diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-08-14 14:44:23 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-08-14 14:44:23 +0200 |
commit | 4e1d91f4d3628a2885ed0ba9393f0ff2d38d5071 (patch) | |
tree | 1ebeeffff5c6cf14c52c7bdb0e87af9ac706d39e /servers/rendering/renderer_rd/effects_rd.cpp | |
parent | 087ec7b8add8cc60de0bc9974b58ff625daa8cc2 (diff) | |
parent | 07fd559478d0318a2d220ed050edc67fb5f618b4 (diff) |
Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
Diffstat (limited to 'servers/rendering/renderer_rd/effects_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/effects_rd.cpp | 321 |
1 files changed, 220 insertions, 101 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index c609f25e31..0af8f8bacf 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -928,7 +928,7 @@ void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_ } } -void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { +void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer."); bokeh.push_constant.blur_far_active = p_dof_far; @@ -957,22 +957,22 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i // The alpha channel of the source color texture is filled with the expected circle size // If used for DOF far, the size is positive, if used for near, its negative. - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1); - bokeh.push_constant.size[0] = p_base_texture_size.x; - bokeh.push_constant.size[1] = p_base_texture_size.y; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { //second pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]); static const int quality_samples[4] = { 6, 12, 12, 24 }; @@ -981,18 +981,18 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1); - bokeh.push_constant.size[0] = p_base_texture_size.x >> 1; - bokeh.push_constant.size[1] = p_base_texture_size.y >> 1; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; bokeh.push_constant.half_size = true; bokeh.push_constant.blur_size *= 0.5; } else { //medium and high quality use full size - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); @@ -1004,11 +1004,11 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i bokeh.push_constant.second_pass = true; if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1); } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); @@ -1019,25 +1019,25 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { //forth pass, upscale for low quality - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1); - bokeh.push_constant.size[0] = p_base_texture_size.x; - bokeh.push_constant.size[1] = p_base_texture_size.y; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; bokeh.push_constant.half_size = false; bokeh.push_constant.second_pass = false; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); } } else { //circle //second pass - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]); static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; @@ -1046,11 +1046,11 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i //circle always runs in half size, otherwise too expensive - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1); - bokeh.push_constant.size[0] = p_base_texture_size.x >> 1; - bokeh.push_constant.size[1] = p_base_texture_size.y >> 1; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; bokeh.push_constant.half_size = true; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); @@ -1062,93 +1062,195 @@ void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i // upscale - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1); - bokeh.push_constant.size[0] = p_base_texture_size.x; - bokeh.push_constant.size[1] = p_base_texture_size.y; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y; bokeh.push_constant.half_size = false; bokeh.push_constant.second_pass = false; RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_base_texture_size.x, p_base_texture_size.y, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1); } RD::get_singleton()->compute_list_end(); } -void EffectsRD::blur_dof_raster(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_base_fb, RID p_secondary_texture, RID p_secondary_fb, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { +void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer."); - memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); - - BlurRasterMode blur_mode; - int qsteps[4] = { 4, 4, 10, 20 }; - uint32_t base_flags = p_cam_orthogonal ? BLUR_FLAG_USE_ORTHOGONAL_PROJECTION : 0; + memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant)); - Vector2 pixel_size = Vector2(1.0 / p_base_texture_size.width, 1.0 / p_base_texture_size.height); + bokeh.push_constant.orthogonal = p_cam_orthogonal; + bokeh.push_constant.size[0] = p_buffers.base_texture_size.width; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.height; + bokeh.push_constant.z_far = p_cam_zfar; + bokeh.push_constant.z_near = p_cam_znear; - blur_raster.push_constant.dof_radius = (p_dof_blur_amount * p_dof_blur_amount) / qsteps[p_quality]; - blur_raster.push_constant.pixel_size[0] = pixel_size.x; - blur_raster.push_constant.pixel_size[1] = pixel_size.y; - blur_raster.push_constant.camera_z_far = p_cam_zfar; - blur_raster.push_constant.camera_z_near = p_cam_znear; + bokeh.push_constant.second_pass = false; + bokeh.push_constant.half_size = false; + bokeh.push_constant.blur_size = p_dof_blur_amount; if (p_dof_far || p_dof_near) { - if (p_quality == RS::DOF_BLUR_QUALITY_HIGH) { - blur_mode = BLUR_MODE_DOF_HIGH; - } else if (p_quality == RS::DOF_BLUR_QUALITY_MEDIUM) { - blur_mode = BLUR_MODE_DOF_MEDIUM; - } else { // for LOW or VERYLOW we use LOW - blur_mode = BLUR_MODE_DOF_LOW; - } - if (p_dof_far) { - base_flags |= BLUR_FLAG_DOF_FAR; - blur_raster.push_constant.dof_far_begin = p_dof_far_begin; - blur_raster.push_constant.dof_far_end = p_dof_far_begin + p_dof_far_size; + bokeh.push_constant.blur_far_active = true; + bokeh.push_constant.blur_far_begin = p_dof_far_begin; + bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size; } if (p_dof_near) { - base_flags |= BLUR_FLAG_DOF_NEAR; - blur_raster.push_constant.dof_near_begin = p_dof_near_begin; - blur_raster.push_constant.dof_near_end = p_dof_near_begin - p_dof_near_size; + bokeh.push_constant.blur_near_active = true; + bokeh.push_constant.blur_near_begin = p_dof_near_begin; + bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size; } - //HORIZONTAL - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_secondary_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_secondary_fb))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base_texture), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_depth_texture), 1); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + { + // generate our depth data + RID framebuffer = p_buffers.base_weight_fb; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL; - blur_raster.push_constant.dof_dir[0] = 1.0; - blur_raster.push_constant.dof_dir[1] = 0.0; + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); - RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); + if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) { + // double pass approach + BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL; - //VERTICAL - draw_list = RD::get_singleton()->draw_list_begin(p_base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_base_fb))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary_texture), 0); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_depth_texture), 1); - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) { + //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes) + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; + bokeh.push_constant.half_size = true; + bokeh.push_constant.blur_size *= 0.5; + } - blur_raster.push_constant.flags = base_flags; - blur_raster.push_constant.dof_dir[0] = 0.0; - blur_raster.push_constant.dof_dir[1] = 1.0; + static const int quality_samples[4] = { 6, 12, 12, 24 }; + bokeh.push_constant.blur_scale = 0.5; + bokeh.push_constant.steps = quality_samples[p_quality]; - RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); + // Pass 1 + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + // Pass 2 + if (!bokeh.push_constant.half_size) { + // do not output weight, we're writing back into our base buffer + mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT; + } + bokeh.push_constant.second_pass = true; + + framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb; + RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture; + RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1]; + + draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + if (bokeh.push_constant.half_size) { + // Compose pass + mode = BOKEH_COMPOSITE; + framebuffer = p_buffers.base_fb; + + draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } + + } else { + // circular is a single pass approach + BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR; + + { + // circle always runs in half size, otherwise too expensive (though the code below does support making this optional) + bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1; + bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1; + bokeh.push_constant.half_size = true; + // bokeh.push_constant.blur_size *= 0.5; + } + + static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 }; + bokeh.push_constant.blur_scale = quality_scale[p_quality]; + bokeh.push_constant.steps = 0.0; + + RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb; + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + + if (bokeh.push_constant.half_size) { + // Compose + mode = BOKEH_COMPOSITE; + framebuffer = p_buffers.base_fb; + + draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } else { + // Just copy it back (we use our blur raster shader here).. + draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_buffers.base_fb))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); + + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } + } } } @@ -1774,9 +1876,7 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE - blur_modes.push_back("\n#define MODE_DOF_BLUR\n#define DOF_QUALITY_LOW\n"); // BLUR_MODE_DOF_LOW - blur_modes.push_back("\n#define MODE_DOF_BLUR\n#define DOF_QUALITY_MEDIUM\n"); // BLUR_MODE_DOF_MEDIUM - blur_modes.push_back("\n#define MODE_DOF_BLUR\n#define DOF_QUALITY_HIGH\n"); // BLUR_MODE_DOF_HIGH + blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY blur_raster.shader.initialize(blur_modes); memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); @@ -1956,23 +2056,40 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0); } + // Initialize bokeh + Vector<String> bokeh_modes; + bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n"); + bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n"); + bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); if (prefer_raster_effects) { - // not supported + bokeh.raster_shader.initialize(bokeh_modes); + + bokeh.shader_version = bokeh.raster_shader.version_create(); + + const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 }; + for (int i = 0; i < BOKEH_MAX; i++) { + RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]); + bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } } else { - // Initialize bokeh - Vector<String> bokeh_modes; - bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n"); - bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n"); - bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n"); + bokeh.compute_shader.initialize(bokeh_modes); - bokeh.shader.initialize(bokeh_modes); + bokeh.shader_version = bokeh.compute_shader.version_create(); + bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false); + bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false); - bokeh.shader_version = bokeh.shader.version_create(); + for (int i = 0; i < BOKEH_MAX; i++) { + if (bokeh.compute_shader.is_variant_enabled(i)) { + bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i)); + } + } for (int i = 0; i < BOKEH_MAX; i++) { - bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i)); + bokeh.raster_pipelines[i].clear(); } } @@ -2173,12 +2290,13 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { if (prefer_raster_effects) { filter.raster_shader.initialize(cubemap_filter_modes); - filter.shader_version = filter.raster_shader.version_create(); // array variants are not supported in raster filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false); filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false); + filter.shader_version = filter.raster_shader.version_create(); + for (int i = 0; i < FILTER_MODE_MAX; i++) { if (filter.raster_shader.is_variant_enabled(i)) { filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); @@ -2390,12 +2508,13 @@ EffectsRD::~EffectsRD() { if (prefer_raster_effects) { blur_raster.shader.version_free(blur_raster.shader_version); + bokeh.raster_shader.version_free(blur_raster.shader_version); luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); roughness.raster_shader.version_free(roughness.shader_version); cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version); filter.raster_shader.version_free(filter.shader_version); } else { - bokeh.shader.version_free(bokeh.shader_version); + bokeh.compute_shader.version_free(bokeh.shader_version); luminance_reduce.shader.version_free(luminance_reduce.shader_version); roughness.compute_shader.version_free(roughness.shader_version); cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version); |