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authorJuan Linietsky <reduzio@gmail.com>2020-10-18 19:27:51 -0300
committerGitHub <noreply@github.com>2020-10-18 19:27:51 -0300
commit53d5a252bb3bab85b9518054893fea9563707a4b (patch)
tree4b2d613284d25c8a1c4d22b58d6d2b47653f2bcb /servers/rendering
parentd98261ab8f57e5354d6235f1b9929ff3b4708486 (diff)
Revert "Replace SAO implementation with MSSAO"
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/rasterizer.h4
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp469
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h93
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp182
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h27
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub7
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao.glsl249
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl153
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_downsample1.glsl77
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_downsample2.glsl49
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl45
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_render.glsl159
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_upsample.glsl216
-rw-r--r--servers/rendering/rendering_device.h1
-rw-r--r--servers/rendering/rendering_server_raster.h4
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h4
17 files changed, 716 insertions, 1027 deletions
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index f3b68b74cf..e64c517a0b 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -98,9 +98,9 @@ public:
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
- virtual void environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect) = 0;
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
- virtual void environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance) = 0;
+ virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index f8997bc441..0a3a863ee7 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -918,330 +918,154 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::_compute_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_depth_buffer, const float p_tan_half_fov_h, int p_width, int p_height, int p_depth, float p_rejection_radius, float p_intensity, bool p_use_full_samples) {
- const float sample_thickness[12] = {
- Math::sqrt(1.0f - 0.2f * 0.2f),
- Math::sqrt(1.0f - 0.4f * 0.4f),
- Math::sqrt(1.0f - 0.6f * 0.6f),
- Math::sqrt(1.0f - 0.8f * 0.8f),
- Math::sqrt(1.0f - 0.2f * 0.2f - 0.2f * 0.2f),
- Math::sqrt(1.0f - 0.2f * 0.2f - 0.4f * 0.4f),
- Math::sqrt(1.0f - 0.2f * 0.2f - 0.6f * 0.6f),
- Math::sqrt(1.0f - 0.2f * 0.2f - 0.8f * 0.8f),
- Math::sqrt(1.0f - 0.4f * 0.4f - 0.4f * 0.4f),
- Math::sqrt(1.0f - 0.4f * 0.4f - 0.6f * 0.6f),
- Math::sqrt(1.0f - 0.4f * 0.4f - 0.8f * 0.8f),
- Math::sqrt(1.0f - 0.6f * 0.6f - 0.6f * 0.6f)
- };
-
- // Here we compute multipliers that convert the center depth value into (the reciprocal of)
- // sphere thicknesses at each sample location. This assumes a maximum sample radius of 5
- // units, but since a sphere has no thickness at its extent, we don't need to sample that far
- // out. Only samples whole integer offsets with distance less than 25 are used. This means
- // that there is no sample at (3, 4) because its distance is exactly 25 (and has a thickness of 0.)
-
- // The shaders are set up to sample a circular region within a 5-pixel radius.
- const float screenspace_diameter = 10.0f;
-
- // SphereDiameter = CenterDepth * thickness_multiplier. This will compute the thickness of a sphere centered
- // at a specific depth. The ellipsoid scale can stretch a sphere into an ellipsoid, which changes the
- // characteristics of the AO.
- // tan_half_fov_h: Radius of sphere in depth units if its center lies at Z = 1
- // screenspace_diameter: Diameter of sample sphere in pixel units
- // screenspace_diameter / p_width: Ratio of the screen width that the sphere actually covers
- // Note about the "2.0f * ": Diameter = 2 * Radius
- float thickness_multiplier = 2.0f * p_tan_half_fov_h * screenspace_diameter / p_width;
-
- if (p_depth == 1) {
- thickness_multiplier *= 2.0f;
- }
-
- // This will transform a depth value from [0, thickness] to [0, 1].
- float inverse_range_factor = 1.0f / thickness_multiplier;
-
- // The thicknesses are smaller for all off-center samples of the sphere. Compute thicknesses relative
- // to the center sample.
- ssao.ssao_render_push_constant.inv_thickness_table[0] = inverse_range_factor / sample_thickness[0];
- ssao.ssao_render_push_constant.inv_thickness_table[1] = inverse_range_factor / sample_thickness[1];
- ssao.ssao_render_push_constant.inv_thickness_table[2] = inverse_range_factor / sample_thickness[2];
- ssao.ssao_render_push_constant.inv_thickness_table[3] = inverse_range_factor / sample_thickness[3];
- ssao.ssao_render_push_constant.inv_thickness_table[4] = inverse_range_factor / sample_thickness[4];
- ssao.ssao_render_push_constant.inv_thickness_table[5] = inverse_range_factor / sample_thickness[5];
- ssao.ssao_render_push_constant.inv_thickness_table[6] = inverse_range_factor / sample_thickness[6];
- ssao.ssao_render_push_constant.inv_thickness_table[7] = inverse_range_factor / sample_thickness[7];
- ssao.ssao_render_push_constant.inv_thickness_table[8] = inverse_range_factor / sample_thickness[8];
- ssao.ssao_render_push_constant.inv_thickness_table[9] = inverse_range_factor / sample_thickness[9];
- ssao.ssao_render_push_constant.inv_thickness_table[10] = inverse_range_factor / sample_thickness[10];
- ssao.ssao_render_push_constant.inv_thickness_table[11] = inverse_range_factor / sample_thickness[11];
-
- // These are the weights that are multiplied against the samples because not all samples are
- // equally important. The farther the sample is from the center location, the less they matter.
- // We use the thickness of the sphere to determine the weight. The scalars in front are the number
- // of samples with this weight because we sum the samples together before multiplying by the weight,
- // so as an aggregate all of those samples matter more. After generating this table, the weights
- // are normalized.
- ssao.ssao_render_push_constant.sample_weight_table[0] = 4.0f * sample_thickness[0]; // Axial
- ssao.ssao_render_push_constant.sample_weight_table[1] = 4.0f * sample_thickness[1]; // Axial
- ssao.ssao_render_push_constant.sample_weight_table[2] = 4.0f * sample_thickness[2]; // Axial
- ssao.ssao_render_push_constant.sample_weight_table[3] = 4.0f * sample_thickness[3]; // Axial
- ssao.ssao_render_push_constant.sample_weight_table[4] = 4.0f * sample_thickness[4]; // Diagonal
- ssao.ssao_render_push_constant.sample_weight_table[5] = 8.0f * sample_thickness[5]; // L-shaped
- ssao.ssao_render_push_constant.sample_weight_table[6] = 8.0f * sample_thickness[6]; // L-shaped
- ssao.ssao_render_push_constant.sample_weight_table[7] = 8.0f * sample_thickness[7]; // L-shaped
- ssao.ssao_render_push_constant.sample_weight_table[8] = 4.0f * sample_thickness[8]; // Diagonal
- ssao.ssao_render_push_constant.sample_weight_table[9] = 8.0f * sample_thickness[9]; // L-shaped
- ssao.ssao_render_push_constant.sample_weight_table[10] = 8.0f * sample_thickness[10]; // L-shaped
- ssao.ssao_render_push_constant.sample_weight_table[11] = 4.0f * sample_thickness[11]; // Diagonal
-
- // If we aren't using all of the samples, delete their weights before we normalize.
- if (!p_use_full_samples) {
- ssao.ssao_render_push_constant.sample_weight_table[0] = 0.0f;
- ssao.ssao_render_push_constant.sample_weight_table[2] = 0.0f;
- ssao.ssao_render_push_constant.sample_weight_table[5] = 0.0f;
- ssao.ssao_render_push_constant.sample_weight_table[7] = 0.0f;
- ssao.ssao_render_push_constant.sample_weight_table[9] = 0.0f;
- }
-
- // Normalize the weights by dividing by the sum of all weights
- float total_weight = 0.0f;
- for (int i = 0; i < 12; ++i) {
- total_weight += ssao.ssao_render_push_constant.sample_weight_table[i];
- }
-
- for (int i = 0; i < 12; ++i) {
- ssao.ssao_render_push_constant.sample_weight_table[i] /= total_weight;
- }
-
- ssao.ssao_render_push_constant.texel_size[0] = 1.0f / float(p_width);
- ssao.ssao_render_push_constant.texel_size[1] = 1.0f / float(p_height);
- ssao.ssao_render_push_constant.rejection_fadeoff = 1.0f / -p_rejection_radius;
- ssao.ssao_render_push_constant.intensity = p_intensity;
- ssao.ssao_render_push_constant.intensity = p_intensity;
-
- RID render_uniform_set = RID();
- bool uniform_set_needs_update = false;
-
- if (ssao.render_uniform_set_cache.has(p_depth_buffer)) {
- render_uniform_set = ssao.render_uniform_set_cache[p_depth_buffer];
- if (!RD::get_singleton()->uniform_set_is_valid(render_uniform_set)) {
- uniform_set_needs_update = true;
- }
- } else {
- uniform_set_needs_update = true;
- }
-
- if (uniform_set_needs_update) {
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(ssao.render_sampler);
- u.ids.push_back(p_depth_buffer);
- uniforms.push_back(u);
+void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) {
+ //minify first
+ ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal();
+ ssao.minify_push_constant.z_near = p_projection.get_z_near();
+ ssao.minify_push_constant.z_far = p_projection.get_z_far();
+ ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
+ ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
+ ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x;
+ ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y;
- render_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.ssao_render_shader.version_get_shader(ssao.ssao_render_shader_version, 0), 0);
- texture_to_compute_uniform_set_cache[p_depth_buffer] = render_uniform_set;
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, render_uniform_set, 0);
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_destination), 1);
+ /* FIRST PASS */
+ // Minify the depth buffer.
- int x_groups = (p_width + 7) / 8;
- int y_groups = (p_height + 7) / 8;
- int z_groups = p_depth;
+ for (int i = 0; i < depth_mipmaps.size(); i++) {
+ if (i == 0) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
+ } else {
+ if (i == 1) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]);
+ }
- if (z_groups == 1) {
- x_groups = (p_width + 15) / 16;
- y_groups = (p_height + 15) / 16;
- }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1);
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.ssao_render_push_constant, sizeof(SSAORenderPushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant));
+ // shrink after set
+ ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1);
+ ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1);
- RD::get_singleton()->compute_list_dispatch(p_compute_list, x_groups, y_groups, z_groups);
-}
+ int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1;
+ int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1;
-void RasterizerEffectsRD::_upsample_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_hi_res_depth, RID p_lo_res_depth, RID p_interleaved_ao, RID p_high_quality_ao, RID p_hi_res_ao, int p_low_width, int p_low_height, int p_high_width, int p_high_height, int p_screen_width, float p_noise_tolerance, float p_blur_tolerance, float p_upscale_tolerance) {
- SSAOMode pipeline = SSAO_MAX;
- if (p_hi_res_ao == RID()) {
- pipeline = p_high_quality_ao == RID() ? SSAO_BLUR_UPSCALE : SSAO_BLUR_UPSCALE_MIN;
- } else {
- pipeline = p_high_quality_ao == RID() ? SSAO_BLUR_UPSCALE_BLEND : SSAO_BLUR_UPSCALE_MIN_BLEND;
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
}
- RD::get_singleton()->compute_list_bind_compute_pipeline(p_compute_list, ssao.pipelines[pipeline]);
-
- float blur_tolerance = 1.0f - powf(10.0f, p_blur_tolerance) * float(p_screen_width) / float(p_low_width);
- blur_tolerance *= blur_tolerance;
- float upsample_tolerance = powf(10.0f, p_upscale_tolerance);
- float noise_filter_weight = 1.0f / (powf(10.0f, p_noise_tolerance) + upsample_tolerance);
-
- ssao.upsample_push_constant.inv_low_resolution[0] = 1.0 / float(p_low_width);
- ssao.upsample_push_constant.inv_low_resolution[1] = 1.0 / float(p_low_height);
- ssao.upsample_push_constant.inv_high_resolution[0] = 1.0 / float(p_high_width);
- ssao.upsample_push_constant.inv_high_resolution[1] = 1.0 / float(p_high_height);
- ssao.upsample_push_constant.noise_filter_strength = noise_filter_weight;
- ssao.upsample_push_constant.step_size = float(p_screen_width) / float(p_low_width);
- ssao.upsample_push_constant.blur_tolerance = blur_tolerance;
- ssao.upsample_push_constant.upsample_tolerance = upsample_tolerance;
-
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_lo_res_depth), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_hi_res_depth), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_interleaved_ao), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_destination), 3);
+ /* SECOND PASS */
+ // Gather samples
- if (p_high_quality_ao != RID()) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_high_quality_ao), 4);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1);
+ if (!p_half_size) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2);
}
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3);
- if (p_hi_res_ao != RID()) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_hi_res_ao), 5);
+ ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y;
+ if (p_half_size) {
+ ssao.gather_push_constant.screen_size[0] >>= 1;
+ ssao.gather_push_constant.screen_size[1] >>= 1;
}
+ ssao.gather_push_constant.z_far = p_projection.get_z_far();
+ ssao.gather_push_constant.z_near = p_projection.get_z_near();
+ ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal();
- int x_groups = ((p_high_width + 17) / 16);
- int y_groups = ((p_high_height + 17) / 16);
+ ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]);
+ ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]);
+ ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+ ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
+ //ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+ //ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.upsample_push_constant, sizeof(SSAOUpsamplePushConstant));
-
- RD::get_singleton()->compute_list_dispatch(p_compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(p_compute_list);
-}
+ ssao.gather_push_constant.radius = p_radius;
-// Implementation comes from Microsofts DirectX samples miniengine here https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine/Core/SSAO.cpp
-void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, const Size2i &p_depth_buffer_size, const Vector<RID> &depth_mipmaps, RID p_linear_z, const Vector<RID> &p_tiled_depth_mipmaps, const Vector<RID> &p_ao_slices, const Vector<RID> &p_high_quality_ao_slices, const Vector<RID> &p_filtered_ao_slices, RID p_ao_full, const CameraMatrix &p_projection, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance, float p_rejection_radius, float p_intensity, int p_levels, RS::EnvironmentSSAOQuality p_quality, bool p_full_samples) {
- ssao.downsample1_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.downsample1_push_constant.z_near = p_projection.get_z_near();
- ssao.downsample1_push_constant.z_far = p_projection.get_z_far();
-
- const int buffer_width1 = (p_depth_buffer_size.x + 1) / 2;
- const int buffer_width2 = (p_depth_buffer_size.x + 3) / 4;
- const int buffer_width3 = (p_depth_buffer_size.x + 7) / 8;
- const int buffer_width4 = (p_depth_buffer_size.x + 15) / 16;
- const int buffer_width5 = (p_depth_buffer_size.x + 31) / 32;
- const int buffer_width6 = (p_depth_buffer_size.x + 63) / 64;
- const int buffer_height1 = (p_depth_buffer_size.y + 1) / 2;
- const int buffer_height2 = (p_depth_buffer_size.y + 3) / 4;
- const int buffer_height3 = (p_depth_buffer_size.y + 7) / 8;
- const int buffer_height4 = (p_depth_buffer_size.y + 15) / 16;
- const int buffer_height5 = (p_depth_buffer_size.y + 31) / 32;
- const int buffer_height6 = (p_depth_buffer_size.y + 63) / 64;
+ ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0]));
+ ssao.gather_push_constant.bias = p_bias;
+ ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f);
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
+ ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
- /* FIRST PASS */
- // Downsample the depth buffer.
- {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_DOWNSAMPLE1]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_linear_z), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[0]), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[0]), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[1]), 4);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[1]), 5);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
- int x_groups = (buffer_width4 * 8 + 7) / 8;
- int y_groups = (buffer_height4 * 8 + 7) / 8;
+ int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1;
+ int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample1_push_constant, sizeof(SSAODownsample1PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- if (p_levels > 2) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_DOWNSAMPLE2]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[1]), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[2]), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[2]), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[3]), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[3]), 4);
+ /* THIRD PASS */
+ // Blur horizontal
+
+ ssao.blur_push_constant.edge_sharpness = p_edge_sharpness;
+ ssao.blur_push_constant.filter_scale = p_blur;
+ ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0];
+ ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1];
+ ssao.blur_push_constant.z_far = p_projection.get_z_far();
+ ssao.blur_push_constant.z_near = p_projection.get_z_near();
+ ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal();
+ ssao.blur_push_constant.axis[0] = 1;
+ ssao.blur_push_constant.axis[1] = 0;
+
+ if (p_blur != RS::ENV_SSAO_BLUR_DISABLED) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
+ if (p_half_size) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3);
- int x_groups = (buffer_width6 * 8 + 7) / 8;
- int y_groups = (buffer_height6 * 8 + 7) / 8;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- /* SECOND PASS */
- // compute AO for each level used
+ /* THIRD PASS */
+ // Blur vertical
- {
- const float fov_tangent = 0.5 / p_projection.matrix[0][0];
-
- if (p_levels > 3) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
- _compute_ssao(compute_list, p_filtered_ao_slices[3], p_tiled_depth_mipmaps[3], fov_tangent, buffer_width6, buffer_height6, 16, p_rejection_radius, p_intensity, p_full_samples);
- if (p_quality >= RS::ENV_SSAO_QUALITY_LOW) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
- _compute_ssao(compute_list, p_high_quality_ao_slices[3], depth_mipmaps[3], fov_tangent, buffer_width4, buffer_height4, 1, p_rejection_radius, p_intensity, p_full_samples);
- }
- }
- if (p_levels > 2) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
- _compute_ssao(compute_list, p_filtered_ao_slices[2], p_tiled_depth_mipmaps[2], fov_tangent, buffer_width5, buffer_height5, 16, p_rejection_radius, p_intensity, p_full_samples);
- if (p_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
- _compute_ssao(compute_list, p_high_quality_ao_slices[2], depth_mipmaps[2], fov_tangent, buffer_width3, buffer_height3, 1, p_rejection_radius, p_intensity, p_full_samples);
- }
- }
- if (p_levels > 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
- _compute_ssao(compute_list, p_filtered_ao_slices[1], p_tiled_depth_mipmaps[1], fov_tangent, buffer_width4, buffer_height4, 16, p_rejection_radius, p_intensity, p_full_samples);
- if (p_quality >= RS::ENV_SSAO_QUALITY_HIGH) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
- _compute_ssao(compute_list, p_high_quality_ao_slices[1], depth_mipmaps[1], fov_tangent, buffer_width2, buffer_height2, 1, p_rejection_radius, p_intensity, p_full_samples);
- }
- }
- {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
- _compute_ssao(compute_list, p_filtered_ao_slices[0], p_tiled_depth_mipmaps[0], fov_tangent, buffer_width3, buffer_height3, 16, p_rejection_radius, p_intensity, p_full_samples);
- if (p_quality >= RS::ENV_SSAO_QUALITY_ULTRA) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
- _compute_ssao(compute_list, p_high_quality_ao_slices[0], depth_mipmaps[0], fov_tangent, buffer_width1, buffer_height1, 1, p_rejection_radius, p_intensity, p_full_samples);
- }
- }
- }
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ ssao.blur_push_constant.axis[0] = 0;
+ ssao.blur_push_constant.axis[1] = 1;
- /* THIRD PASS */
- // blend and upsample levels for final result
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3);
- {
- RID NextSRV = p_filtered_ao_slices[3];
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
- if (p_levels > 3) {
- _upsample_ssao(compute_list, p_ao_slices[2], depth_mipmaps[2], depth_mipmaps[3], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_LOW ? p_high_quality_ao_slices[3] : RID(),
- p_filtered_ao_slices[2], buffer_width4, buffer_height4, buffer_width3, buffer_height3, p_depth_buffer_size.x,
- p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+ if (p_half_size) { //must upscale
- NextSRV = p_ao_slices[2];
- } else {
- NextSRV = p_filtered_ao_slices[2];
- }
+ /* FOURTH PASS */
+ // upscale if half size
+ //back to full size
+ ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x;
+ ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y;
- if (p_levels > 2) {
- _upsample_ssao(compute_list, p_ao_slices[1], depth_mipmaps[1], depth_mipmaps[2], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_MEDIUM ? p_high_quality_ao_slices[2] : RID(),
- p_filtered_ao_slices[1], buffer_width3, buffer_height3, buffer_width2, buffer_height2, p_depth_buffer_size.x,
- p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]);
- NextSRV = p_ao_slices[1];
- } else {
- NextSRV = p_filtered_ao_slices[1];
- }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2);
- if (p_levels > 1) {
- _upsample_ssao(compute_list, p_ao_slices[0], depth_mipmaps[0], depth_mipmaps[1], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_HIGH ? p_high_quality_ao_slices[1] : RID(),
- p_filtered_ao_slices[0], buffer_width2, buffer_height2, buffer_width1, buffer_height1, p_depth_buffer_size.x,
- p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway
- NextSRV = p_ao_slices[0];
- } else {
- NextSRV = p_filtered_ao_slices[0];
- }
+ x_groups = (p_depth_buffer_size.x - 1) / 8 + 1;
+ y_groups = (p_depth_buffer_size.y - 1) / 8 + 1;
- _upsample_ssao(compute_list, p_ao_full, p_linear_z, depth_mipmaps[0], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_ULTRA ? p_high_quality_ao_slices[0] : RID(),
- RID(), buffer_width1, buffer_height1, p_depth_buffer_size.x, p_depth_buffer_size.y, p_depth_buffer_size.x,
- p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
}
RD::get_singleton()->compute_list_end();
@@ -1624,67 +1448,54 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
{
- RD::SamplerState ssao_sampler;
- ssao_sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- ssao_sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
- ssao_sampler.max_lod = 0;
- ssao_sampler.border_color = RD::SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
- ssao_sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER;
- ssao_sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER;
- ssao_sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER;
-
- ssao.render_sampler = RD::get_singleton()->sampler_create(ssao_sampler);
// Initialize ssao
uint32_t pipeline = 0;
{
Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MINIFY_START\n");
ssao_modes.push_back("\n");
- ssao.downsample1_shader.initialize(ssao_modes);
+ ssao.minify_shader.initialize(ssao_modes);
- ssao.downsample1_shader_version = ssao.downsample1_shader.version_create();
+ ssao.minify_shader_version = ssao.minify_shader.version_create();
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample1_shader.version_get_shader(ssao.downsample1_shader_version, 0));
- pipeline++;
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n");
-
- ssao.downsample2_shader.initialize(ssao_modes);
-
- ssao.downsample2_shader_version = ssao.downsample2_shader.version_create();
-
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample2_shader.version_get_shader(ssao.downsample2_shader_version, 0));
- pipeline++;
+ for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i));
+ pipeline++;
+ }
}
{
Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define INTERLEAVE_RESULT\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n");
ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n");
- ssao.ssao_render_shader.initialize(ssao_modes);
+ ssao.gather_shader.initialize(ssao_modes);
- ssao.ssao_render_shader_version = ssao.ssao_render_shader.version_create();
+ ssao.gather_shader_version = ssao.gather_shader.version_create();
- for (int i = SSAO_RENDER1; i <= SSAO_RENDER2; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.ssao_render_shader.version_get_shader(ssao.ssao_render_shader_version, i - SSAO_RENDER1));
+ for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW));
pipeline++;
}
}
{
Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_FULL_SIZE\n");
ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define COMBINE_LOWER_RESOLUTIONS\n");
- ssao_modes.push_back("\n#define BLEND_WITH_HIGHER_RESOLUTION\n");
- ssao_modes.push_back("\n#define COMBINE_LOWER_RESOLUTIONS\n#define BLEND_WITH_HIGHER_RESOLUTION\n");
+ ssao_modes.push_back("\n#define MODE_UPSCALE\n");
- ssao.upsample_shader.initialize(ssao_modes);
+ ssao.blur_shader.initialize(ssao_modes);
- ssao.upsample_shader_version = ssao.upsample_shader.version_create();
+ ssao.blur_shader_version = ssao.blur_shader.version_create();
- for (int i = SSAO_BLUR_UPSCALE; i <= SSAO_BLUR_UPSCALE_MIN_BLEND; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.upsample_shader.version_get_shader(ssao.upsample_shader_version, i - SSAO_BLUR_UPSCALE));
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
pipeline++;
}
@@ -1926,7 +1737,6 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
RD::get_singleton()->free(default_sampler);
RD::get_singleton()->free(default_mipmap_sampler);
- RD::get_singleton()->free(ssao.render_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
@@ -1942,10 +1752,9 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
sort.shader.version_free(sort.shader_version);
specular_merge.shader.version_free(specular_merge.shader_version);
- ssao.upsample_shader.version_free(ssao.upsample_shader_version);
- ssao.ssao_render_shader.version_free(ssao.ssao_render_shader_version);
- ssao.downsample1_shader.version_free(ssao.downsample1_shader_version);
- ssao.downsample2_shader.version_free(ssao.downsample2_shader_version);
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.minify_shader.version_free(ssao.minify_shader_version);
ssr.shader.version_free(ssr.shader_version);
ssr_filter.shader.version_free(ssr_filter.shader_version);
ssr_scale.shader.version_free(ssr_scale.shader_version);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 4331441502..8607a6ee67 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -49,10 +49,9 @@
#include "servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao_downsample1.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao_downsample2.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao_render.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao_upsample.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
@@ -282,60 +281,72 @@ class RasterizerEffectsRD {
} bokeh;
enum SSAOMode {
- SSAO_DOWNSAMPLE1,
- SSAO_DOWNSAMPLE2,
- SSAO_RENDER1,
- SSAO_RENDER2,
+ SSAO_MINIFY_FIRST,
+ SSAO_MINIFY_MIPMAP,
+ SSAO_GATHER_LOW,
+ SSAO_GATHER_MEDIUM,
+ SSAO_GATHER_HIGH,
+ SSAO_GATHER_ULTRA,
+ SSAO_GATHER_LOW_HALF,
+ SSAO_GATHER_MEDIUM_HALF,
+ SSAO_GATHER_HIGH_HALF,
+ SSAO_GATHER_ULTRA_HALF,
+ SSAO_BLUR_PASS,
+ SSAO_BLUR_PASS_HALF,
SSAO_BLUR_UPSCALE,
- SSAO_BLUR_UPSCALE_MIN,
- SSAO_BLUR_UPSCALE_BLEND,
- SSAO_BLUR_UPSCALE_MIN_BLEND,
SSAO_MAX
};
- struct SSAODownsample1PushConstant {
+ struct SSAOMinifyPushConstant {
+ float pixel_size[2];
float z_far;
float z_near;
+ int32_t source_size[2];
uint32_t orthogonal;
uint32_t pad;
};
- struct SSAORenderPushConstant {
- float inv_thickness_table[12];
- float sample_weight_table[12];
- float texel_size[2];
- float rejection_fadeoff;
- float intensity;
+ struct SSAOGatherPushConstant {
+ int32_t screen_size[2];
+ float z_far;
+ float z_near;
+
+ uint32_t orthogonal;
+ float intensity_div_r6;
+ float radius;
+ float bias;
+
+ float proj_info[4];
+ float pixel_size[2];
+ float proj_scale;
+ uint32_t pad;
};
- struct SSAOUpsamplePushConstant {
- float inv_low_resolution[2];
- float inv_high_resolution[2];
- float noise_filter_strength;
- float step_size;
- float blur_tolerance;
- float upsample_tolerance;
+ struct SSAOBlurPushConstant {
+ float edge_sharpness;
+ int32_t filter_scale;
+ float z_far;
+ float z_near;
+ uint32_t orthogonal;
+ uint32_t pad[3];
+ int32_t axis[2];
+ int32_t screen_size[2];
};
struct SSAO {
- SSAODownsample1PushConstant downsample1_push_constant;
- SsaoDownsample1ShaderRD downsample1_shader;
- RID downsample1_shader_version;
-
- SsaoDownsample2ShaderRD downsample2_shader;
- RID downsample2_shader_version;
+ SSAOMinifyPushConstant minify_push_constant;
+ SsaoMinifyShaderRD minify_shader;
+ RID minify_shader_version;
- SSAORenderPushConstant ssao_render_push_constant;
- SsaoRenderShaderRD ssao_render_shader;
- RID ssao_render_shader_version;
+ SSAOGatherPushConstant gather_push_constant;
+ SsaoShaderRD gather_shader;
+ RID gather_shader_version;
- SSAOUpsamplePushConstant upsample_push_constant;
- SsaoUpsampleShaderRD upsample_shader;
- RID upsample_shader_version;
+ SSAOBlurPushConstant blur_push_constant;
+ SsaoBlurShaderRD blur_shader;
+ RID blur_shader_version;
RID pipelines[SSAO_MAX];
- RID render_sampler;
- Map<RID, RID> render_uniform_set_cache;
} ssao;
struct RoughnessLimiterPushConstant {
@@ -645,9 +656,7 @@ public:
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
- _FORCE_INLINE_ void _compute_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_depth_buffer, const float p_tan_half_fov_h, int p_width, int p_height, int p_depth, float p_rejection_radius, float p_intensity, bool p_full_samples);
- _FORCE_INLINE_ void _upsample_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_hi_res_depth, RID p_lo_res_depth, RID p_interleaved_ao, RID p_high_quality_ao, RID p_hi_res_ao, int p_low_width, int p_low_height, int p_high_width, int p_high_high, int p_screen_width, float p_noise_tolerance, float p_blur_tolerance, float p_upscale_tolerance);
- void generate_ssao(RID p_depth_buffer, const Size2i &p_depth_buffer_size, const Vector<RID> &depth_mipmaps, RID p_linear_z, const Vector<RID> &p_tiled_depth_mipmaps, const Vector<RID> &p_ao_slices, const Vector<RID> &p_high_quality_ao_slices, const Vector<RID> &p_filtered_ao_slices, RID p_ao_full, const CameraMatrix &p_projection, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance, float p_rejection_radius, float p_intensity, int p_levels, RS::EnvironmentSSAOQuality p_quality, bool p_full_samples);
+ void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index 0d341581a6..9e6225a97a 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -3100,25 +3100,22 @@ RS::EnvironmentSSRRoughnessQuality RasterizerSceneRD::environment_get_ssr_roughn
return ssr_roughness_quality;
}
-void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect) {
+void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ssao_enabled = p_enable;
-
- env->ssao_rejection_radius = p_rejection_radius;
+ env->ssao_radius = p_radius;
env->ssao_intensity = p_intensity;
- env->ssao_levels = p_levels;
+ env->ssao_bias = p_bias;
env->ssao_direct_light_affect = p_light_affect;
env->ssao_ao_channel_affect = p_ao_channel_affect;
+ env->ssao_blur = p_blur;
}
-void RasterizerSceneRD::environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance) {
+void RasterizerSceneRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) {
ssao_quality = p_quality;
- ssao_full_samples = p_full_samples;
- ssao_noise_tolerance = Math::lerp(-8.0f, 0.0f, p_noise_tolerance);
- ssao_blur_tolerance = Math::lerp(-8.0f, -1.0f, p_blur_tolerance);
- ssao_upsample_tolerance = Math::lerp(-12.0f, -1.0f, p_upsample_tolerance);
+ ssao_half_size = p_half_size;
}
bool RasterizerSceneRD::environment_is_ssao_enabled(RID p_env) const {
@@ -5038,33 +5035,21 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->luminance.current = RID();
}
- if (rb->ssao.ao_full.is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao_full);
- RD::get_singleton()->free(rb->ssao.linear_depth);
- rb->ssao.ao_full = RID();
- rb->ssao.linear_depth = RID();
-
- for (int i = 0; i < rb->ssao.depth_slices.size(); i++) {
- RD::get_singleton()->free(rb->ssao.depth_slices[i]);
- }
- for (int i = 0; i < rb->ssao.depth_tiled_slices.size(); i++) {
- RD::get_singleton()->free(rb->ssao.depth_tiled_slices[i]);
- }
- for (int i = 0; i < rb->ssao.ao_slices.size(); i++) {
- RD::get_singleton()->free(rb->ssao.ao_slices[i]);
+ if (rb->ssao.ao[0].is_valid()) {
+ RD::get_singleton()->free(rb->ssao.depth);
+ RD::get_singleton()->free(rb->ssao.ao[0]);
+ if (rb->ssao.ao[1].is_valid()) {
+ RD::get_singleton()->free(rb->ssao.ao[1]);
}
- for (int i = 0; i < rb->ssao.filtered_ao_slices.size(); i++) {
- RD::get_singleton()->free(rb->ssao.filtered_ao_slices[i]);
- }
- for (int i = 0; i < rb->ssao.high_quality_ao_slices.size(); i++) {
- RD::get_singleton()->free(rb->ssao.high_quality_ao_slices[i]);
+ if (rb->ssao.ao_full.is_valid()) {
+ RD::get_singleton()->free(rb->ssao.ao_full);
}
+ rb->ssao.depth = RID();
+ rb->ssao.ao[0] = RID();
+ rb->ssao.ao[1] = RID();
+ rb->ssao.ao_full = RID();
rb->ssao.depth_slices.clear();
- rb->ssao.depth_tiled_slices.clear();
- rb->ssao.ao_slices.clear();
- rb->ssao.filtered_ao_slices.clear();
- rb->ssao.high_quality_ao_slices.clear();
}
if (rb->ssr.blur_radius[0].is_valid()) {
@@ -5163,117 +5148,64 @@ void RasterizerSceneRD::_process_ssao(RID p_render_buffers, RID p_environment, R
RENDER_TIMESTAMP("Process SSAO");
- int size_x = rb->width;
- int size_y = rb->height;
- const int buffer_widths[6] = {
- (size_x + 1) / 2,
- (size_x + 3) / 4,
- (size_x + 7) / 8,
- (size_x + 15) / 16,
- (size_x + 31) / 32,
- (size_x + 63) / 64
- };
- const int buffer_heights[6] = {
- (size_y + 1) / 2,
- (size_y + 3) / 4,
- (size_y + 7) / 8,
- (size_y + 15) / 16,
- (size_y + 31) / 32,
- (size_y + 63) / 64
- };
-
- if (!rb->ssao.ao_full.is_valid()) {
- //allocate SSAO buffers
-
- {
- for (uint32_t i = 0; i < 4; i++) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = buffer_widths[i];
- tf.height = buffer_heights[i];
- tf.mipmaps = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.depth_slices.push_back(slice);
- }
+ if (rb->ssao.ao[0].is_valid() && rb->ssao.ao_full.is_valid() != ssao_half_size) {
+ RD::get_singleton()->free(rb->ssao.depth);
+ RD::get_singleton()->free(rb->ssao.ao[0]);
+ if (rb->ssao.ao[1].is_valid()) {
+ RD::get_singleton()->free(rb->ssao.ao[1]);
}
-
- {
- for (uint32_t i = 2; i < 6; i++) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16_SFLOAT;
- tf.type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.array_layers = 16;
- tf.width = buffer_widths[i];
- tf.height = buffer_heights[i];
- tf.mipmaps = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.depth_tiled_slices.push_back(slice);
- }
+ if (rb->ssao.ao_full.is_valid()) {
+ RD::get_singleton()->free(rb->ssao.ao_full);
}
- {
- for (uint32_t i = 0; i < 3; i++) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = buffer_widths[i];
- tf.height = buffer_heights[i];
- tf.mipmaps = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.ao_slices.push_back(slice);
- }
- }
+ rb->ssao.depth = RID();
+ rb->ssao.ao[0] = RID();
+ rb->ssao.ao[1] = RID();
+ rb->ssao.ao_full = RID();
+ rb->ssao.depth_slices.clear();
+ }
- {
- for (uint32_t i = 0; i < 4; i++) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = buffer_widths[i];
- tf.height = buffer_heights[i];
- tf.mipmaps = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.high_quality_ao_slices.push_back(slice);
- }
- }
+ if (!rb->ssao.ao[0].is_valid()) {
+ //allocate depth slices
{
- for (uint32_t i = 0; i < 4; i++) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = buffer_widths[i];
- tf.height = buffer_heights[i];
- tf.mipmaps = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.filtered_ao_slices.push_back(slice);
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = rb->width / 2;
+ tf.height = rb->height / 2;
+ tf.mipmaps = Image::get_image_required_mipmaps(tf.width, tf.height, Image::FORMAT_RF) + 1;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ for (uint32_t i = 0; i < tf.mipmaps; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i);
+ rb->ssao.depth_slices.push_back(slice);
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = size_x;
- tf.height = size_y;
+ tf.width = ssao_half_size ? rb->width / 2 : rb->width;
+ tf.height = ssao_half_size ? rb->height / 2 : rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssao.ao[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssao.ao[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
- {
+ if (ssao_half_size) {
+ //upsample texture
RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16_UNORM;
- tf.width = size_x;
- tf.height = size_y;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = rb->width;
+ tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
_render_buffers_uniform_set_changed(p_render_buffers);
}
- storage->get_effects()->generate_ssao(rb->depth_texture, Size2i(size_x, size_y), rb->ssao.depth_slices, rb->ssao.linear_depth, rb->ssao.depth_tiled_slices, rb->ssao.ao_slices, rb->ssao.high_quality_ao_slices, rb->ssao.filtered_ao_slices, rb->ssao.ao_full, p_projection, ssao_noise_tolerance, ssao_blur_tolerance, ssao_upsample_tolerance, env->ssao_rejection_radius, env->ssao_intensity, env->ssao_levels, ssao_quality, ssao_full_samples);
+ storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, Size2i(rb->width, rb->height), rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao[0], rb->ssao.ao_full.is_valid(), rb->ssao.ao[1], rb->ssao.ao_full, env->ssao_intensity, env->ssao_radius, env->ssao_bias, p_projection, ssao_quality, env->ssao_blur, env->ssao_blur_edge_sharpness);
}
void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
@@ -5438,9 +5370,9 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
}
}
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_full.is_valid()) {
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ao_buf = rb->ssao.ao_full;
+ RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
@@ -5616,7 +5548,7 @@ RID RasterizerSceneRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
- return rb->ssao.ao_full;
+ return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
}
RID RasterizerSceneRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
@@ -8402,7 +8334,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
- environment_set_ssao_settings(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/ssao/quality"))), GLOBAL_GET("rendering/ssao/full_samples"), GLOBAL_GET("rendering/ssao/noise_tolerance"), GLOBAL_GET("rendering/ssao/blur_tolerance"), GLOBAL_GET("rendering/ssao/upsample_tolerance"));
+ environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index 65f2a1d157..8a14598250 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -736,11 +736,13 @@ private:
/// SSAO
bool ssao_enabled = false;
- float ssao_rejection_radius = 2.5;
- float ssao_intensity = 1.0;
- int ssao_levels = 3;
+ float ssao_radius = 1;
+ float ssao_intensity = 1;
+ float ssao_bias = 0.01;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
+ float ssao_blur_edge_sharpness = 4.0;
+ RS::EnvironmentSSAOBlur ssao_blur = RS::ENV_SSAO_BLUR_3x3;
/// SSR
///
@@ -764,11 +766,7 @@ private:
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
- bool ssao_full_samples = false;
- float ssao_noise_tolerance = -3.0;
- float ssao_blur_tolerance = -5.0;
- float ssao_upsample_tolerance = -7.0;
-
+ bool ssao_half_size = false;
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
@@ -850,13 +848,10 @@ private:
} luminance;
struct SSAO {
+ RID depth;
Vector<RID> depth_slices;
- Vector<RID> depth_tiled_slices;
- Vector<RID> filtered_ao_slices;
- Vector<RID> ao_slices;
- Vector<RID> high_quality_ao_slices;
- RID linear_depth;
- RID ao_full;
+ RID ao[2];
+ RID ao_full; //when using half-size
} ssao;
struct SSR {
@@ -1559,8 +1554,8 @@ public:
virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
- void environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect);
- void environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance);
+ void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
+ void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size);
bool environment_is_ssao_enabled(RID p_env) const;
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index f9b8591307..9d531d63ad 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -19,10 +19,9 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("giprobe_sdf.glsl")
env.RD_GLSL("luminance_reduce.glsl")
env.RD_GLSL("bokeh_dof.glsl")
- env.RD_GLSL("ssao_render.glsl")
- env.RD_GLSL("ssao_downsample1.glsl")
- env.RD_GLSL("ssao_downsample2.glsl")
- env.RD_GLSL("ssao_upsample.glsl")
+ env.RD_GLSL("ssao.glsl")
+ env.RD_GLSL("ssao_minify.glsl")
+ env.RD_GLSL("ssao_blur.glsl")
env.RD_GLSL("roughness_limiter.glsl")
env.RD_GLSL("screen_space_reflection.glsl")
env.RD_GLSL("screen_space_reflection_filter.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 182d1cdfa6..455a3d4a3a 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -2717,7 +2717,7 @@ FRAGMENT_SHADER_CODE
#if defined(AO_USED)
if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
- float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), gl_FragCoord.xy * scene_data.screen_pixel_size).r;
+ 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);
}
@@ -2729,7 +2729,7 @@ FRAGMENT_SHADER_CODE
#else
if (scene_data.ssao_enabled) {
- float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), gl_FragCoord.xy * scene_data.screen_pixel_size).r;
+ 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);
float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect);
specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao.glsl b/servers/rendering/rasterizer_rd/shaders/ssao.glsl
new file mode 100644
index 0000000000..346338181a
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/ssao.glsl
@@ -0,0 +1,249 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#define TWO_PI 6.283185307179586476925286766559
+
+#ifdef SSAO_QUALITY_HIGH
+#define NUM_SAMPLES (20)
+#endif
+
+#ifdef SSAO_QUALITY_ULTRA
+#define NUM_SAMPLES (48)
+#endif
+
+#ifdef SSAO_QUALITY_LOW
+#define NUM_SAMPLES (8)
+#endif
+
+#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
+#define NUM_SAMPLES (12)
+#endif
+
+// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
+// miplevel to maintain reasonable spatial locality in the cache
+// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
+// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
+#define LOG_MAX_OFFSET (3)
+
+// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
+#define MAX_MIP_LEVEL (4)
+
+// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
+// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
+
+const int ROTATIONS[] = int[](
+ 1, 1, 2, 3, 2, 5, 2, 3, 2,
+ 3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
+ 9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
+ 11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
+ 11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
+ 19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
+ 13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
+ 29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
+ 31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
+ 19, 27, 21, 25, 39, 29, 17, 21, 27);
+
+//#define NUM_SPIRAL_TURNS (7)
+const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
+
+layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifndef USE_HALF_SIZE
+layout(set = 2, binding = 0) uniform sampler2D source_depth;
+#endif
+
+layout(set = 3, binding = 0) uniform sampler2D source_normal;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 screen_size;
+ float z_far;
+ float z_near;
+
+ bool orthogonal;
+ float intensity_div_r6;
+ float radius;
+ float bias;
+
+ vec4 proj_info;
+ vec2 pixel_size;
+ float proj_scale;
+ uint pad;
+}
+params;
+
+vec3 reconstructCSPosition(vec2 S, float z) {
+ if (params.orthogonal) {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
+ } else {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ }
+}
+
+vec3 getPosition(ivec2 ssP) {
+ vec3 P;
+#ifdef USE_HALF_SIZE
+ P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
+ P.z = -P.z;
+#else
+ P.z = texelFetch(source_depth, ssP, 0).r;
+
+ P.z = P.z * 2.0 - 1.0;
+ if (params.orthogonal) {
+ P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
+ }
+ P.z = -P.z;
+#endif
+ // Offset to pixel center
+ P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
+ return P;
+}
+
+/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
+vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
+ // Radius relative to ssR
+ float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
+ float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
+
+ ssR = alpha;
+ return vec2(cos(angle), sin(angle));
+}
+
+/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
+vec3 getOffsetPosition(ivec2 ssP, float ssR) {
+ // Derivation:
+ // mipLevel = floor(log(ssR / MAX_OFFSET));
+
+ int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
+
+ vec3 P;
+
+ // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
+ // Manually clamp to the texture size because texelFetch bypasses the texture unit
+ ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
+
+#ifdef USE_HALF_SIZE
+ P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
+ P.z = -P.z;
+#else
+ if (mipLevel < 1) {
+ //read from depth buffer
+ P.z = texelFetch(source_depth, mipP, 0).r;
+ P.z = P.z * 2.0 - 1.0;
+ if (params.orthogonal) {
+ P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
+ }
+ P.z = -P.z;
+
+ } else {
+ //read from mipmaps
+ P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
+ P.z = -P.z;
+ }
+#endif
+
+ // Offset to pixel center
+ P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
+
+ return P;
+}
+
+/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
+ to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
+
+ Note that units of H() in the HPG12 paper are meters, not
+ unitless. The whole falloff/sampling function is therefore
+ unitless. In this implementation, we factor out (9 / radius).
+
+ Four versions of the falloff function are implemented below
+*/
+float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
+ // Offset on the unit disk, spun for this pixel
+ float ssR;
+ vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
+ ssR *= ssDiskRadius;
+
+ ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
+
+ if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
+ return 0.0;
+ }
+
+ // The occluding point in camera space
+ vec3 Q = getOffsetPosition(ssP, ssR);
+
+ vec3 v = Q - C;
+
+ float vv = dot(v, v);
+ float vn = dot(v, n_C);
+
+ const float epsilon = 0.01;
+ float radius2 = p_radius * p_radius;
+
+ // A: From the HPG12 paper
+ // Note large epsilon to avoid overdarkening within cracks
+ //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
+
+ // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
+ float f = max(radius2 - vv, 0.0);
+ return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
+
+ // C: Medium contrast (which looks better at high radii), no division. Note that the
+ // contribution still falls off with radius^2, but we've adjusted the rate in a way that is
+ // more computationally efficient and happens to be aesthetically pleasing.
+ // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
+
+ // D: Low contrast, no division operation
+ // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
+}
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ // World space point being shaded
+ vec3 C = getPosition(ssC);
+
+#ifdef USE_HALF_SIZE
+ vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
+#else
+ vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
+#endif
+ n_C = normalize(n_C);
+ n_C.y = -n_C.y; //because this code reads flipped
+
+ // Hash function used in the HPG12 AlchemyAO paper
+ float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
+
+ // Reconstruct normals from positions. These will lead to 1-pixel black lines
+ // at depth discontinuities, however the blur will wipe those out so they are not visible
+ // in the final image.
+
+ // Choose the screen-space sample radius
+ // proportional to the projected area of the sphere
+
+ float ssDiskRadius = -params.proj_scale * params.radius;
+ if (!params.orthogonal) {
+ ssDiskRadius = -params.proj_scale * params.radius / C.z;
+ }
+ float sum = 0.0;
+ for (int i = 0; i < NUM_SAMPLES; ++i) {
+ sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
+ }
+
+ float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
+
+ imageStore(dest_image, ssC, vec4(A));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
new file mode 100644
index 0000000000..3e63e3cb59
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
@@ -0,0 +1,153 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssao;
+layout(set = 1, binding = 0) uniform sampler2D source_depth;
+#ifdef MODE_UPSCALE
+layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
+#endif
+
+layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
+
+//////////////////////////////////////////////////////////////////////////////////////////////
+// Tunable Parameters:
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
+ int filter_scale;
+ float z_far;
+ float z_near;
+ bool orthogonal;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+ ivec2 axis; /** (1, 0) or (0, 1) */
+ ivec2 screen_size;
+}
+params;
+
+/** Filter radius in pixels. This will be multiplied by SCALE. */
+#define R (4)
+
+//////////////////////////////////////////////////////////////////////////////////////////////
+
+// Gaussian coefficients
+const float gaussian[R + 1] =
+ //float[](0.356642, 0.239400, 0.072410, 0.009869);
+ //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
+ float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
+//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_UPSCALE
+
+ //closest one should be the same pixel, but check nearby just in case
+ float depth = texelFetch(source_depth, ssC, 0).r;
+
+ depth = depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
+ vec2 from_uv = closest_uv;
+ vec2 ps2 = pixel_size; // * 2.0;
+
+ float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
+
+ vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
+ for (int i = 0; i < 4; i++) {
+ vec2 neighbour = from_uv + offsets[i];
+ float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
+ if (neighbour_depth < closest_depth) {
+ closest_uv = neighbour;
+ closest_depth = neighbour_depth;
+ }
+ }
+
+ float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
+ imageStore(dest_image, ssC, vec4(visibility));
+#else
+
+ float depth = texelFetch(source_depth, ssC, 0).r;
+
+#ifdef MODE_FULL_SIZE
+ depth = depth * 2.0 - 1.0;
+
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+
+#endif
+ float depth_divide = 1.0 / params.z_far;
+
+ //depth *= depth_divide;
+
+ /*
+ if (depth > params.z_far * 0.999) {
+ discard; //skybox
+ }
+ */
+
+ float sum = texelFetch(source_ssao, ssC, 0).r;
+
+ // Base weight for depth falloff. Increase this for more blurriness,
+ // decrease it for better edge discrimination
+ float BASE = gaussian[0];
+ float totalWeight = BASE;
+ sum *= totalWeight;
+
+ ivec2 clamp_limit = params.screen_size - ivec2(1);
+
+ for (int r = -R; r <= R; ++r) {
+ // We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
+ // so the IF statement has no runtime cost
+ if (r != 0) {
+ ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
+ float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
+ ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
+
+ float temp_depth = texelFetch(source_depth, rpos, 0).r;
+#ifdef MODE_FULL_SIZE
+ temp_depth = temp_depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
+ }
+ //temp_depth *= depth_divide;
+#endif
+ // spatial domain: offset gaussian tap
+ float weight = 0.3 + gaussian[abs(r)];
+ //weight *= max(0.0, dot(temp_normal, normal));
+
+ // range domain (the "bilateral" weight). As depth difference increases, decrease weight.
+ weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
+
+ sum += value * weight;
+ totalWeight += weight;
+ }
+ }
+
+ const float epsilon = 0.0001;
+ float visibility = sum / (totalWeight + epsilon);
+
+ imageStore(dest_image, ssC, vec4(visibility));
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_downsample1.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_downsample1.glsl
deleted file mode 100644
index 3bfce1a827..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao_downsample1.glsl
+++ /dev/null
@@ -1,77 +0,0 @@
-//
-// Copyright (c) Microsoft. All rights reserved.
-// This code is licensed under the MIT License (MIT).
-// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
-// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
-// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
-// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
-//
-// Developed by Minigraph
-//
-// Author: James Stanard
-//
-
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- float z_far;
- float z_near;
- bool orthogonal;
- uint pad;
-}
-params;
-
-layout(set = 0, binding = 0) uniform sampler2D source_depth;
-
-layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2D linear_z;
-layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D downsampled2x;
-layout(r16f, set = 3, binding = 0) uniform restrict writeonly image2DArray downsampled2x_atlas;
-layout(r32f, set = 4, binding = 0) uniform restrict writeonly image2D downsampled4x;
-layout(r16f, set = 5, binding = 0) uniform restrict writeonly image2DArray downsampled4x_atlas;
-
-float Linearize(uvec2 p_pos) {
- float depth = texelFetch(source_depth, ivec2(p_pos), 0).r * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
- } else {
- depth = 2.0 * params.z_near / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
- imageStore(linear_z, ivec2(p_pos), vec4(depth));
- return depth;
-}
-
-shared float local_cache[256];
-
-void main() {
- uvec2 start = gl_WorkGroupID.xy << 4 | gl_LocalInvocationID.xy;
- uint dest_index = gl_LocalInvocationID.y << 4 | gl_LocalInvocationID.x;
- local_cache[dest_index + 0] = Linearize(start | uvec2(0, 0));
- local_cache[dest_index + 8] = Linearize(start | uvec2(8, 0));
- local_cache[dest_index + 128] = Linearize(start | uvec2(0, 8));
- local_cache[dest_index + 136] = Linearize(start | uvec2(8, 8));
-
- groupMemoryBarrier();
- barrier();
-
- uint index = (gl_LocalInvocationID.x << 1) | (gl_LocalInvocationID.y << 5);
-
- float w1 = local_cache[index];
-
- uvec2 pos = gl_GlobalInvocationID.xy;
- uint slice = (pos.x & 3) | ((pos.y & 3) << 2);
- imageStore(downsampled2x, ivec2(pos), vec4(w1));
- imageStore(downsampled2x_atlas, ivec3(pos >> 2, slice), vec4(w1));
-
- if ((gl_LocalInvocationIndex & 011) == 0) {
- pos = gl_GlobalInvocationID.xy >> 1;
- slice = (pos.x & 3) | ((pos.y & 3) << 2);
- imageStore(downsampled4x, ivec2(pos), vec4(w1));
- imageStore(downsampled4x_atlas, ivec3(pos >> 2, slice), vec4(w1));
- }
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_downsample2.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_downsample2.glsl
deleted file mode 100644
index 9fec881057..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao_downsample2.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-//
-// Copyright (c) Microsoft. All rights reserved.
-// This code is licensed under the MIT License (MIT).
-// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
-// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
-// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
-// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
-//
-// Developed by Minigraph
-//
-// Author: James Stanard
-//
-
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D downsampled4x;
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D downsampled8x;
-layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray downsampled8x_atlas;
-layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D downsampled16x;
-layout(r16f, set = 4, binding = 0) uniform restrict writeonly image2DArray downsampled16x_atlas;
-
-void main() {
- vec4 w1 = imageLoad(downsampled4x, min(ivec2(gl_GlobalInvocationID.xy << 1), imageSize(downsampled4x) - ivec2(2)));
-
- uvec2 pos = gl_GlobalInvocationID.xy;
- uvec2 pos_atlas = pos >> 2;
- uint pos_slice = (pos.x & 3) | ((pos.y & 3) << 2);
- ivec2 ds8s = imageSize(downsampled8x);
-
- if (pos.x < ds8s.x && pos.y < ds8s.y) {
- imageStore(downsampled8x, ivec2(pos), w1);
- }
-
- imageStore(downsampled8x_atlas, ivec3(pos_atlas, pos_slice), w1);
-
- if ((gl_LocalInvocationIndex & 011) == 0) {
- uvec2 pos = gl_GlobalInvocationID.xy >> 1;
- uvec2 pos_atlas = pos >> 2;
- uint pos_slice = (pos.x & 3) | ((pos.y & 3) << 2);
- imageStore(downsampled16x, ivec2(pos), w1);
- imageStore(downsampled16x_atlas, ivec3(pos_atlas, pos_slice), w1);
- }
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
new file mode 100644
index 0000000000..263fca386f
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
@@ -0,0 +1,45 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 pixel_size;
+ float z_far;
+ float z_near;
+ ivec2 source_size;
+ bool orthogonal;
+ uint pad;
+}
+params;
+
+#ifdef MINIFY_START
+layout(set = 0, binding = 0) uniform sampler2D source_texture;
+#else
+layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
+#endif
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MINIFY_START
+ float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+#else
+ float depth = imageLoad(source_image, pos << 1).r;
+#endif
+
+ imageStore(dest_image, pos, vec4(depth));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_render.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_render.glsl
deleted file mode 100644
index 42eb49c9fe..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao_render.glsl
+++ /dev/null
@@ -1,159 +0,0 @@
-//
-// Copyright (c) Microsoft. All rights reserved.
-// This code is licensed under the MIT License (MIT).
-// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
-// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
-// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
-// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
-//
-// Developed by Minigraph
-//
-// Author: James Stanard
-//
-
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#ifndef INTERLEAVE_RESULT
-#define WIDE_SAMPLING 1
-#endif
-
-#if WIDE_SAMPLING
-// 32x32 cache size: the 16x16 in the center forms the area of focus with the 8-pixel perimeter used for wide gathering.
-#define TILE_DIM 32
-layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
-#else
-// 16x16 cache size: the 8x8 in the center forms the area of focus with the 4-pixel perimeter used for gathering.
-#define TILE_DIM 16
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-#endif
-
-#ifdef INTERLEAVE_RESULT
-layout(set = 0, binding = 0) uniform sampler2DArray depth_texture;
-#else
-layout(set = 0, binding = 0) uniform sampler2D depth_texture;
-#endif
-
-layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D occlusion;
-//SamplerState LinearBorderSampler : register(s1);
-
-layout(push_constant, binding = 1, std430) uniform Params {
- vec4 inv_thickness_table[3];
- vec4 sample_weight_table[3];
- vec2 texel_size;
- float rejection_fadeoff;
- float intensity;
-}
-params;
-
-shared float depth_samples[TILE_DIM * TILE_DIM];
-
-float test_sample_pair(float front_depth, float inv_range, uint p_base, uint p_offset) {
- // "Disocclusion" measures the penetration distance of the depth sample within the sphere.
- // Disocclusion < 0 (full occlusion) -> the sample fell in front of the sphere
- // Disocclusion > 1 (no occlusion) -> the sample fell behind the sphere
- float disocclusion1 = depth_samples[p_base + p_offset] * inv_range - front_depth;
- float disocclusion2 = depth_samples[p_base - p_offset] * inv_range - front_depth;
-
- float pseudo_disocclusion1 = clamp(params.rejection_fadeoff * disocclusion1, 0.0, 1.0);
- float pseudo_disocclusion2 = clamp(params.rejection_fadeoff * disocclusion2, 0.0, 1.0);
-
- return clamp(disocclusion1, pseudo_disocclusion2, 1.0) +
- clamp(disocclusion2, pseudo_disocclusion1, 1.0) -
- pseudo_disocclusion1 * pseudo_disocclusion2;
-}
-
-float test_samples(uint p_center_index, uint p_x, uint p_y, float p_inv_depth, float p_inv_thickness) {
-#if WIDE_SAMPLING
- p_x <<= 1;
- p_y <<= 1;
-#endif
-
- float inv_range = p_inv_thickness * p_inv_depth;
- float front_depth = p_inv_thickness - 0.5;
-
- if (p_y == 0) {
- // Axial
- return 0.5 * (test_sample_pair(front_depth, inv_range, p_center_index, p_x) +
- test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM));
- } else if (p_x == p_y) {
- // Diagonal
- return 0.5 * (test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM - p_x) +
- test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM + p_x));
- } else {
- // L-Shaped
- return 0.25 * (test_sample_pair(front_depth, inv_range, p_center_index, p_y * TILE_DIM + p_x) +
- test_sample_pair(front_depth, inv_range, p_center_index, p_y * TILE_DIM - p_x) +
- test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM + p_y) +
- test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM - p_y));
- }
-}
-
-void main() {
-#if WIDE_SAMPLING
- vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 7.5) * params.texel_size, vec2(params.texel_size * 0.5), vec2(1.0 - params.texel_size * 0.5));
-#else
- vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) * params.texel_size, vec2(params.texel_size * 0.5), vec2(1.0 - params.texel_size * 0.5));
-#endif
-
- // Fetch four depths and store them in LDS
-#ifdef INTERLEAVE_RESULT
- vec4 depths = textureGather(depth_texture, vec3(quad_center_uv, gl_GlobalInvocationID.z)); // textureGather
-#else
- vec4 depths = textureGather(depth_texture, quad_center_uv);
-#endif
-
- uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * TILE_DIM;
- depth_samples[dest_index] = depths.w;
- depth_samples[dest_index + 1] = depths.z;
- depth_samples[dest_index + TILE_DIM] = depths.x;
- depth_samples[dest_index + TILE_DIM + 1] = depths.y;
-
- groupMemoryBarrier();
- barrier();
-
-#if WIDE_SAMPLING
- uint index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * TILE_DIM + 8 * TILE_DIM + 8;
-#else
- uint index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * TILE_DIM + 4 * TILE_DIM + 4;
-#endif
- const float inv_depth = 1.0 / depth_samples[index];
-
- float ao = 0.0;
-
- if (params.sample_weight_table[0].x > 0.0) {
- // 68 samples: sample all cells in *within* a circular radius of 5
- ao += params.sample_weight_table[0].x * test_samples(index, 1, 0, inv_depth, params.inv_thickness_table[0].x);
- ao += params.sample_weight_table[0].y * test_samples(index, 2, 0, inv_depth, params.inv_thickness_table[0].y);
- ao += params.sample_weight_table[0].z * test_samples(index, 3, 0, inv_depth, params.inv_thickness_table[0].z);
- ao += params.sample_weight_table[0].w * test_samples(index, 4, 0, inv_depth, params.inv_thickness_table[0].w);
- ao += params.sample_weight_table[1].x * test_samples(index, 1, 1, inv_depth, params.inv_thickness_table[1].x);
- ao += params.sample_weight_table[2].x * test_samples(index, 2, 2, inv_depth, params.inv_thickness_table[2].x);
- ao += params.sample_weight_table[2].w * test_samples(index, 3, 3, inv_depth, params.inv_thickness_table[2].w);
- ao += params.sample_weight_table[1].y * test_samples(index, 1, 2, inv_depth, params.inv_thickness_table[1].y);
- ao += params.sample_weight_table[1].z * test_samples(index, 1, 3, inv_depth, params.inv_thickness_table[1].z);
- ao += params.sample_weight_table[1].w * test_samples(index, 1, 4, inv_depth, params.inv_thickness_table[1].w);
- ao += params.sample_weight_table[2].y * test_samples(index, 2, 3, inv_depth, params.inv_thickness_table[2].y);
- ao += params.sample_weight_table[2].z * test_samples(index, 2, 4, inv_depth, params.inv_thickness_table[2].z);
- } else {
- // SAMPLE_CHECKER
- // 36 samples: sample every-other cell in a checker board pattern
- ao += params.sample_weight_table[0].y * test_samples(index, 2, 0, inv_depth, params.inv_thickness_table[0].y);
- ao += params.sample_weight_table[0].w * test_samples(index, 4, 0, inv_depth, params.inv_thickness_table[0].w);
- ao += params.sample_weight_table[1].x * test_samples(index, 1, 1, inv_depth, params.inv_thickness_table[1].x);
- ao += params.sample_weight_table[2].x * test_samples(index, 2, 2, inv_depth, params.inv_thickness_table[2].x);
- ao += params.sample_weight_table[2].w * test_samples(index, 3, 3, inv_depth, params.inv_thickness_table[2].w);
- ao += params.sample_weight_table[1].z * test_samples(index, 1, 3, inv_depth, params.inv_thickness_table[1].z);
- ao += params.sample_weight_table[2].z * test_samples(index, 2, 4, inv_depth, params.inv_thickness_table[2].z);
- }
-
-#ifdef INTERLEAVE_RESULT
- uvec2 out_pixel = gl_GlobalInvocationID.xy << 2 | uvec2(gl_GlobalInvocationID.z & 3, gl_GlobalInvocationID.z >> 2);
-#else
- uvec2 out_pixel = gl_GlobalInvocationID.xy;
-#endif
- imageStore(occlusion, ivec2(out_pixel), vec4(mix(1.0, ao, params.intensity)));
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_upsample.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_upsample.glsl
deleted file mode 100644
index e91e4a9bd8..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao_upsample.glsl
+++ /dev/null
@@ -1,216 +0,0 @@
-//
-// Copyright (c) Microsoft. All rights reserved.
-// This code is licensed under the MIT License (MIT).
-// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
-// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
-// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
-// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
-//
-// Developed by Minigraph
-//
-// Author: James Stanard
-//
-
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-layout(set = 0, binding = 0) uniform sampler2D low_res_depth;
-layout(set = 1, binding = 0) uniform sampler2D high_res_depth;
-layout(set = 2, binding = 0) uniform sampler2D low_res_ao1;
-layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D ao_result;
-#ifdef COMBINE_LOWER_RESOLUTIONS
-layout(set = 4, binding = 0) uniform sampler2D low_res_ao2;
-#endif
-#ifdef BLEND_WITH_HIGHER_RESOLUTION
-layout(set = 5, binding = 0) uniform sampler2D high_res_ao;
-#endif
-
-//SamplerState LinearSampler : register(s0);
-
-layout(push_constant, binding = 1, std430) uniform Params {
- vec2 inv_low_resolution;
- vec2 inv_high_resolution;
- float noise_filter_strength;
- float step_size;
- float blur_tolerance;
- float upsample_tolerance;
-}
-params;
-
-shared float depth_cache[256];
-shared float ao_cache1[256];
-shared float ao_cache2[256];
-
-void prefetch_data(uint p_index, vec2 p_uv) {
- vec4 ao1 = textureGather(low_res_ao1, p_uv); // textureGather
-
-#ifdef COMBINE_LOWER_RESOLUTIONS
- ao1 = min(ao1, textureGather(low_res_ao2, p_uv));
-#endif
-
- ao_cache1[p_index] = ao1.w;
- ao_cache1[p_index + 1] = ao1.z;
- ao_cache1[p_index + 16] = ao1.x;
- ao_cache1[p_index + 17] = ao1.y;
-
- vec4 ID = 1.0 / textureGather(low_res_depth, p_uv);
- depth_cache[p_index] = ID.w;
- depth_cache[p_index + 1] = ID.z;
- depth_cache[p_index + 16] = ID.x;
- depth_cache[p_index + 17] = ID.y;
-}
-
-float smart_blur(float p_a, float p_b, float p_c, float p_d, float p_e, bool p_left, bool p_middle, bool p_right) {
- p_b = p_left || p_middle ? p_b : p_c;
- p_a = p_left ? p_a : p_b;
- p_d = p_right || p_middle ? p_d : p_c;
- p_e = p_right ? p_e : p_d;
- return ((p_a + p_e) / 2.0 + p_b + p_c + p_d) / 4.0;
-}
-
-bool compare_deltas(float p_d1, float p_d2, float p_l1, float p_l2) {
- float temp = p_d1 * p_d2 + params.step_size;
- return temp * temp > p_l1 * p_l2 * params.blur_tolerance;
-}
-
-void blur_horizontally(uint p_left_most_index) {
- float a0 = ao_cache1[p_left_most_index];
- float a1 = ao_cache1[p_left_most_index + 1];
- float a2 = ao_cache1[p_left_most_index + 2];
- float a3 = ao_cache1[p_left_most_index + 3];
- float a4 = ao_cache1[p_left_most_index + 4];
- float a5 = ao_cache1[p_left_most_index + 5];
- float a6 = ao_cache1[p_left_most_index + 6];
-
- float d0 = depth_cache[p_left_most_index];
- float d1 = depth_cache[p_left_most_index + 1];
- float d2 = depth_cache[p_left_most_index + 2];
- float d3 = depth_cache[p_left_most_index + 3];
- float d4 = depth_cache[p_left_most_index + 4];
- float d5 = depth_cache[p_left_most_index + 5];
- float d6 = depth_cache[p_left_most_index + 6];
-
- float d01 = d1 - d0;
- float d12 = d2 - d1;
- float d23 = d3 - d2;
- float d34 = d4 - d3;
- float d45 = d5 - d4;
- float d56 = d6 - d5;
-
- float l01 = d01 * d01 + params.step_size;
- float l12 = d12 * d12 + params.step_size;
- float l23 = d23 * d23 + params.step_size;
- float l34 = d34 * d34 + params.step_size;
- float l45 = d45 * d45 + params.step_size;
- float l56 = d56 * d56 + params.step_size;
-
- bool c02 = compare_deltas(d01, d12, l01, l12);
- bool c13 = compare_deltas(d12, d23, l12, l23);
- bool c24 = compare_deltas(d23, d34, l23, l34);
- bool c35 = compare_deltas(d34, d45, l34, l45);
- bool c46 = compare_deltas(d45, d56, l45, l56);
-
- ao_cache2[p_left_most_index] = smart_blur(a0, a1, a2, a3, a4, c02, c13, c24);
- ao_cache2[p_left_most_index + 1] = smart_blur(a1, a2, a3, a4, a5, c13, c24, c35);
- ao_cache2[p_left_most_index + 2] = smart_blur(a2, a3, a4, a5, a6, c24, c35, c46);
-}
-
-void blur_vertically(uint p_top_most_index) {
- float a0 = ao_cache2[p_top_most_index];
- float a1 = ao_cache2[p_top_most_index + 16];
- float a2 = ao_cache2[p_top_most_index + 32];
- float a3 = ao_cache2[p_top_most_index + 48];
- float a4 = ao_cache2[p_top_most_index + 64];
- float a5 = ao_cache2[p_top_most_index + 80];
-
- float d0 = depth_cache[p_top_most_index + 2];
- float d1 = depth_cache[p_top_most_index + 18];
- float d2 = depth_cache[p_top_most_index + 34];
- float d3 = depth_cache[p_top_most_index + 50];
- float d4 = depth_cache[p_top_most_index + 66];
- float d5 = depth_cache[p_top_most_index + 82];
-
- float d01 = d1 - d0;
- float d12 = d2 - d1;
- float d23 = d3 - d2;
- float d34 = d4 - d3;
- float d45 = d5 - d4;
-
- float l01 = d01 * d01 + params.step_size;
- float l12 = d12 * d12 + params.step_size;
- float l23 = d23 * d23 + params.step_size;
- float l34 = d34 * d34 + params.step_size;
- float l45 = d45 * d45 + params.step_size;
-
- bool c02 = compare_deltas(d01, d12, l01, l12);
- bool c13 = compare_deltas(d12, d23, l12, l23);
- bool c24 = compare_deltas(d23, d34, l23, l34);
- bool c35 = compare_deltas(d34, d45, l34, l45);
-
- float ao_result1 = smart_blur(a0, a1, a2, a3, a4, c02, c13, c24);
- float ao_result2 = smart_blur(a1, a2, a3, a4, a5, c13, c24, c35);
-
- ao_cache1[p_top_most_index] = ao_result1;
- ao_cache1[p_top_most_index + 16] = ao_result2;
-}
-
-// We essentially want 5 weights: 4 for each low-res pixel and 1 to blend in when none of the 4 really
-// match. The filter strength is 1 / DeltaZTolerance. So a tolerance of 0.01 would yield a strength of 100.
-// Note that a perfect match of low to high depths would yield a weight of 10^6, completely superceding any
-// noise filtering. The noise filter is intended to soften the effects of shimmering when the high-res depth
-// buffer has a lot of small holes in it causing the low-res depth buffer to inaccurately represent it.
-float bilateral_upsample(float p_high_depth, float p_high_ao, vec4 p_low_depths, vec4 p_low_ao) {
- vec4 weights = vec4(9.0, 3.0, 1.0, 3.0) / (abs(p_high_depth - p_low_depths) + params.upsample_tolerance);
- float total_weight = dot(weights, vec4(1.0)) + params.noise_filter_strength;
- float weighted_sum = dot(p_low_ao, weights) + params.noise_filter_strength;
- return p_high_ao * weighted_sum / total_weight;
-}
-
-void main() {
- // Load 4 pixels per thread into LDS to fill the 16x16 LDS cache with depth and AO
- prefetch_data(gl_LocalInvocationID.x << 1 | gl_LocalInvocationID.y << 5, vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 2.5) * params.inv_low_resolution);
- groupMemoryBarrier();
- barrier();
-
- // Goal: End up with a 9x9 patch that is blurred so we can upsample. Blur radius is 2 pixels, so start with 13x13 area.
-
- // Horizontally blur the pixels. 13x13 -> 9x13
- if (gl_LocalInvocationIndex < 39)
- blur_horizontally((gl_LocalInvocationIndex / 3) * 16 + (gl_LocalInvocationIndex % 3) * 3);
- groupMemoryBarrier();
- barrier();
-
- // Vertically blur the pixels. 9x13 -> 9x9
- if (gl_LocalInvocationIndex < 45)
- blur_vertically((gl_LocalInvocationIndex / 9) * 32 + gl_LocalInvocationIndex % 9);
- groupMemoryBarrier();
- barrier();
-
- // Bilateral upsample
- uint index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 16;
- vec4 low_SSAOs = vec4(ao_cache1[index + 16], ao_cache1[index + 17], ao_cache1[index + 1], ao_cache1[index]);
-
- // We work on a quad of pixels at once because then we can gather 4 each of high and low-res depth values
- vec2 UV0 = (gl_GlobalInvocationID.xy - 0.5) * params.inv_low_resolution;
- vec2 UV1 = (gl_GlobalInvocationID.xy * 2.0 - 0.5) * params.inv_high_resolution;
-
-#ifdef BLEND_WITH_HIGHER_RESOLUTION
- vec4 hi_SSAOs = textureGather(high_res_ao, UV1);
-#else
- vec4 hi_SSAOs = vec4(1.0);
-#endif
- vec4 Low_depths = textureGather(low_res_depth, UV0);
- vec4 high_depths = textureGather(high_res_depth, UV1);
-
- ivec2 OutST = ivec2(gl_GlobalInvocationID.xy << 1);
-
- imageStore(ao_result, OutST + ivec2(-1, 0), vec4(bilateral_upsample(high_depths.x, hi_SSAOs.x, Low_depths.xyzw, low_SSAOs.xyzw)));
- imageStore(ao_result, OutST + ivec2(0, 0), vec4(bilateral_upsample(high_depths.y, hi_SSAOs.y, Low_depths.yzwx, low_SSAOs.yzwx)));
- imageStore(ao_result, OutST + ivec2(0, -1), vec4(bilateral_upsample(high_depths.z, hi_SSAOs.z, Low_depths.zwxy, low_SSAOs.zwxy)));
- imageStore(ao_result, OutST + ivec2(-1, -1), vec4(bilateral_upsample(high_depths.w, hi_SSAOs.w, Low_depths.wxyz, low_SSAOs.wxyz)));
-}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 2573e6e6dd..6df66e7b20 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -433,7 +433,6 @@ public:
TEXTURE_SLICE_2D,
TEXTURE_SLICE_CUBEMAP,
TEXTURE_SLICE_3D,
- TEXTURE_SLICE_2D_ARRAY,
};
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index 1bafe7a91d..fb3baeca95 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -578,8 +578,8 @@ public:
BIND6(environment_set_ssr, RID, bool, int, float, float, float)
BIND1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
- BIND7(environment_set_ssao, RID, bool, float, float, int, float, float)
- BIND5(environment_set_ssao_settings, EnvironmentSSAOQuality, bool, float, float, float)
+ BIND9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
+ BIND2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
BIND11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
BIND1(environment_glow_set_use_bicubic_upscale, bool)
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 3c2b0b9475..305a3aaee7 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -484,9 +484,9 @@ public:
FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
- FUNC7(environment_set_ssao, RID, bool, float, float, int, float, float)
+ FUNC9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
- FUNC5(environment_set_ssao_settings, EnvironmentSSAOQuality, bool, float, float, float)
+ FUNC2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)