diff options
4 files changed, 113 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index b8e9f40bc4..38983abbac 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3796,6 +3796,18 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map"); +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + Vector<uint8_t> dm; + dm.resize(target_width * target_height * volumetric_fog_depth * 4); + dm.fill(0); + + rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map"); + rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map"); + rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map"); +#else tf.format = RD::DATA_FORMAT_R32_UINT; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); @@ -3807,6 +3819,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map"); RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1); +#endif Vector<RD::Uniform> uniforms; { @@ -3872,7 +3885,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e { RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif u.binding = 1; u.ids.push_back(rb->volumetric_fog->emissive_map); uniforms.push_back(u); @@ -3888,7 +3905,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e { RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif u.binding = 3; u.ids.push_back(rb->volumetric_fog->density_map); uniforms.push_back(u); @@ -3896,7 +3917,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e { RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif u.binding = 4; u.ids.push_back(rb->volumetric_fog->light_map); uniforms.push_back(u); @@ -4163,14 +4188,22 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e } { RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif u.binding = 16; u.ids.push_back(rb->volumetric_fog->density_map); uniforms.push_back(u); } { RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif u.binding = 17; u.ids.push_back(rb->volumetric_fog->light_map); uniforms.push_back(u); @@ -4178,7 +4211,11 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e { RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif u.binding = 18; u.ids.push_back(rb->volumetric_fog->emissive_map); uniforms.push_back(u); diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index b9a8947fa2..2568090918 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -177,6 +177,9 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c for (const KeyValue<StringName, CharString> &E : p_version->code_sections) { builder.append(String("#define ") + String(E.key) + "_CODE_USED\n"); } +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + builder.append("#define MOLTENVK_USED\n"); +#endif } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl index afc5d68776..181d3b272f 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl @@ -47,7 +47,13 @@ layout(push_constant, binding = 0, std430) uniform Params { } params; +#ifdef MOLTENVK_USED +layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer { + uint emissive_only_map[]; +}; +#else layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map; +#endif layout(set = 1, binding = 2, std140) uniform SceneParams { vec2 fog_frustum_size_begin; @@ -71,8 +77,17 @@ layout(set = 1, binding = 2, std140) uniform SceneParams { } scene_params; +#ifdef MOLTENVK_USED +layout(set = 1, binding = 3) volatile buffer density_only_map_buffer { + uint density_only_map[]; +}; +layout(set = 1, binding = 4) volatile buffer light_only_map_buffer { + uint light_only_map[]; +}; +#else layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map; layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map; +#endif #ifdef MATERIAL_UNIFORMS_USED layout(set = 2, binding = 0, std140) uniform MaterialUniforms{ @@ -115,6 +130,9 @@ void main() { if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) { return; //do not compute } +#ifdef MOLTENVK_USED + uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x; +#endif vec3 posf = vec3(pos); @@ -197,7 +215,11 @@ void main() { density *= cull_mask; if (abs(density) > 0.001) { int final_density = int(density * DENSITY_SCALE); +#ifdef MOLTENVK_USED + atomicAdd(density_only_map[lpos], uint(final_density)); +#else imageAtomicAdd(density_only_map, pos, uint(final_density)); +#endif #ifdef EMISSION_USED { @@ -207,7 +229,11 @@ void main() { uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0); // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b; +#ifdef MOLTENVK_USED + uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission); +#else uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission); +#endif // Adding can lead to colors overflowing, so validate uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024); @@ -219,7 +245,11 @@ void main() { if (any(overflowing)) { uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing); uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b; +#ifdef MOLTENVK_USED + atomicOr(emissive_only_map[lpos], force_max); +#else imageAtomicOr(emissive_only_map, pos, force_max); +#endif } } #endif @@ -230,7 +260,11 @@ void main() { uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0); // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b; +#ifdef MOLTENVK_USED + uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering); +#else uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering); +#endif // Adding can lead to colors overflowing, so validate uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024); @@ -242,7 +276,11 @@ void main() { if (any(overflowing)) { uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing); uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b; +#ifdef MOLTENVK_USED + atomicOr(light_only_map[lpos], force_max); +#else imageAtomicOr(light_only_map, pos, force_max); +#endif } } #endif // ALBEDO_USED diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl index 3d6fbb5653..747f88960c 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -190,9 +190,22 @@ params; #ifndef MODE_COPY layout(set = 0, binding = 15) uniform texture3D prev_density_texture; +#ifdef MOLTENVK_USED +layout(set = 0, binding = 16) buffer density_only_map_buffer { + uint density_only_map[]; +}; +layout(set = 0, binding = 17) buffer light_only_map_buffer { + uint light_only_map[]; +}; +layout(set = 0, binding = 18) buffer emissive_only_map_buffer { + uint emissive_only_map[]; +}; +#else layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map; layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map; layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map; +#endif + #ifdef USE_RADIANCE_CUBEMAP_ARRAY layout(set = 0, binding = 19) uniform textureCubeArray sky_texture; #else @@ -272,6 +285,9 @@ void main() { if (any(greaterThanEqual(pos, params.fog_volume_size))) { return; //do not compute } +#ifdef MOLTENVK_USED + uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x; +#endif vec3 posf = vec3(pos); @@ -335,15 +351,28 @@ void main() { vec3 total_light = vec3(0.0); float total_density = params.base_density; +#ifdef MOLTENVK_USED + uint local_density = density_only_map[lpos]; +#else uint local_density = imageLoad(density_only_map, pos).x; +#endif + total_density += float(int(local_density)) / DENSITY_SCALE; total_density = max(0.0, total_density); +#ifdef MOLTENVK_USED + uint scattering_u = light_only_map[lpos]; +#else uint scattering_u = imageLoad(light_only_map, pos).x; +#endif vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0); scattering += params.base_scattering * params.base_density; +#ifdef MOLTENVK_USED + uint emission_u = emissive_only_map[lpos]; +#else uint emission_u = imageLoad(emissive_only_map, pos).x; +#endif vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0); emission += params.base_emission * params.base_density; @@ -673,10 +702,16 @@ void main() { final_density = mix(final_density, reprojected_density, reproject_amount); imageStore(density_map, pos, final_density); +#ifdef MOLTENVK_USED + density_only_map[lpos] = 0; + light_only_map[lpos] = 0; + emissive_only_map[lpos] = 0; +#else imageStore(density_only_map, pos, uvec4(0)); imageStore(light_only_map, pos, uvec4(0)); imageStore(emissive_only_map, pos, uvec4(0)); #endif +#endif #ifdef MODE_FOG |