summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRĂ©mi Verschelde <remi@verschelde.fr>2021-05-13 15:02:26 +0200
committerGitHub <noreply@github.com>2021-05-13 15:02:26 +0200
commit66f40f74c33a62bde973beaa41018377319c5d01 (patch)
treece4fade267938a4b65c837e1835efdce57c73792
parenta40a08827c88a054e0891b2d791c1368b06e7aa9 (diff)
parent02980be83443ab685651cec7967f1e939351e55e (diff)
Merge pull request #48640 from BastiaanOlij/blit_shader
-rw-r--r--servers/rendering/renderer_compositor.h17
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp95
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h35
-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl95
4 files changed, 181 insertions, 61 deletions
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index 919ae2c6da..41aaba0f4c 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -59,7 +59,22 @@ public:
struct BlitToScreen {
RID render_target;
Rect2i rect;
- //lens distorted parameters for VR should go here
+
+ struct {
+ bool use_layer = false;
+ uint32_t layer = 0;
+ } multi_view;
+
+ struct {
+ //lens distorted parameters for VR
+ bool apply = false;
+ Vector2 eye_center;
+ float k1 = 0.0;
+ float k2 = 0.0;
+
+ float upscale = 1.0;
+ float aspect_ratio = 1.0;
+ } lens_distortion;
};
virtual void prepare_for_blitting_render_targets() = 0;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index cb3e67e990..0012ba9c27 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -44,32 +44,40 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
ERR_CONTINUE(texture.is_null());
RID rd_texture = storage->texture_get_rd_texture(texture);
ERR_CONTINUE(rd_texture.is_null());
+
if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
- u.ids.push_back(copy_viewports_sampler);
+ u.ids.push_back(blit.sampler);
u.ids.push_back(rd_texture);
uniforms.push_back(u);
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
render_target_descriptors[rd_texture] = uniform_set;
}
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
-
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
+ BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
+ BLIT_MODE_NORMAL;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
- float push_constant[4] = {
- p_render_targets[i].rect.position.x / screen_size.width,
- p_render_targets[i].rect.position.y / screen_size.height,
- p_render_targets[i].rect.size.width / screen_size.width,
- p_render_targets[i].rect.size.height / screen_size.height,
- };
- RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
+ blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
+ blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
+ blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
+ blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
+ blit.push_constant.layer = p_render_targets[i].multi_view.layer;
+ blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
+ blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
+ blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
+ blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
+ blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
+ blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
}
@@ -96,40 +104,22 @@ void RendererCompositorRD::end_frame(bool p_swap_buffers) {
}
void RendererCompositorRD::initialize() {
- { //create framebuffer copy shader
- RenderingDevice::ShaderStageData vert;
- vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
- vert.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_VERTEX,
- "#version 450\n"
- "layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
- "layout(location =0) out vec2 uv;\n"
- "void main() { \n"
- " vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
- " uv = base_arr[gl_VertexIndex];\n"
- " vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
- " gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
- "}\n");
-
- RenderingDevice::ShaderStageData frag;
- frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
- frag.spir_v = RenderingDevice::get_singleton()->shader_compile_from_source(RenderingDevice::SHADER_STAGE_FRAGMENT,
- "#version 450\n"
- "layout (location = 0) in vec2 uv;\n"
- "layout (location = 0) out vec4 color;\n"
- "layout (binding = 0) uniform sampler2D src_rt;\n"
- "void main() { color=texture(src_rt,uv); }\n");
-
- Vector<RenderingDevice::ShaderStageData> source;
- source.push_back(vert);
- source.push_back(frag);
- String error;
- copy_viewports_rd_shader = RD::get_singleton()->shader_create(source);
- if (!copy_viewports_rd_shader.is_valid()) {
- print_line("Failed compilation: " + error);
+ {
+ // Initialize blit
+ Vector<String> blit_modes;
+ blit_modes.push_back("\n");
+ blit_modes.push_back("\n#define USE_LAYER\n");
+ blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
+
+ blit.shader.initialize(blit_modes);
+
+ blit.shader_version = blit.shader.version_create();
+
+ for (int i = 0; i < BLIT_MODE_MAX; i++) {
+ blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
}
- }
- { //create index array for copy shader
+ //create index array for copy shader
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
@@ -142,15 +132,10 @@ void RendererCompositorRD::initialize() {
p32[4] = 2;
p32[5] = 3;
}
- copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
- copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
- }
+ blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
- { //pipeline
- copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
- }
- { // sampler
- copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
+ blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
}
}
@@ -162,9 +147,9 @@ void RendererCompositorRD::finalize() {
memdelete(storage);
//only need to erase these, the rest are erased by cascade
- RD::get_singleton()->free(copy_viewports_rd_index_buffer);
- RD::get_singleton()->free(copy_viewports_rd_shader);
- RD::get_singleton()->free(copy_viewports_sampler);
+ blit.shader.version_free(blit.shader_version);
+ RD::get_singleton()->free(blit.index_buffer);
+ RD::get_singleton()->free(blit.sampler);
}
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index b3865de2bf..52552f7ee3 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -38,6 +38,7 @@
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
class RendererCompositorRD : public RendererCompositor {
protected:
@@ -45,11 +46,35 @@ protected:
RendererStorageRD *storage;
RendererSceneRenderRD *scene;
- RID copy_viewports_rd_shader;
- RID copy_viewports_rd_pipeline;
- RID copy_viewports_rd_index_buffer;
- RID copy_viewports_rd_array;
- RID copy_viewports_sampler;
+ enum BlitMode {
+ BLIT_MODE_NORMAL,
+ BLIT_MODE_USE_LAYER,
+ BLIT_MODE_LENS,
+ BLIT_MODE_MAX
+ };
+
+ struct BlitPushConstant {
+ float rect[4];
+
+ float eye_center[2];
+ float k1;
+ float k2;
+
+ float upscale;
+ float aspect_ratio;
+ uint32_t layer;
+ uint32_t pad1;
+ };
+
+ struct Blit {
+ BlitPushConstant push_constant;
+ BlitShaderRD shader;
+ RID shader_version;
+ RID pipelines[BLIT_MODE_MAX];
+ RID index_buffer;
+ RID array;
+ RID sampler;
+ } blit;
Map<RID, RID> render_target_descriptors;
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
new file mode 100644
index 0000000000..967da1e6e4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -0,0 +1,95 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std140) uniform Pos {
+ vec4 dst_rect;
+
+ vec2 eye_center;
+ float k1;
+ float k2;
+
+ float upscale;
+ float aspect_ratio;
+ uint layer;
+ uint pad1;
+}
+data;
+
+layout(location = 0) out vec2 uv;
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv = base_arr[gl_VertexIndex];
+ vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw;
+ gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std140) uniform Pos {
+ vec4 dst_rect;
+
+ vec2 eye_center;
+ float k1;
+ float k2;
+
+ float upscale;
+ float aspect_ratio;
+ uint layer;
+ uint pad1;
+}
+data;
+
+layout(location = 0) in vec2 uv;
+
+layout(location = 0) out vec4 color;
+
+#ifdef USE_LAYER
+layout(binding = 0) uniform sampler2DArray src_rt;
+#else
+layout(binding = 0) uniform sampler2D src_rt;
+#endif
+
+void main() {
+#ifdef APPLY_LENS_DISTORTION
+ vec2 coords = uv * 2.0 - 1.0;
+ vec2 offset = coords - data.eye_center;
+
+ // take aspect ratio into account
+ offset.y /= data.aspect_ratio;
+
+ // distort
+ vec2 offset_sq = offset * offset;
+ float radius_sq = offset_sq.x + offset_sq.y;
+ float radius_s4 = radius_sq * radius_sq;
+ float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4);
+ offset *= distortion_scale;
+
+ // reapply aspect ratio
+ offset.y *= data.aspect_ratio;
+
+ // add our eye center back in
+ coords = offset + data.eye_center;
+ coords /= data.upscale;
+
+ // and check our color
+ if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
+ color = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ // layer is always used here
+ coords = (coords + vec2(1.0)) / vec2(2.0);
+ color = texture(src_rt, vec3(coords, data.layer));
+ }
+#elif defined(USE_LAYER)
+ color = texture(src_rt, vec3(uv, data.layer));
+#else
+ color = texture(src_rt, uv);
+#endif
+}