diff options
author | Bastiaan Olij <mux213@gmail.com> | 2022-02-11 22:33:54 +1100 |
---|---|---|
committer | Bastiaan Olij <mux213@gmail.com> | 2022-07-17 15:42:24 +1000 |
commit | d139131aab7f228d5cca612b35289e6abd18e26a (patch) | |
tree | 65a6c1d6cfa959cc010f32284b5f1ba6ed866647 /servers/rendering/renderer_rd/forward_clustered | |
parent | e3a8ab68ce7497b3752d29965c6a54c50d548144 (diff) |
Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
Diffstat (limited to 'servers/rendering/renderer_rd/forward_clustered')
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp | 102 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h | 8 |
2 files changed, 46 insertions, 64 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index f759fa3aa5..85652a041d 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -171,29 +171,24 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() } void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { + // note, slices are freed automatically when the parent texture is freed so we just clear them. + for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { + color_views[v] = RID(); + depth_views[v] = RID(); + color_msaa_views[v] = RID(); + depth_msaa_views[v] = RID(); + normal_roughness_views[v] = RID(); + normal_roughness_msaa_views[v] = RID(); + voxelgi_views[v] = RID(); + voxelgi_msaa_views[v] = RID(); + vrs_views[v] = RID(); + } + if (voxelgi_buffer != RID()) { RD::get_singleton()->free(voxelgi_buffer); voxelgi_buffer = RID(); - if (view_count == 1) { - voxelgi_views[0] = RID(); - } else { - for (uint32_t v = 0; v < view_count; v++) { - RD::get_singleton()->free(voxelgi_views[v]); - voxelgi_views[v] = RID(); - } - } - if (voxelgi_buffer_msaa.is_valid()) { - if (view_count == 1) { - voxelgi_msaa_views[0] = RID(); - } else { - for (uint32_t v = 0; v < view_count; v++) { - RD::get_singleton()->free(voxelgi_msaa_views[v]); - voxelgi_msaa_views[v] = RID(); - } - } - RD::get_singleton()->free(voxelgi_buffer_msaa); voxelgi_buffer_msaa = RID(); } @@ -202,35 +197,11 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { } if (color_msaa.is_valid()) { - if (view_count == 1) { - color_views[0] = RID(); - color_msaa_views[0] = RID(); - } else { - for (uint32_t v = 0; v < view_count; v++) { - RD::get_singleton()->free(color_views[v]); - RD::get_singleton()->free(color_msaa_views[v]); - color_views[v] = RID(); - color_msaa_views[v] = RID(); - } - } - RD::get_singleton()->free(color_msaa); color_msaa = RID(); } if (depth_msaa.is_valid()) { - if (view_count == 1) { - depth_views[0] = RID(); - depth_msaa_views[0] = RID(); - } else { - for (uint32_t v = 0; v < view_count; v++) { - RD::get_singleton()->free(depth_views[v]); - RD::get_singleton()->free(depth_msaa_views[v]); - depth_views[v] = RID(); - depth_msaa_views[v] = RID(); - } - } - RD::get_singleton()->free(depth_msaa); depth_msaa = RID(); } @@ -245,33 +216,17 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { } color = RID(); + color_only_fb = RID(); depth = RID(); depth_fb = RID(); color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations if (normal_roughness_buffer.is_valid()) { - if (view_count == 1) { - normal_roughness_views[0] = RID(); - } else { - for (uint32_t v = 0; v < view_count; v++) { - RD::get_singleton()->free(normal_roughness_views[v]); - normal_roughness_views[v] = RID(); - } - } - RD::get_singleton()->free(normal_roughness_buffer); normal_roughness_buffer = RID(); if (normal_roughness_buffer_msaa.is_valid()) { - if (view_count == 1) { - normal_roughness_msaa_views[0] = RID(); - } else { - for (uint32_t v = 0; v < view_count; v++) { - RD::get_singleton()->free(normal_roughness_msaa_views[v]); - normal_roughness_msaa_views[v] = RID(); - } - } RD::get_singleton()->free(normal_roughness_buffer_msaa); normal_roughness_buffer_msaa = RID(); } @@ -294,11 +249,12 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() { } } -void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count) { +void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture) { clear(); msaa = p_msaa; use_taa = p_use_taa; + vrs = p_vrs_texture; width = p_width; height = p_height; @@ -307,11 +263,26 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c color = p_color_buffer; depth = p_depth_buffer; + if (vrs.is_valid()) { + if (view_count == 1) { + // just reuse + vrs_views[0] = vrs; + } else { + // create slices + for (uint32_t v = 0; v < view_count; v++) { + vrs_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), vrs, v, 0); + } + } + } + if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) { { Vector<RID> fb; fb.push_back(p_color_buffer); fb.push_back(depth); + if (vrs.is_valid()) { + fb.push_back(vrs); + } color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); } @@ -371,6 +342,9 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c Vector<RID> fb; fb.push_back(color_msaa); fb.push_back(depth_msaa); + if (vrs.is_valid()) { + fb.push_back(vrs); + } color_only_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, view_count); } @@ -409,6 +383,10 @@ RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb( fb.push_back(use_msaa ? depth_msaa : depth); + if (vrs.is_valid()) { + fb.push_back(vrs); + } + int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1; RID framebuffer = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, v_count); color_framebuffers[p_color_pass_flags] = framebuffer; @@ -1673,8 +1651,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co continue_depth = !finish_depth; } - RID null_rids[2]; - _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : null_rids, render_buffer ? render_buffer->voxelgi_buffer : RID()); + RID nullrids[RendererSceneRender::MAX_RENDER_VIEWS]; + _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : nullrids, render_buffer ? render_buffer->voxelgi_buffer : RID(), render_buffer ? render_buffer->vrs_views : nullrids); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 9e1f1b9954..ff712a20a1 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -107,11 +107,14 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID depth_normal_roughness_voxelgi_fb; RID color_only_fb; RID specular_only_fb; + + RID vrs; + int width, height; HashMap<uint32_t, RID> color_framebuffers; // for multiview - uint32_t view_count; + uint32_t view_count = 1; RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; @@ -120,13 +123,14 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS]; RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS]; + RID vrs_views[RendererSceneRender::MAX_RENDER_VIEWS]; RID render_sdfgi_uniform_set; void ensure_specular(); void ensure_voxelgi(); void ensure_velocity(); void clear(); - virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count); + virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count, RID p_vrs_texture); RID get_color_pass_fb(uint32_t p_color_pass_flags); ~RenderBufferDataForwardClustered(); |