Merge pull request #10175 from vnsmoreira/fix-translucent-color-feedback

Fix shader-pack color-buffer reads in translucent draws
This commit is contained in:
Kacper authored and GitHub committed 2026-11-06 09:10:41 +01:00
commit fedc1c7313
2 files changed
+168 -4

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@@ -55,6 +55,9 @@ mod custom_type_tests;
#[cfg(test)]
mod sky_depth_tests;
#[cfg(test)]
mod translucent_color_tests;
/// The texture behind a pack sampler name.
#[derive(Clone, Copy, PartialEq)]
enum Source {
@@ -1273,8 +1276,9 @@ fn bindings(
let mut reads = 0u16;
let mut shadow_reads = 0u16;
let watershadow = interface.samplers.iter().any(|s| s.name == "watershadow");
// A gbuffers pass draws into its buffers and the depth buffer: reading them as well would
// be a feedback loop (undefined in GL, refused by wgpu), so those read a blank texture.
// Opaque gbuffers draws cannot sample their own attachments. Translucent draws can
// read colortex4 and above from the preceding deferred stage; those reads use a copy
// taken before the draw, so the sampled texture is never also an attachment.
let in_place = match geometry {
Some(_) => buffers.iter().fold(0u16, |m, &b| m | 1 << b),
None => 0,
@@ -1384,7 +1388,9 @@ fn bindings(
Source::Depth => geometry.is_some(),
// Translucent terrain reads the copy; opaque terrain would read itself.
Source::Depth1 | Source::Depth2 => group == Group::Gbuffers,
Source::Color(n) => in_place & 1 << n != 0,
Source::Color(n) => {
(group != Group::Translucent || n < 4) && in_place & 1 << n != 0
}
_ => false,
};
let mut sample_type = match src {
@@ -1865,7 +1871,13 @@ fn build_pass(
ids: geometry.is_some_and(|g| g.ids.is_some()),
groups: HashMap::new(),
portal_groups: HashMap::new(),
copies: image_buffers(&images) & reads,
copies: (image_buffers(&images)
| if p.group == Group::Translucent {
written
} else {
0
})
& reads,
reads: reads | image_buffers(&images),
buffers: !interface.buffers.is_empty(),
images,
@@ -0,0 +1,152 @@
//! A translucent draw reads the preceding scene even when it writes the same color buffer.
//! Original programs and independently calculated colors; no shader-pack assets.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::{TextureFormat as T, util::DeviceExt};
#[test]
fn translucent_draws_sample_the_color_written_by_deferred() {
let Some(gpu) = Gpu::new() else { return };
let positions: [[f32; 3]; 6] = [
[-1.0, -1.0, 0.0],
[1.0, -1.0, 0.0],
[1.0, 1.0, 0.0],
[-1.0, -1.0, 0.0],
[1.0, 1.0, 0.0],
[-1.0, 1.0, 0.0],
];
let vertices = gpu
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Original translucent quad"),
contents: bytemuck::cast_slice(&positions),
usage: wgpu::BufferUsages::VERTEX,
});
const ATTRS: [wgpu::VertexAttribute; 1] = wgpu::vertex_attr_array![0=>Float32x3];
let layouts = [Some(wgpu::VertexBufferLayout {
array_stride: 12,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &ATTRS,
})];
// Odd and even numbers of deferred passes leave the current scene on different sides.
// Exercise two buffer numbers and the legacy sampler aliases too.
for (buffer, sampler) in [(4, "colortex4"), (7, "gaux4")] {
for stages in [1, 2] {
for blended in [false, true] {
let mut files = vec![
("deferred.vsh".into(), VERTEX.into()),
(
"deferred.fsh".into(),
format!(
"#version 120\n/* RENDERTARGETS: {buffer} */\nvoid main(){{gl_FragData[0]=vec4(0.25,0.5,0.75,1.0);}}"
),
),
(
"gbuffers_water.vsh".into(),
"#version 120\nvoid main(){gl_Position=gl_Vertex;}".into(),
),
(
"gbuffers_water.fsh".into(),
format!(
"#version 120\n/* RENDERTARGETS: {buffer} */\nuniform sampler2D {sampler};\nvoid main(){{gl_FragData[0]=vec4(texture2D({sampler},vec2(0.5)).rgb+vec3(0.125,0.0,0.0),0.5);}}"
),
),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
format!(
"#version 120\nuniform sampler2D colortex{buffer};varying vec2 uv;\nvoid main(){{gl_FragColor=vec4(texture2D(colortex{buffer},uv).rgb,1.0);}}"
),
),
(
"shaders.properties".into(),
format!(
"blend.gbuffers_water={}\n",
if blended {
"SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ONE_MINUS_SRC_ALPHA"
} else {
"off"
}
),
),
];
if stages == 2 {
files.extend([
("deferred1.vsh".into(), VERTEX.into()),
("deferred1.fsh".into(), format!(
"#version 120\n/* RENDERTARGETS: {buffer} */\nvoid main(){{gl_FragData[0]=vec4(0.5,0.75,0.25,1.0);}}"
)),
]);
}
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files,
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: Some(Geometry {
buffers: &layouts,
table: None,
depth_write: true,
atlas: None,
material_maps: false,
ids: None,
cull: false,
}),
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs {
terrain: Some(horizon_shaders::GbuffersInputs {
declarations: "layout(location=0)in vec3 fixture_position;\n".into(),
body: "hz_Vertex=vec4(fixture_position,1.0);\n".into(),
..Default::default()
}),
..Default::default()
},
);
assert!(post.has_water(), "{:?}", post.notes);
let mut expected = if stages == 1 {
[0.25f32, 0.5, 0.75]
} else {
[0.5, 0.75, 0.25]
};
expected[0] += if blended { 0.0625 } else { 0.125 };
let expected = expected.map(|c| (c * 255.0).round() as u8);
let hud = HudBatch::new(SIZE);
for frame in 0..2 {
let pixels = gpu.render(
&mut post,
&color,
&depth,
&fixture_frame(&hud),
&mut |rp, list, _, _| {
if list == TerrainList::Translucent {
rp.set_vertex_buffer(0, vertices.slice(..));
rp.draw(0..6, 0..1);
}
},
);
for p in pixels {
assert!(
p[..3]
.iter()
.zip(expected)
.all(|(&a, b)| a.abs_diff(b) <= 2),
"buffer {buffer}, {stages} deferred stages, blended {blended}, frame {frame}: {p:?}, expected {expected:?}"
);
}
}
}
}
}
}