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Vulkan: Errors related to gaussian blur when using textureLod(SCREEN_TEXTURE, ...)
in a shader
#50976
Comments
textureLod(SCREEN_TEXTURE, ...)
in a shader
I would like to confirm this also happens with |
@Calinou Can confirm this still happens in: v4.0.dev.custom_build [78931aa] As far I've understood this happens only on Here a more detailed log: I just placed this shader in a texture_rect with a texture applied:
|
It seems gaussian mipmap generation isn't correctly reimplemented in |
I have the same issue using Screen texture in a 2D Canvas Visual Shader. |
@Calinou not sure it its only 2d related, because In my use case, I'm using canvas_item to modify the 3d environment! |
It is still related to 2D rendering, as the errors only occur in |
If I do just a texture lookup on a regular texture (not the screen texture), I don't get errors, but I do get a blurry screen. I guess the blurriness is related to this issue since it has to do with gaussian mipmap generation? Should I open a separate ticket for the blurriness since it isn't getting errors, it just isn't pixel perfect?
Image Example: https://imgur.com/a/FNj1JOe |
Indeed, please open a separate issue for this (then I'll close godotengine/godot-proposals#3231). |
Thanks, submitted issue: #55755 |
godot/servers/rendering/renderer_rd/effects_rd.cpp Lines 448 to 449 in 91b97da
In case of non-raster effect implementation, the error condition must be Similar codes: godot/servers/rendering/renderer_rd/effects_rd.cpp Lines 483 to 484 in 91b97da
godot/servers/rendering/renderer_rd/effects_rd.cpp Lines 519 to 520 in 91b97da
I guess there's nothing wrong with the graphic implementation itself, it should be an error output mistake. The error message is being shown on the inverted condition, so if we could flip the flag, then we could get rid of those false-positives. For reference, I think it is a copy-and-paste error which was introduced in this commit: 1f69582#diff-cff00d5ca58d233af4e4590bfa182d3f6a10b10e9f9aaecbd6e8907efc259fba @BastiaanOlij As the commit author, could you confirm that this is the valid solution? |
I am having the same problem when using Visual Shader: Minimal reproduction project: Changing the texture type from Screen will stop the error flood.
The project is using the Clustered renderer, and also I am not using gaussian blur anywhere. |
Hey guys 👋 I still encounter this error in build |
This was fixed in January, it would be better to open a new issue if a new bug with the same symptoms reappeared. The cause and fix are likely different. |
Godot version
v4.0.dev.calinou [e6a544c]
System information
windows 10
Issue description
shader in editor use SCREEN_TEXTURE no any effect and, once run the scene, it will report error
Can't use the compute version of the gaussian blur with the mobile renderer.
In 3.3.2, it right:
Steps to reproduce
please run the reproduction project
Minimal reproduction project
ScreenTexTest.zip
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