Sort render list correctly in RD renderers
(cherry picked from commit 5021b3e6e5)
This commit is contained in:
committed by
Thaddeus Crews
parent
eed94508f0
commit
899ef8df88
@ -846,7 +846,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
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RenderElementInfo &element_info = rl->element_info[p_offset + i];
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element_info.value = uint32_t(surface->sort.sort_key1 & 0xFFF);
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element_info.value = uint32_t(surface->sort.sort_key2 & 0x0FFF00000000);
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if (cant_repeat) {
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prev_surface = nullptr;
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@ -495,6 +495,10 @@ private:
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uint64_t sort_key2;
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};
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struct {
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uint64_t geometry_id : 32;
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uint64_t material_id : 32;
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uint64_t shader_id : 32;
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uint64_t lod_index : 8;
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uint64_t uses_softshadow : 1;
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uint64_t uses_projector : 1;
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@ -503,10 +507,6 @@ private:
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uint64_t depth_layer : 4;
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uint64_t surface_index : 8;
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uint64_t priority : 8;
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uint64_t geometry_id : 32;
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uint64_t material_id : 32;
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uint64_t shader_id : 32;
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};
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} sort;
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@ -1975,7 +1975,7 @@ void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint
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RenderElementInfo &element_info = rl->element_info[p_offset + i];
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// Sets lod_index and uses_lightmap at once.
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element_info.value = uint32_t(surface->sort.sort_key1 & 0x1FF);
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element_info.value = uint32_t(surface->sort.sort_key2 & 0x01FF00000000);
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}
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if (p_update_buffer) {
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@ -474,16 +474,16 @@ protected:
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uint64_t sort_key2;
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};
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struct {
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uint64_t geometry_id : 32;
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uint64_t material_id : 32;
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uint64_t shader_id : 32;
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uint64_t lod_index : 8;
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uint64_t uses_lightmap : 1;
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uint64_t pad : 3;
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uint64_t depth_layer : 4;
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uint64_t surface_index : 8;
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uint64_t priority : 8;
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uint64_t geometry_id : 32;
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uint64_t material_id : 32;
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uint64_t shader_id : 32;
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};
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} sort;
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