0700 Subject: [PATCH] Default CanvasItem materials to not convert uniform colors to linear space. The 2D renderer in Godot is totally in sRGB space so it is appropriate to keep 2D uniform colors in sRGB space --- servers/rendering/renderer_rd/environment/fog.cpp | 2 +- servers/rendering/renderer_rd/environment/sky.cpp | 2 +- .../forward_clustered/scene_shader_forward_clustered.cpp | 2 +- .../forward_mobile/scene_shader_forward_mobile.cpp | 2 +- servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 2 +- servers/rendering/renderer_rd/storage_rd/material_storage.cpp | 4 ++-- servers/rendering/renderer_rd/storage_rd/material_storage.h | 2 +- .../rendering/renderer_rd/storage_rd/particles_storage.cpp | 2 +- 8 files changed, 9 insertions(+), 9 deletions(-) diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index 3390e9cf647..623ada87f40 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -136,7 +136,7 @@ Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { bool Fog::FogMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { uniform_set_updated = true; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, Fog::get_singleton()->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL, true); } Fog::FogMaterialData::~FogMaterialData() { diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 307af99e914..4e28e1e54a2 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -268,7 +268,7 @@ bool SkyRD::SkyMaterialData::update_parameters(const HashMapuniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL, true); } SkyRD::SkyMaterialData::~SkyMaterialData() { diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 1987577464b..c01919a606b 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -509,7 +509,7 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER); } SceneShaderForwardClustered::MaterialData::~MaterialData() { diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 691d431b822..71fb3ee4f51 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -464,7 +464,7 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) { bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER); } SceneShaderForwardMobile::MaterialData::~MaterialData() { diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index bbb53f7b976..77d6b8aa121 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2324,7 +2324,7 @@ RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_ bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { RendererCanvasRenderRD *canvas_singleton = static_cast(RendererCanvasRender::singleton); - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false); } RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() { diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index 70243a92752..169b4524e36 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -1270,7 +1270,7 @@ void MaterialStorage::MaterialData::free_parameters_uniform_set(RID p_uniform_se } } -bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { +bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier) { if ((uint32_t)ubo_data.size() != p_ubo_size) { p_uniform_dirty = true; if (uniform_buffer.is_valid()) { @@ -1294,7 +1294,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap< //check whether buffer changed if (p_uniform_dirty && ubo_data.size()) { - update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), p_use_linear_color); RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); } diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h index 2ce6550cc1e..30b8083771a 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h @@ -79,7 +79,7 @@ public: virtual ~MaterialData(); //to be used internally by update_parameters, in the most common configuration of material parameters - bool update_parameters_uniform_set(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + bool update_parameters_uniform_set(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const HashMap &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const HashMap> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, bool p_use_linear_color, uint32_t p_barrier = RD::BARRIER_MASK_ALL); void free_parameters_uniform_set(RID p_uniform_set); private: diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 4dca2233fe1..bfe3998773e 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -1697,7 +1697,7 @@ MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() { } bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3, true); } ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() {