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authorreduz <reduzio@gmail.com>2020-12-07 18:27:38 -0300
committerreduz <reduzio@gmail.com>2020-12-07 20:50:57 -0300
commit2748b9a10dfc80c8f56e403b8c856192e824ba29 (patch)
treeda95b1745664338bc4d9577ef0a0afc559ce571d /servers/rendering/renderer_rd/shaders
parentefc2104096162548b6332af2bdab4ddaa009721c (diff)
Add support for low-end 3D rendering.
-Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_high_end.glsl)41
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_high_end_inc.glsl)47
3 files changed, 47 insertions, 43 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index 4cddf0f685..1fe43b25f6 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -11,7 +11,7 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("cubemap_roughness.glsl")
env.RD_GLSL("cubemap_downsampler.glsl")
env.RD_GLSL("cubemap_filter.glsl")
- env.RD_GLSL("scene_high_end.glsl")
+ env.RD_GLSL("scene_forward.glsl")
env.RD_GLSL("sky.glsl")
env.RD_GLSL("tonemap.glsl")
env.RD_GLSL("cube_to_dp.glsl")
diff --git a/servers/rendering/renderer_rd/shaders/scene_high_end.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 5d87dec79f..5b01cb1f82 100644
--- a/servers/rendering/renderer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -4,7 +4,7 @@
VERSION_DEFINES
-#include "scene_high_end_inc.glsl"
+#include "scene_forward_inc.glsl"
/* INPUT ATTRIBS */
@@ -296,7 +296,7 @@ VERTEX_SHADER_CODE
VERSION_DEFINES
-#include "scene_high_end_inc.glsl"
+#include "scene_forward_inc.glsl"
/* Varyings */
@@ -1548,8 +1548,6 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
out_spec += vec4(irr_light.rgb * blend, blend);
}
-#endif //USE_FORWARD_GI
-
vec2 octahedron_wrap(vec2 v) {
vec2 signVal;
signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
@@ -1683,10 +1681,14 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
}
}
+#endif //USE_FORWARD_GI
+
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef MODE_RENDER_DEPTH
+#ifndef LOW_END_MODE
+
vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
if (fog_pos.z < 0.0) {
@@ -1697,6 +1699,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
+#endif
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
@@ -2221,30 +2224,13 @@ FRAGMENT_SHADER_CODE
specular_light = spec_accum.rgb;
ambient_light = amb_accum.rgb;
}
-#else
+#elif !defined(LOW_END_MODE)
+
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
ivec2 coord;
if (scene_data.gi_upscale_for_msaa) {
- /*
- //find the closest depth to upscale from, based on neighbours
- ivec2 base_coord = ivec2(gl_FragCoord.xy);
- float z_dist = gl_FragCoord.z;
- ivec2 closest_coord = base_coord;
- float closest_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord,0).r-z_dist);
-
- for(int i=0;i<4;i++) {
- const ivec2 neighbours[4]=ivec2[](ivec2(-1,0),ivec2(1,0),ivec2(0,-1),ivec2(0,1));
- ivec2 neighbour_coord = base_coord + neighbours[i];
- float neighbour_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord,0).r-z_dist);
- if (neighbour_z_dist < closest_z_dist) {
- closest_z_dist = neighbour_z_dist;
- closest_coord = neighbour_coord;
- }
- }
-
-*/
ivec2 base_coord = ivec2(gl_FragCoord.xy);
ivec2 closest_coord = base_coord;
float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0);
@@ -2823,11 +2809,13 @@ FRAGMENT_SHADER_CODE
//ambient occlusion
#if defined(AO_USED)
+#ifndef LOW_END_MODE
if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
}
+#endif //LOW_END_MODE
ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
ao_light_affect = mix(1.0, ao, ao_light_affect);
@@ -2835,6 +2823,7 @@ FRAGMENT_SHADER_CODE
diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
#else
+#ifndef LOW_END_MODE
if (scene_data.ssao_enabled) {
float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
@@ -2842,6 +2831,7 @@ FRAGMENT_SHADER_CODE
specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
}
+#endif //LOW_END_MODE
#endif // AO_USED
@@ -2871,11 +2861,13 @@ FRAGMENT_SHADER_CODE
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
+#ifndef LOW_END_MODE
if (scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
+#endif // LOW_END_MODE
#if defined(CUSTOM_FOG_USED)
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a);
@@ -2896,11 +2888,12 @@ FRAGMENT_SHADER_CODE
vec4 fog = fog_process(vertex);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
-
+#ifndef LOW_END_MODE
if (scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
+#endif
#if defined(CUSTOM_FOG_USED)
frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
diff --git a/servers/rendering/renderer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index e29a490ca1..d18581c1b3 100644
--- a/servers/rendering/renderer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -204,6 +204,8 @@ layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableDat
}
global_variables;
+#ifndef LOW_END_MODE
+
struct SDFGIProbeCascadeData {
vec3 position;
float to_probe;
@@ -239,6 +241,8 @@ layout(set = 0, binding = 20, std140) uniform SDFGI {
}
sdfgi;
+#endif //LOW_END_MODE
+
// decal atlas
/* Set 1, Radiance */
@@ -255,20 +259,22 @@ layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
/* Set 2, Reflection and Shadow Atlases (view dependent) */
-layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas;
-layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 2) uniform texture2D shadow_atlas;
-layout(set = 2, binding = 2) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+#ifndef LOW_END_MODE
+layout(set = 1, binding = 3) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+#endif
/* Set 3, Render Buffers */
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 3, binding = 0) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 3, binding = 1) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 3, binding = 2) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 4) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 5) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 7) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -277,14 +283,17 @@ layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 3, binding = 0) uniform texture2D depth_buffer;
-layout(set = 3, binding = 1) uniform texture2D color_buffer;
-layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer;
-layout(set = 3, binding = 4) uniform texture2D ao_buffer;
-layout(set = 3, binding = 5) uniform texture2D ambient_buffer;
-layout(set = 3, binding = 6) uniform texture2D reflection_buffer;
-layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 4) uniform texture2D depth_buffer;
+layout(set = 1, binding = 5) uniform texture2D color_buffer;
+
+#ifndef LOW_END_MODE
+
+layout(set = 1, binding = 6) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 7) uniform texture2D ao_buffer;
+layout(set = 1, binding = 8) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 9) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 10) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 11) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
@@ -302,18 +311,20 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 3, binding = 9, std140) uniform GIProbes {
+layout(set = 1, binding = 12, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
-layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 13) uniform texture3D volumetric_fog_texture;
+
+#endif // LOW_END_MODE
#endif
/* Set 4 Skeleton & Instancing (Multimesh) */
-layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms {
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;