diff options
author | Bastiaan Olij <mux213@gmail.com> | 2022-05-20 12:52:19 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2022-06-22 12:50:17 +1000 |
commit | 997810e417cb1f003bacf784f7a07140f7a1b583 (patch) | |
tree | 7a85525c501dd3c6ac192167211b7a977115eef0 /servers/rendering/renderer_rd/effects/resolve.cpp | |
parent | c18d0f20357a11bd9cfa2f57b8b9b500763413bc (diff) |
Split GI effects and fix stereoscopic rendering of GI effects
Diffstat (limited to 'servers/rendering/renderer_rd/effects/resolve.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/effects/resolve.cpp | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp new file mode 100644 index 0000000000..6c49a2ebce --- /dev/null +++ b/servers/rendering/renderer_rd/effects/resolve.cpp @@ -0,0 +1,130 @@ +/*************************************************************************/ +/* resolve.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "resolve.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +Resolve::Resolve() { + Vector<String> resolve_modes; + resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); + resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); + resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n"); + + resolve.shader.initialize(resolve_modes); + + resolve.shader_version = resolve.shader.version_create(); + + for (int i = 0; i < RESOLVE_MODE_MAX; i++) { + resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); + } +} + +Resolve::~Resolve() { + resolve.shader.version_free(resolve.shader_version); +} + +void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + ResolvePushConstant push_constant; + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.samples = p_samples; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); + RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness })); + RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth })); + RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness })); + + ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI; + RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1); + if (p_source_voxel_gi.is_valid()) { + RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi })); + RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); + + RD::get_singleton()->compute_list_end(p_barrier); +} + +void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + ResolvePushConstant push_constant; + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.samples = p_samples; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); + RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth); + + ResolveMode mode = RESOLVE_MODE_DEPTH; + RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); + + RD::get_singleton()->compute_list_end(p_barrier); +} |