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-rw-r--r--core/input/input.cpp5
-rw-r--r--core/variant/container_type_validate.h5
-rw-r--r--doc/classes/@GlobalScope.xml2
-rw-r--r--doc/classes/BaseMaterial3D.xml44
-rw-r--r--doc/classes/CameraAttributesPhysical.xml1
-rw-r--r--doc/classes/CameraAttributesPractical.xml2
-rw-r--r--doc/classes/CharacterBody2D.xml4
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/Decal.xml4
-rw-r--r--doc/classes/DirectionalLight2D.xml1
-rw-r--r--doc/classes/DisplayServer.xml7
-rw-r--r--doc/classes/Environment.xml14
-rw-r--r--doc/classes/Light2D.xml5
-rw-r--r--doc/classes/Light3D.xml7
-rw-r--r--doc/classes/NinePatchRect.xml2
-rw-r--r--doc/classes/OmniLight3D.xml1
-rw-r--r--doc/classes/ProjectSettings.xml21
-rw-r--r--doc/classes/ReflectionProbe.xml1
-rw-r--r--doc/classes/RenderingDevice.xml2
-rw-r--r--doc/classes/SpotLight3D.xml1
-rw-r--r--doc/classes/TextureLayered.xml2
-rw-r--r--doc/classes/VoxelGI.xml1
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp2
-rw-r--r--drivers/gles3/storage/material_storage.cpp1
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp2
-rw-r--r--drivers/gles3/storage/texture_storage.cpp1
-rw-r--r--editor/editor_file_system.cpp24
-rw-r--r--editor/editor_help.cpp4
-rw-r--r--editor/plugins/script_editor_plugin.cpp82
-rw-r--r--editor/plugins/script_editor_plugin.h18
-rw-r--r--editor/plugins/text_editor.cpp71
-rw-r--r--editor/plugins/text_editor.h2
-rw-r--r--editor/plugins/tiles/tile_map_editor.cpp28
-rw-r--r--editor/project_manager.cpp2
-rw-r--r--modules/csg/csg_shape.cpp24
-rw-r--r--modules/csg/csg_shape.h4
-rw-r--r--modules/gdscript/gdscript_editor.cpp8
-rw-r--r--modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd3
-rw-r--r--modules/navigation/godot_navigation_server.cpp2
-rw-r--r--modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml2
-rw-r--r--scene/2d/tile_map.cpp7
-rw-r--r--scene/2d/tile_map.h1
-rw-r--r--scene/3d/decal.cpp2
-rw-r--r--scene/gui/label.cpp4
-rw-r--r--scene/main/window.cpp6
-rw-r--r--servers/physics_2d/godot_step_2d.cpp1
-rw-r--r--servers/physics_2d/godot_step_2d.h1
-rw-r--r--servers/physics_3d/godot_step_3d.cpp1
-rw-r--r--servers/physics_3d/godot_step_3d.h1
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp964
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h77
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp153
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h16
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp1
-rw-r--r--servers/rendering/renderer_scene_cull.cpp1
-rw-r--r--servers/rendering/renderer_viewport.cpp1
-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering_server.cpp1
-rw-r--r--servers/rendering_server.h1
64 files changed, 833 insertions, 840 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp
index c04fc894c8..b2164b8e76 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -1365,8 +1365,9 @@ void Input::parse_mapping(String p_mapping) {
JoyButton output_button = _get_output_button(output);
JoyAxis output_axis = _get_output_axis(output);
- ERR_CONTINUE_MSG(output_button == JoyButton::INVALID && output_axis == JoyAxis::INVALID,
- vformat("Unrecognized output string \"%s\" in mapping:\n%s", output, p_mapping));
+ if (output_button == JoyButton::INVALID && output_axis == JoyAxis::INVALID) {
+ print_verbose(vformat("Unrecognized output string \"%s\" in mapping:\n%s", output, p_mapping));
+ }
ERR_CONTINUE_MSG(output_button != JoyButton::INVALID && output_axis != JoyAxis::INVALID,
vformat("Output string \"%s\" matched both button and axis in mapping:\n%s", output, p_mapping));
diff --git a/core/variant/container_type_validate.h b/core/variant/container_type_validate.h
index ad679db9d0..ffe1dc90a3 100644
--- a/core/variant/container_type_validate.h
+++ b/core/variant/container_type_validate.h
@@ -73,7 +73,7 @@ struct ContainerTypeValidate {
return type != p_type.type || class_name != p_type.class_name || script != p_type.script;
}
- // Coerces String and StringName into each other when needed.
+ // Coerces String and StringName into each other and int into float when needed.
_FORCE_INLINE_ bool validate(Variant &inout_variant, const char *p_operation = "use") const {
if (type == Variant::NIL) {
return true;
@@ -89,6 +89,9 @@ struct ContainerTypeValidate {
} else if (type == Variant::STRING_NAME && inout_variant.get_type() == Variant::STRING) {
inout_variant = StringName(inout_variant);
return true;
+ } else if (type == Variant::FLOAT && inout_variant.get_type() == Variant::INT) {
+ inout_variant = (float)inout_variant;
+ return true;
}
ERR_FAIL_V_MSG(false, "Attempted to " + String(p_operation) + " a variable of type '" + Variant::get_type_name(inout_variant.get_type()) + "' into a " + where + " of type '" + Variant::get_type_name(type) + "'.");
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 55810156a1..a8860721d6 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -2818,7 +2818,7 @@
When duplicating a resource with [method Resource.duplicate], and this flag is set on a property of that resource, the property should never be duplicated, regardless of the [code]subresources[/code] bool parameter.
</constant>
<constant name="PROPERTY_USAGE_HIGH_END_GFX" value="2097152" enum="PropertyUsageFlags" is_bitfield="true">
- The property is only shown in the editor if modern renderers are supported (GLES3 is excluded).
+ The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).
</constant>
<constant name="PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT" value="4194304" enum="PropertyUsageFlags" is_bitfield="true">
</constant>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 60225275f3..e72aa373f7 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -215,10 +215,11 @@
If [code]true[/code], the object is rendered at the same size regardless of distance.
</member>
<member name="grow" type="bool" setter="set_grow_enabled" getter="is_grow_enabled" default="false">
- If [code]true[/code], enables the vertex grow setting. See [member grow_amount].
+ If [code]true[/code], enables the vertex grow setting. This can be used to create mesh-based outlines using a second material pass and its [member cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].
+ [b]Note:[/b] Vertex growth cannot create new vertices, which means that visible gaps may occur in sharp corners. This can be alleviated by designing the mesh to use smooth normals exclusively using [url=https://wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D authoring software. In this case, grow will be able to join every outline together, just like in the original mesh.
</member>
<member name="grow_amount" type="float" setter="set_grow" getter="get_grow" default="0.0">
- Grows object vertices in the direction of their normals.
+ Grows object vertices in the direction of their normals. Only effective if [member grow] is [code]true[/code].
</member>
<member name="heightmap_deep_parallax" type="bool" setter="set_heightmap_deep_parallax" getter="is_heightmap_deep_parallax_enabled" default="false">
If [code]true[/code], uses parallax occlusion mapping to represent depth in the material instead of simple offset mapping (see [member heightmap_enabled]). This results in a more convincing depth effect, but is much more expensive on the GPU. Only enable this on materials where it makes a significant visual difference.
@@ -277,7 +278,7 @@
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
</member>
<member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], normal mapping is enabled.
+ If [code]true[/code], normal mapping is enabled. This has a slight performance cost, especially on mobile GPUs.
</member>
<member name="normal_scale" type="float" setter="set_normal_scale" getter="get_normal_scale" default="1.0">
The strength of the normal map's effect.
@@ -344,7 +345,8 @@
Specifies the channel of the [member roughness_texture] in which the roughness information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.
</member>
<member name="shading_mode" type="int" setter="set_shading_mode" getter="get_shading_mode" enum="BaseMaterial3D.ShadingMode" default="1">
- Sets whether the shading takes place per-pixel or per-vertex. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel.
+ Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-vertex lighting is faster, making it the best choice for mobile applications, however it looks considerably worse than per-pixel. Unshaded rendering is the fastest, but disables all interactions with lights.
+ [b]Note:[/b] Setting the shading mode vertex shading currently has no effect, as vertex shading is not implemented yet.
</member>
<member name="shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.
@@ -388,7 +390,7 @@
Repeat flags for the texture. See [enum TextureFilter] for options.
</member>
<member name="transparency" type="int" setter="set_transparency" getter="get_transparency" enum="BaseMaterial3D.Transparency" default="0">
- If [code]true[/code], transparency is enabled on the body. See also [member blend_mode].
+ If [code]true[/code], transparency is enabled on the body. Some transparency modes will disable shadow casting. Any transparency mode other than Disabled has a greater performance impact compared to opaque rendering. See also [member blend_mode].
</member>
<member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], enables parts of the shader required for [GPUParticles3D] trails to function. This also requires using a mesh with appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of materials used in [GPUParticles3D] meshes will break material rendering.
@@ -431,7 +433,7 @@
</member>
<member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. If [code]false[/code], vertex colors are considered to be stored in linear color space and are rendered as-is. See also [member albedo_texture_force_srgb].
- [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends.
+ [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="vertex_color_use_as_albedo" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], the vertex color is used as albedo color.
@@ -523,31 +525,31 @@
Use [code]UV2[/code] with the detail texture.
</constant>
<constant name="TRANSPARENCY_DISABLED" value="0" enum="Transparency">
- The material will not use transparency.
+ The material will not use transparency. This is the fastest to render.
</constant>
<constant name="TRANSPARENCY_ALPHA" value="1" enum="Transparency">
- The material will use the texture's alpha values for transparency.
+ The material will use the texture's alpha values for transparency. This is the slowest to render, and disables shadow casting.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
- The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass.
+ The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
- The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
+ The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. This is faster to render than alpha blending, but slower than opaque rendering. This also supports casting shadows. Alpha hashing is suited for hair rendering.
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
- The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass.
+ The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass. This also supports casting shadows.
</constant>
<constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.
</constant>
<constant name="SHADING_MODE_UNSHADED" value="0" enum="ShadingMode">
- The object will not receive shadows.
+ The object will not receive shadows. This is the fastest to render, but it disables all interactions with lights.
</constant>
<constant name="SHADING_MODE_PER_PIXEL" value="1" enum="ShadingMode">
- The object will be shaded per pixel. Useful for realistic shading effect.
+ The object will be shaded per pixel. Useful for realistic shading effects.
</constant>
<constant name="SHADING_MODE_PER_VERTEX" value="2" enum="ShadingMode">
- The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality.
+ The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality. Not implemented yet (this mode will act like [constant SHADING_MODE_PER_PIXEL]).
</constant>
<constant name="SHADING_MODE_MAX" value="3" enum="ShadingMode">
Represents the size of the [enum ShadingMode] enum.
@@ -623,13 +625,13 @@
Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
- Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
+ Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes, this means that only the exterior of the mesh will be visible.
</constant>
<constant name="CULL_FRONT" value="1" enum="CullMode">
- Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes this means that the interior of the mesh will be drawn instead of the exterior.
+ Front face triangles will be culled when facing the camera. This results in only the back side of triangles being drawn. For closed-surface meshes, this means that the interior of the mesh will be drawn instead of the exterior.
</constant>
<constant name="CULL_DISABLED" value="2" enum="CullMode">
- No culling is performed.
+ No face culling is performed; both the front face and back face will be visible.
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags">
Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
@@ -639,7 +641,7 @@
</constant>
<constant name="FLAG_SRGB_VERTEX_COLOR" value="2" enum="Flags">
Vertex colors are considered to be stored in sRGB color space and are converted to linear color space during rendering. See also [member vertex_color_is_srgb].
- [b]Note:[/b] Only effective when using the Vulkan Clustered or Vulkan Mobile backends.
+ [b]Note:[/b] Only effective when using the Forward+ and Mobile rendering methods.
</constant>
<constant name="FLAG_USE_POINT_SIZE" value="3" enum="Flags">
Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code].
@@ -717,7 +719,7 @@
Toon blob which changes size based on roughness.
</constant>
<constant name="SPECULAR_DISABLED" value="2" enum="SpecularMode">
- No specular blob.
+ No specular blob. This is slightly faster to render than other specular modes.
</constant>
<constant name="BILLBOARD_DISABLED" value="0" enum="BillboardMode">
Billboard mode is disabled.
@@ -760,10 +762,10 @@
Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.
</constant>
<constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode">
- Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].
+ Smoothly fades the object out based on each pixel's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].
</constant>
<constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode">
- Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA].
+ Smoothly fades the object out based on the object's distance from the camera using a dithering approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware, this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant DISTANCE_FADE_PIXEL_DITHER].
</constant>
</constants>
</class>
diff --git a/doc/classes/CameraAttributesPhysical.xml b/doc/classes/CameraAttributesPhysical.xml
index a61e735932..9512fd11a8 100644
--- a/doc/classes/CameraAttributesPhysical.xml
+++ b/doc/classes/CameraAttributesPhysical.xml
@@ -7,6 +7,7 @@
[CameraAttributesPhysical] is used to set rendering settings based on a physically-based camera's settings. It is responsible for exposure, auto-exposure, and depth of field.
When used in a [WorldEnvironment] it provides default settings for exposure, auto-exposure, and depth of field that will be used by all cameras without their own [CameraAttributes], including the editor camera. When used in a [Camera3D] it will override any [CameraAttributes] set in the [WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], [member Camera3D.near], [member Camera3D.fov], and [member Camera3D.keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the exposure settings will be used.
The default settings are intended for use in an outdoor environment, tips for settings for use in an indoor environment can be found in each setting's documentation.
+ [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/CameraAttributesPractical.xml b/doc/classes/CameraAttributesPractical.xml
index 924b02fc79..cd914c9eb7 100644
--- a/doc/classes/CameraAttributesPractical.xml
+++ b/doc/classes/CameraAttributesPractical.xml
@@ -24,6 +24,7 @@
</member>
<member name="dof_blur_far_enabled" type="bool" setter="set_dof_blur_far_enabled" getter="is_dof_blur_far_enabled" default="false">
Enables depth of field blur for objects further than [member dof_blur_far_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_far_transition].
+ [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="dof_blur_far_transition" type="float" setter="set_dof_blur_far_transition" getter="get_dof_blur_far_transition" default="5.0">
When positive, distance over which (starting from [member dof_blur_far_distance]) blur effect will scale from 0 to [member dof_blur_amount]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_far_distance] and will increase in a physically accurate way as objects get further from the [Camera3D].
@@ -33,6 +34,7 @@
</member>
<member name="dof_blur_near_enabled" type="bool" setter="set_dof_blur_near_enabled" getter="is_dof_blur_near_enabled" default="false">
Enables depth of field blur for objects closer than [member dof_blur_near_distance]. Strength of blur is controlled by [member dof_blur_amount] and modulated by [member dof_blur_near_transition].
+ [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="dof_blur_near_transition" type="float" setter="set_dof_blur_near_transition" getter="get_dof_blur_near_transition" default="1.0">
When positive, distance over which blur effect will scale from 0 to [member dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, uses physically-based scaling so depth of field effect will scale from 0 at [member dof_blur_near_distance] and will increase in a physically accurate way as objects get closer to the [Camera3D].
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 7395556d05..51cc752cae 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -71,10 +71,10 @@
print("Collided with: ", collision.collider.name)
[/gdscript]
[csharp]
- for (int i = 0; i &lt; GetSlideCount(); i++)
+ for (int i = 0; i &lt; GetSlideCollisionCount(); i++)
{
KinematicCollision2D collision = GetSlideCollision(i);
- GD.Print("Collided with: ", (collision.Collider as Node).Name);
+ GD.Print("Collided with: ", (collision.GetCollider() as Node).Name);
}
[/csharp]
[/codeblocks]
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 41c5b4fbe2..f45ddf2738 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -558,7 +558,7 @@
<return type="void" />
<description>
Steal the focus from another control and become the focused control (see [member focus_mode]).
- [b]Note[/b]: Using this method together with [method Callable.call_deferred] makes it more reliable, especially when called inside [method Node._ready].
+ [b]Note:[/b] Using this method together with [method Callable.call_deferred] makes it more reliable, especially when called inside [method Node._ready].
</description>
</method>
<method name="has_focus" qualifiers="const">
diff --git a/doc/classes/Decal.xml b/doc/classes/Decal.xml
index b63f6e7252..ddfa64891d 100644
--- a/doc/classes/Decal.xml
+++ b/doc/classes/Decal.xml
@@ -8,6 +8,7 @@
They are made of an [AABB] and a group of [Texture2D]s specifying [Color], normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their [AABB] so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y).
The [Texture2D]s associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after.
[b]Note:[/b] Decals cannot affect an underlying material's transparency, regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, opaque pre-pass). This means translucent or transparent areas of a material will remain translucent or transparent even if an opaque decal is applied on them.
+ [b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 decals can be displayed on each mesh resource. Attempting to display more than 8 decals on a single mesh resource will result in decals flickering in and out as the camera moves.
[b]Note:[/b] When using the Mobile rendering method, decals will only correctly affect meshes whose visibility AABB intersects with the decal's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the decal may not be visible on the mesh.
</description>
<tutorials>
@@ -87,7 +88,8 @@
[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/code] has a small performance cost due to the added normal angle computations.
</member>
<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3(2, 2, 2)">
- Sets the size of the [AABB] used by the decal. The AABB goes from [code]-size/2[/code] to [code]size/2[/code].
+ Sets the size of the [AABB] used by the decal. All dimensions must be set to a value greater than zero (they will be clamped to [code]0.001[/code] if this is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/code].
+ [b]Note:[/b] To improve culling efficiency of "hard surface" decals, set their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set the Y component of the [member size] as low as possible. This will reduce the decals' AABB size without affecting their appearance.
</member>
<member name="texture_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] with the base [Color] of the Decal. Either this or the [member texture_emission] must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index f825a9e082..eb710efda2 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
+ [b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it supports shadow cull masks). It will always light up 2D nodes, regardless of the 2D node's [member CanvasItem.light_mask].
</description>
<tutorials>
<link title="2D lights and shadows">$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html</link>
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 8d2bbc4d29..fc5de1b771 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1453,6 +1453,7 @@
Sets the V-Sync mode of the given window. See also [member ProjectSettings.display/window/vsync/vsync_mode].
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and used renderer, the engine will fall back to [constant VSYNC_ENABLED] if the desired mode is not supported.
+ [b]Note:[/b] V-Sync modes other than [constant VSYNC_ENABLED] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</description>
</method>
<method name="window_set_window_buttons_offset">
@@ -1744,17 +1745,17 @@
[b]Note:[/b] This flag is implemented on macOS.
</constant>
<constant name="VSYNC_DISABLED" value="0" enum="VSyncMode">
- No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]).
+ No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]). Not supported when using the Compatibility rendering method.
</constant>
<constant name="VSYNC_ENABLED" value="1" enum="VSyncMode">
Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]).
</constant>
<constant name="VSYNC_ADAPTIVE" value="2" enum="VSyncMode">
- Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]).
+ Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (nonwithstanding [member Engine.max_fps]). Not supported when using the Compatibility rendering method.
</constant>
<constant name="VSYNC_MAILBOX" value="3" enum="VSyncMode">
Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (nonwithstanding [member Engine.max_fps]).
- Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered.
+ Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered. Not supported when using the Compatibility rendering method.
</constant>
<constant name="DISPLAY_HANDLE" value="0" enum="HandleType">
Display handle:
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 33b6a786ae..7ee1f2dfd4 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -46,6 +46,7 @@
</member>
<member name="adjustment_enabled" type="bool" setter="set_adjustment_enabled" getter="is_adjustment_enabled" default="false">
If [code]true[/code], enables the [code]adjustment_*[/code] properties provided by this resource. If [code]false[/code], modifications to the [code]adjustment_*[/code] properties will have no effect on the rendered scene.
+ [b]Note:[/b] Adjustments are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="adjustment_saturation" type="float" setter="set_adjustment_saturation" getter="get_adjustment_saturation" default="1.0">
The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
@@ -118,6 +119,7 @@
</member>
<member name="glow_enabled" type="bool" setter="set_glow_enabled" getter="is_glow_enabled" default="false">
If [code]true[/code], the glow effect is enabled.
+ [b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, glow will look different due to the lower dynamic range available in the Mobile rendering method.
</member>
<member name="glow_hdr_luminance_cap" type="float" setter="set_glow_hdr_luminance_cap" getter="get_glow_hdr_luminance_cap" default="12.0">
The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.
@@ -126,10 +128,10 @@
The bleed scale of the HDR glow.
</member>
<member name="glow_hdr_threshold" type="float" setter="set_glow_hdr_bleed_threshold" getter="get_glow_hdr_bleed_threshold" default="1.0">
- The lower threshold of the HDR glow. When using the OpenGL renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
+ The lower threshold of the HDR glow. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this may need to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case. This value also needs to be decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is performed in SDR.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
- The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to [code]1.5[/code] to compensate for the lack of HDR rendering.
+ The overall brightness multiplier of the glow effect. When using the Mobile rendering method (which only supports a lower dynamic range up to [code]2.0[/code]), this should be increased to [code]1.5[/code] to compensate.
</member>
<member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
@@ -166,7 +168,7 @@
If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
</member>
<member name="glow_strength" type="float" setter="set_glow_strength" getter="get_glow_strength" default="1.0">
- The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the OpenGL renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
+ The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the Mobile rendering method, this should be increased to compensate for the lower dynamic range.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
The reflected (specular) light source.
@@ -184,6 +186,7 @@
</member>
<member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false">
If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.
+ [b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not Mobile or Compatibility.
[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve SDFGI performance, enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings.
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</member>
@@ -230,6 +233,7 @@
</member>
<member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false">
If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. Godot uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is itself a form of Horizon Based Ambient Occlusion.
+ [b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="ssao_horizon" type="float" setter="set_ssao_horizon" getter="get_ssao_horizon" default="0.06">
The threshold for considering whether a given point on a surface is occluded or not represented as an angle from the horizon mapped into the [code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no occlusion.
@@ -251,6 +255,7 @@
</member>
<member name="ssil_enabled" type="bool" setter="set_ssil_enabled" getter="is_ssil_enabled" default="false">
If [code]true[/code], the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy].
+ [b]Note:[/b] SSIL is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="ssil_intensity" type="float" setter="set_ssil_intensity" getter="get_ssil_intensity" default="1.0">
The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light.
@@ -269,6 +274,7 @@
</member>
<member name="ssr_enabled" type="bool" setter="set_ssr_enabled" getter="is_ssr_enabled" default="false">
If [code]true[/code], screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from [VoxelGI]s or [ReflectionProbe]s, but are slower and can't reflect surfaces occluded by others.
+ [b]Note:[/b] SSR is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="ssr_fade_in" type="float" setter="set_ssr_fade_in" getter="get_ssr_fade_in" default="0.15">
The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection). Only positive values are valid (negative values will be clamped to [code]0.0[/code]).
@@ -314,7 +320,7 @@
</member>
<member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false">
Enables the volumetric fog effect. Volumetric fog uses a screen-aligned froxel buffer to calculate accurate volumetric scattering in the short to medium range. Volumetric fog interacts with [FogVolume]s and lights to calculate localized and global fog. Volumetric fog uses a PBR single-scattering model based on extinction, scattering, and emission which it exposes to users as density, albedo, and emission.
- [b]Note:[/b] Volumetric fog is only available in the forward plus renderer. It is not available in the mobile renderer or the compatibility renderer.
+ [b]Note:[/b] Volumetric fog is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="1.0">
Scales the strength of Global Illumination used in the volumetric fog's albedo color. A value of [code]0.0[/code] means that Global Illumination will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small performance cost when set above [code]0.0[/code].
diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml
index 062d532464..9f1b1af60d 100644
--- a/doc/classes/Light2D.xml
+++ b/doc/classes/Light2D.xml
@@ -41,7 +41,8 @@
The Light2D's energy value. The larger the value, the stronger the light.
</member>
<member name="range_item_cull_mask" type="int" setter="set_item_cull_mask" getter="get_item_cull_mask" default="1">
- The layer mask. Only objects with a matching mask will be affected by the Light2D.
+ The layer mask. Only objects with a matching [member CanvasItem.light_mask] will be affected by the Light2D. See also [member shadow_item_cull_mask], which affects which objects can cast shadows.
+ [b]Note:[/b] [member range_item_cull_mask] is ignored by [DirectionalLight2D], which will always light a 2D node regardless of the 2D node's [member CanvasItem.light_mask].
</member>
<member name="range_layer_max" type="int" setter="set_layer_range_max" getter="get_layer_range_max" default="0">
Maximum layer value of objects that are affected by the Light2D.
@@ -68,7 +69,7 @@
Smoothing value for shadows. Higher values will result in softer shadows, at the cost of visible streaks that can appear in shadow rendering. [member shadow_filter_smooth] only has an effect if [member shadow_filter] is [constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13].
</member>
<member name="shadow_item_cull_mask" type="int" setter="set_item_shadow_cull_mask" getter="get_item_shadow_cull_mask" default="1">
- The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching light mask will cast shadows.
+ The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders with a matching [member CanvasItem.light_mask] will cast shadows. See also [member range_item_cull_mask], which affects which objects can [i]receive[/i] the light.
</member>
</members>
<constants>
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 95c39d535e..2a0b2da46c 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -54,8 +54,9 @@
If [code]true[/code], the light only appears in the editor and will not be visible at runtime.
</member>
<member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0">
- The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
+ The light's angular size in degrees. Increasing this will make shadows softer at greater distances (also called percentage-closer soft shadows, or PCSS). Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
[b]Note:[/b] [member light_angular_distance] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
+ [b]Note:[/b] PCSS for directional lights is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="2">
The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode].
@@ -89,10 +90,12 @@
<member name="light_projector" type="Texture2D" setter="set_projector" getter="get_projector">
[Texture2D] projected by light. [member shadow_enabled] must be on for the projector to work. Light projectors make the light appear as if it is shining through a colored but transparent object, almost like light shining through stained-glass.
[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a per-material basis, the filter mode for light projector textures is set globally with [member ProjectSettings.rendering/textures/light_projectors/filter].
+ [b]Note:[/b] Light projector textures are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="light_size" type="float" setter="set_param" getter="get_param" default="0.0">
- The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier. This can be used to simulate area lights to an extent.
+ The size of the light in Godot units. Only available for [OmniLight3D]s and [SpotLight3D]s. Increasing this value will make the light fade out slower and shadows appear blurrier (also called percentage-closer soft shadows, or PCSS). This can be used to simulate area lights to an extent. Increasing this value above [code]0.0[/code] for lights with shadows enabled will have a noticeable performance cost due to PCSS.
[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] (the light's scale or its parent's scale).
+ [b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5">
The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.
diff --git a/doc/classes/NinePatchRect.xml b/doc/classes/NinePatchRect.xml
index 1592718c4b..4b406385e1 100644
--- a/doc/classes/NinePatchRect.xml
+++ b/doc/classes/NinePatchRect.xml
@@ -68,11 +68,9 @@
</constant>
<constant name="AXIS_STRETCH_MODE_TILE" value="1" enum="AxisStretchMode">
Repeats the center texture across the NinePatchRect. This won't cause any visible distortion. The texture must be seamless for this to work without displaying artifacts between edges.
- [b]Note:[/b] Only supported when using the Vulkan renderer. When using the OpenGL renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH].
</constant>
<constant name="AXIS_STRETCH_MODE_TILE_FIT" value="2" enum="AxisStretchMode">
Repeats the center texture across the NinePatchRect, but will also stretch the texture to make sure each tile is visible in full. This may cause the texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. The texture must be seamless for this to work without displaying artifacts between edges.
- [b]Note:[/b] Only supported when using the Vulkan renderer. When using the OpenGL renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH].
</constant>
</constants>
</class>
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index c0e10574c8..1df8c255dd 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
+ [b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can be displayed on each mesh resource. Attempting to display more than 8 omni lights on a single mesh resource will result in omni lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 omni lights can be displayed on each mesh resource by default, but this can be increased by adjusting [member ProjectSettings.rendering/limits/opengl/max_lights_per_object].
[b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
</description>
<tutorials>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0b589b4e57..986810edf2 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -704,7 +704,8 @@
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
Sets the V-Sync mode for the main game window.
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
- Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code] if the desired mode is not supported.
+ Depending on the platform and used renderer, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
+ [b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead.
</member>
<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="&quot;&quot;">
@@ -1931,13 +1932,16 @@
</member>
<member name="rendering/anti_aliasing/quality/msaa_2d" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. This has no effect on shader-induced aliasing or texture aliasing.
+ [b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
+ [b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0">
Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
+ [b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS].
@@ -1946,11 +1950,14 @@
</member>
<member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
- [b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
+ [b]Note:[/b] The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.
+ [b]Note:[/b] TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/enabled" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], enables a spatial filter to limit roughness in areas with high-frequency detail. This can help reduce specular aliasing to an extent, though not as much as enabling [member rendering/anti_aliasing/quality/use_taa]. This filter has a small performance cost, so consider disabling it if it doesn't benefit your scene noticeably.
+ [b]Note:[/b] TAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/limit" type="float" setter="" getter="" default="0.18">
</member>
@@ -1968,7 +1975,7 @@
</member>
<member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
- [b]Note:[/b] Only supported when using the Vulkan Clustered backend or the OpenGL backend. When using Vulkan Mobile there is no depth prepass performed.
+ [b]Note:[/b] Depth prepass is only supported when using the Forward+ or Compatibility rendering method. When using the Mobile rendering method, there is no depth prepass performed.
</member>
<member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
@@ -2174,12 +2181,15 @@
</member>
<member name="rendering/limits/opengl/max_lights_per_object" type="int" setter="" getter="" default="8">
Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and [member rendering/limits/opengl/max_renderable_lights]. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
+ [b]Note:[/b] This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
</member>
<member name="rendering/limits/opengl/max_renderable_elements" type="int" setter="" getter="" default="65536">
Max number of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
+ [b]Note:[/b] This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
</member>
<member name="rendering/limits/opengl/max_renderable_lights" type="int" setter="" getter="" default="32">
Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
+ [b]Note:[/b] This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
</member>
<member name="rendering/limits/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
</member>
@@ -2271,7 +2281,8 @@
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
</member>
<member name="rendering/scaling_3d/mode" type="int" setter="" getter="" default="0">
- Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.
+ Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially-aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. On particularly low-end GPUs, the added cost of FSR may not be worth it (compared to using bilinear scaling with a slightly higher resolution scale to match performance).
+ [b]Note:[/b] FSR is only effective when using the Forward+ rendering method, not Mobile or Compatibility. If using an incompatible rendering method, FSR will fall back to bilinear scaling.
</member>
<member name="rendering/scaling_3d/scale" type="float" setter="" getter="" default="1.0">
Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
@@ -2295,9 +2306,11 @@
</member>
<member name="rendering/shading/overrides/force_vertex_shading" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
+ [b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
</member>
<member name="rendering/shading/overrides/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
+ [b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
</member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index e912925cd2..cc48e0612b 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -7,6 +7,7 @@
Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ssr_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.
[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe].
+ [b]Note:[/b] Reflection probes are only supported in the Forward+ and Mobile rendering methods, not Compatibility. When using the Mobile rendering method, only 8 reflection probes can be displayed on each mesh resource. Attempting to display more than 8 reflection probes on a single mesh resource will result in reflection probes flickering in and out as the camera moves.
[b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.
</description>
<tutorials>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index a09940d30e..64be8e6807 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -8,7 +8,7 @@
On startup, Godot creates a global [RenderingDevice] which can be retrieved using [method RenderingServer.get_rendering_device]. This global RenderingDevice performs drawing to the screen.
Internally, [RenderingDevice] is used in Godot to provide support for several modern low-level graphics APIs while reducing the amount of code duplication required.
[b]Local RenderingDevices:[/b] Using [method RenderingServer.create_local_rendering_device], you can create "secondary" rendering devices to perform drawing and GPU compute operations on separate threads.
- [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the OpenGL renderer.
+ [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index 9dff742748..6bb4ae548c 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D].
+ [b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can be displayed on each mesh resource. Attempting to display more than 8 spot lights on a single mesh resource will result in spot lights flickering in and out as the camera moves. When using the Compatibility rendering method, only 8 spot lights can be displayed on each mesh resource by default, but this can be increased by adjusting [member ProjectSettings.rendering/limits/opengl/max_lights_per_object].
[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh.
</description>
<tutorials>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index 8f6dff7acf..7a0940edd4 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -8,7 +8,7 @@
Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies the array layer.
All images need to have the same width, height and number of mipmap levels.
A [TextureLayered] can be loaded with [method ResourceLoader.load].
- Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, GLES3).
+ Internally, Godot maps these files to their respective counterparts in the target rendering driver (Vulkan, OpenGL3).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index 4347c5845f..cc78426736 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
[VoxelGI]s are used to provide high-quality real-time indirect light and reflections to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [VoxelGI]s need to be baked before having a visible effect. However, once baked, dynamic objects will receive light from them. Furthermore, lights can be fully dynamic or baked.
+ [b]Note:[/b] [VoxelGI] is only supported in the Forward+ rendering method, not Mobile or Compatibility.
[b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance. For games where geometry is generated at any time during gameplay, SDFGI is more suitable (see [member Environment.sdfgi_enabled]).
[b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve performance, adjust [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] and enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings. To provide a fallback for low-end hardware, consider adding an option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node can be disabled by hiding it.
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 3c5441f3c4..2a524e8c3a 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -566,6 +566,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
uint32_t index = 0;
Item *current_clip = nullptr;
+ GLES3::CanvasShaderData *shader_data_cache = nullptr;
// Record Batches.
// First item always forms its own batch.
@@ -602,7 +603,6 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
}
}
- GLES3::CanvasShaderData *shader_data_cache = nullptr;
if (material != state.canvas_instance_batches[state.current_batch_index].material) {
_new_batch(batch_broken);
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index aa8df606cf..2c530e3ae6 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -2881,6 +2881,7 @@ void MaterialStorage::material_set_render_priority(RID p_material, int priority)
if (material->data) {
material->data->set_render_priority(priority);
}
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
bool MaterialStorage::material_is_animated(RID p_material) {
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 36b34dd8a2..1adba019ba 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -1686,6 +1686,8 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
uint32_t old_stride = multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
old_stride += multimesh->uses_colors ? 4 : 0;
old_stride += multimesh->uses_custom_data ? 4 : 0;
+ ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)old_stride));
+
for (int i = 0; i < multimesh->instances; i++) {
{
float *dataptr = w + i * old_stride;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 9c9c39cc0e..ce66943328 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -806,6 +806,7 @@ void TextureStorage::texture_2d_update(RID p_texture, const Ref<Image> &p_image,
texture_set_data(p_texture, p_image, p_layer);
#ifdef TOOLS_ENABLED
Texture *tex = texture_owner.get_or_null(p_texture);
+ ERR_FAIL_COND(!tex);
tex->image_cache_2d.unref();
#endif
diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp
index 88831e0c33..8a595be6e6 100644
--- a/editor/editor_file_system.cpp
+++ b/editor/editor_file_system.cpp
@@ -1237,10 +1237,23 @@ void EditorFileSystem::_notification(int p_what) {
case NOTIFICATION_PROCESS: {
if (use_threads) {
+ /** This hack exists because of the EditorProgress nature
+ * of processing events recursively. This needs to be rewritten
+ * at some point entirely, but in the meantime the following
+ * hack prevents deadlock on import.
+ */
+
+ static bool prevent_recursive_process_hack = false;
+ if (prevent_recursive_process_hack) {
+ break;
+ }
+
+ prevent_recursive_process_hack = true;
+
+ bool done_importing = false;
+
if (scanning_changes) {
if (scanning_changes_done) {
- scanning_changes = false;
-
set_process(false);
thread_sources.wait_to_finish();
@@ -1251,6 +1264,8 @@ void EditorFileSystem::_notification(int p_what) {
}
emit_signal(SNAME("sources_changed"), sources_changed.size() > 0);
first_scan = false;
+ scanning_changes = false; // Changed to false here to prevent recursive triggering of scan thread.
+ done_importing = true;
}
} else if (!scanning && thread.is_started()) {
set_process(false);
@@ -1268,10 +1283,12 @@ void EditorFileSystem::_notification(int p_what) {
first_scan = false;
}
- if (!is_processing() && scan_changes_pending) {
+ if (done_importing && scan_changes_pending) {
scan_changes_pending = false;
scan_changes();
}
+
+ prevent_recursive_process_hack = false;
}
} break;
}
@@ -2180,6 +2197,7 @@ void EditorFileSystem::_reimport_thread(uint32_t p_index, ImportThreadData *p_im
}
void EditorFileSystem::reimport_files(const Vector<String> &p_files) {
+ ERR_FAIL_COND_MSG(importing, "Attempted to call reimport_files() recursively, this is not allowed.");
importing = true;
Vector<String> reloads;
diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp
index 0c7ea33b54..acbc3ce0dc 100644
--- a/editor/editor_help.cpp
+++ b/editor/editor_help.cpp
@@ -1540,6 +1540,10 @@ void EditorHelp::_update_doc() {
if (cd.properties[i].overridden) {
continue;
}
+ // Ignore undocumented private.
+ if (cd.properties[i].name.begins_with("_") && cd.properties[i].description.strip_edges().is_empty()) {
+ continue;
+ }
property_line[cd.properties[i].name] = class_desc->get_paragraph_count() - 2;
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index 74d82aa4a2..6d747ba6a8 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -33,6 +33,7 @@
#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/io/file_access.h"
+#include "core/io/json.h"
#include "core/io/resource_loader.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
@@ -209,6 +210,27 @@ Ref<EditorSyntaxHighlighter> EditorPlainTextSyntaxHighlighter::_create() const {
return syntax_highlighter;
}
+////
+
+void EditorJSONSyntaxHighlighter::_update_cache() {
+ highlighter->set_text_edit(text_edit);
+ highlighter->clear_keyword_colors();
+ highlighter->clear_member_keyword_colors();
+ highlighter->clear_color_regions();
+
+ highlighter->set_symbol_color(EDITOR_GET("text_editor/theme/highlighting/symbol_color"));
+ highlighter->set_number_color(EDITOR_GET("text_editor/theme/highlighting/number_color"));
+
+ const Color string_color = EDITOR_GET("text_editor/theme/highlighting/string_color");
+ highlighter->add_color_region("\"", "\"", string_color);
+}
+
+Ref<EditorSyntaxHighlighter> EditorJSONSyntaxHighlighter::_create() const {
+ Ref<EditorJSONSyntaxHighlighter> syntax_highlighter;
+ syntax_highlighter.instantiate();
+ return syntax_highlighter;
+}
+
////////////////////////////////////////////////////////////////////////////////
/*** SCRIPT EDITOR ****/
@@ -702,9 +724,10 @@ void ScriptEditor::_open_recent_script(int p_idx) {
if (FileAccess::exists(path)) {
List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
+ ResourceLoader::get_recognized_extensions_for_type("JSON", &extensions);
if (extensions.find(path.get_extension())) {
- Ref<Script> scr = ResourceLoader::load(path);
+ Ref<Resource> scr = ResourceLoader::load(path);
if (scr.is_valid()) {
edit(scr, true);
return;
@@ -1182,6 +1205,7 @@ void ScriptEditor::_menu_option(int p_option) {
List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
+ ResourceLoader::get_recognized_extensions_for_type("JSON", &extensions);
bool built_in = !path.is_resource_file();
if (extensions.find(path.get_extension()) || built_in) {
@@ -1196,7 +1220,7 @@ void ScriptEditor::_menu_option(int p_option) {
}
}
- Ref<Script> scr = ResourceLoader::load(path);
+ Ref<Resource> scr = ResourceLoader::load(path);
if (!scr.is_valid()) {
EditorNode::get_singleton()->show_warning(TTR("Could not load file at:") + "\n\n" + path, TTR("Error!"));
file_dialog_option = -1;
@@ -2319,12 +2343,23 @@ bool ScriptEditor::edit(const Ref<Resource> &p_resource, int p_line, int p_col,
}
se->add_syntax_highlighter(highlighter);
- if (scr != nullptr && !highlighter_set) {
- PackedStringArray languages = highlighter->_get_supported_languages();
+ if (highlighter_set) {
+ continue;
+ }
+
+ PackedStringArray languages = highlighter->_get_supported_languages();
+ // If script try language, else use extension.
+ if (scr != nullptr) {
if (languages.has(scr->get_language()->get_name())) {
se->set_syntax_highlighter(highlighter);
highlighter_set = true;
}
+ continue;
+ }
+
+ if (languages.has(p_resource->get_path().get_extension())) {
+ se->set_syntax_highlighter(highlighter);
+ highlighter_set = true;
}
}
@@ -2536,6 +2571,14 @@ void ScriptEditor::reload_scripts(bool p_refresh_only) {
scr->reload(true);
}
+ Ref<JSON> json = edited_res;
+ if (json != nullptr) {
+ Ref<JSON> rel_json = ResourceLoader::load(json->get_path(), json->get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
+ ERR_CONTINUE(!rel_json.is_valid());
+ json->parse(rel_json->get_parsed_text(), true);
+ json->set_last_modified_time(rel_json->get_last_modified_time());
+ }
+
Ref<TextFile> text_file = edited_res;
if (text_file.is_valid()) {
text_file->reload_from_file();
@@ -2564,8 +2607,9 @@ void ScriptEditor::open_text_file_create_dialog(const String &p_base_path, const
Ref<Resource> ScriptEditor::open_file(const String &p_file) {
List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
+ ResourceLoader::get_recognized_extensions_for_type("JSON", &extensions);
if (extensions.find(p_file.get_extension())) {
- Ref<Script> scr = ResourceLoader::load(p_file);
+ Ref<Resource> scr = ResourceLoader::load(p_file);
if (!scr.is_valid()) {
EditorNode::get_singleton()->show_warning(TTR("Could not load file at:") + "\n\n" + p_file, TTR("Error!"));
return Ref<Resource>();
@@ -2866,8 +2910,8 @@ bool ScriptEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data
if (file.is_empty() || !FileAccess::exists(file)) {
continue;
}
- if (ResourceLoader::exists(file, "Script")) {
- Ref<Script> scr = ResourceLoader::load(file);
+ if (ResourceLoader::exists(file, "Script") || ResourceLoader::exists(file, "JSON")) {
+ Ref<Resource> scr = ResourceLoader::load(file);
if (scr.is_valid()) {
return true;
}
@@ -2947,7 +2991,7 @@ void ScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Co
continue;
}
- if (!ResourceLoader::exists(file, "Script") && !textfile_extensions.has(file.get_extension())) {
+ if (!ResourceLoader::exists(file, "Script") && !ResourceLoader::exists(file, "JSON") && !textfile_extensions.has(file.get_extension())) {
continue;
}
@@ -3105,6 +3149,7 @@ void ScriptEditor::set_window_layout(Ref<ConfigFile> p_layout) {
HashSet<String> loaded_scripts;
List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("Script", &extensions);
+ ResourceLoader::get_recognized_extensions_for_type("JSON", &extensions);
for (int i = 0; i < scripts.size(); i++) {
String path = scripts[i];
@@ -3123,7 +3168,7 @@ void ScriptEditor::set_window_layout(Ref<ConfigFile> p_layout) {
loaded_scripts.insert(path);
if (extensions.find(path.get_extension())) {
- Ref<Script> scr = ResourceLoader::load(path);
+ Ref<Resource> scr = ResourceLoader::load(path);
if (!scr.is_valid()) {
continue;
}
@@ -3477,6 +3522,12 @@ void ScriptEditor::_open_script_request(const String &p_path) {
return;
}
+ Ref<JSON> json = ResourceLoader::load(p_path);
+ if (json.is_valid()) {
+ script_editor->edit(json, false);
+ return;
+ }
+
Error err;
Ref<TextFile> text_file = script_editor->_load_text_file(p_path, &err);
if (text_file.is_valid()) {
@@ -3539,7 +3590,8 @@ void ScriptEditor::_on_find_in_files_result_selected(String fpath, int line_numb
return;
} else {
Ref<Script> scr = res;
- if (scr.is_valid()) {
+ Ref<JSON> json = res;
+ if (scr.is_valid() || json.is_valid()) {
edit(scr);
ScriptTextEditor *ste = Object::cast_to<ScriptTextEditor>(_get_current_editor());
@@ -3942,6 +3994,10 @@ ScriptEditor::ScriptEditor() {
add_theme_style_override("panel", EditorNode::get_singleton()->get_gui_base()->get_theme_stylebox(SNAME("ScriptEditorPanel"), SNAME("EditorStyles")));
tab_container->add_theme_style_override("panel", EditorNode::get_singleton()->get_gui_base()->get_theme_stylebox(SNAME("ScriptEditor"), SNAME("EditorStyles")));
+
+ Ref<EditorJSONSyntaxHighlighter> json_syntax_highlighter;
+ json_syntax_highlighter.instantiate();
+ register_syntax_highlighter(json_syntax_highlighter);
}
ScriptEditor::~ScriptEditor() {
@@ -3963,6 +4019,8 @@ void ScriptEditorPlugin::edit(Object *p_object) {
}
}
script_editor->edit(p_script);
+ } else if (Object::cast_to<JSON>(p_object)) {
+ script_editor->edit(Object::cast_to<JSON>(p_object));
} else if (Object::cast_to<TextFile>(p_object)) {
script_editor->edit(Object::cast_to<TextFile>(p_object));
}
@@ -3977,6 +4035,10 @@ bool ScriptEditorPlugin::handles(Object *p_object) const {
return true;
}
+ if (Object::cast_to<JSON>(p_object)) {
+ return true;
+ }
+
return p_object->is_class("Script");
}
diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h
index 988d07621c..f8e684ae34 100644
--- a/editor/plugins/script_editor_plugin.h
+++ b/editor/plugins/script_editor_plugin.h
@@ -96,6 +96,24 @@ public:
virtual Ref<EditorSyntaxHighlighter> _create() const override;
};
+class EditorJSONSyntaxHighlighter : public EditorSyntaxHighlighter {
+ GDCLASS(EditorJSONSyntaxHighlighter, EditorSyntaxHighlighter)
+
+private:
+ Ref<CodeHighlighter> highlighter;
+
+public:
+ virtual void _update_cache() override;
+ virtual Dictionary _get_line_syntax_highlighting_impl(int p_line) override { return highlighter->get_line_syntax_highlighting(p_line); }
+
+ virtual PackedStringArray _get_supported_languages() const override { return PackedStringArray{ "json" }; }
+ virtual String _get_name() const override { return TTR("JSON"); }
+
+ virtual Ref<EditorSyntaxHighlighter> _create() const override;
+
+ EditorJSONSyntaxHighlighter() { highlighter.instantiate(); }
+};
+
///////////////////////////////////////////////////////////////////////////////
class ScriptEditorQuickOpen : public ConfirmationDialog {
diff --git a/editor/plugins/text_editor.cpp b/editor/plugins/text_editor.cpp
index a376699e54..ceb170d7d8 100644
--- a/editor/plugins/text_editor.cpp
+++ b/editor/plugins/text_editor.cpp
@@ -30,6 +30,7 @@
#include "text_editor.h"
+#include "core/io/json.h"
#include "core/os/keyboard.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
@@ -67,12 +68,12 @@ void TextEditor::_load_theme_settings() {
String TextEditor::get_name() {
String name;
- name = text_file->get_path().get_file();
+ name = edited_res->get_path().get_file();
if (name.is_empty()) {
// This appears for newly created built-in text_files before saving the scene.
name = TTR("[unsaved]");
- } else if (text_file->is_built_in()) {
- const String &text_file_name = text_file->get_name();
+ } else if (edited_res->is_built_in()) {
+ const String &text_file_name = edited_res->get_name();
if (!text_file_name.is_empty()) {
// If the built-in text_file has a custom resource name defined,
// display the built-in text_file name as follows: `ResourceName (scene_file.tscn)`
@@ -88,20 +89,29 @@ String TextEditor::get_name() {
}
Ref<Texture2D> TextEditor::get_theme_icon() {
- return EditorNode::get_singleton()->get_object_icon(text_file.ptr(), "");
+ return EditorNode::get_singleton()->get_object_icon(edited_res.ptr(), "TextFile");
}
Ref<Resource> TextEditor::get_edited_resource() const {
- return text_file;
+ return edited_res;
}
void TextEditor::set_edited_resource(const Ref<Resource> &p_res) {
- ERR_FAIL_COND(text_file.is_valid());
+ ERR_FAIL_COND(edited_res.is_valid());
ERR_FAIL_COND(p_res.is_null());
- text_file = p_res;
+ edited_res = p_res;
+
+ Ref<TextFile> text_file = edited_res;
+ if (text_file != nullptr) {
+ code_editor->get_text_editor()->set_text(text_file->get_text());
+ }
+
+ Ref<JSON> json_file = edited_res;
+ if (json_file != nullptr) {
+ code_editor->get_text_editor()->set_text(json_file->get_parsed_text());
+ }
- code_editor->get_text_editor()->set_text(text_file->get_text());
code_editor->get_text_editor()->clear_undo_history();
code_editor->get_text_editor()->tag_saved_version();
@@ -118,6 +128,8 @@ void TextEditor::enable_editor(Control *p_shortcut_context) {
_load_theme_settings();
+ _validate_script();
+
if (p_shortcut_context) {
for (int i = 0; i < edit_hb->get_child_count(); ++i) {
Control *c = cast_to<Control>(edit_hb->get_child(i));
@@ -143,7 +155,7 @@ PackedInt32Array TextEditor::get_breakpoints() {
}
void TextEditor::reload_text() {
- ERR_FAIL_COND(text_file.is_null());
+ ERR_FAIL_COND(edited_res.is_null());
CodeEdit *te = code_editor->get_text_editor();
int column = te->get_caret_column();
@@ -151,7 +163,16 @@ void TextEditor::reload_text() {
int h = te->get_h_scroll();
int v = te->get_v_scroll();
- te->set_text(text_file->get_text());
+ Ref<TextFile> text_file = edited_res;
+ if (text_file != nullptr) {
+ te->set_text(text_file->get_text());
+ }
+
+ Ref<JSON> json_file = edited_res;
+ if (json_file != nullptr) {
+ te->set_text(json_file->get_parsed_text());
+ }
+
te->set_caret_line(row);
te->set_caret_column(column);
te->set_h_scroll(h);
@@ -166,6 +187,20 @@ void TextEditor::reload_text() {
void TextEditor::_validate_script() {
emit_signal(SNAME("name_changed"));
emit_signal(SNAME("edited_script_changed"));
+
+ Ref<JSON> json_file = edited_res;
+ if (json_file != nullptr) {
+ CodeEdit *te = code_editor->get_text_editor();
+
+ te->set_line_background_color(code_editor->get_error_pos().x, Color(0, 0, 0, 0));
+ code_editor->set_error("");
+
+ if (json_file->parse(te->get_text(), true) != OK) {
+ code_editor->set_error(json_file->get_error_message());
+ code_editor->set_error_pos(json_file->get_error_line(), 0);
+ te->set_line_background_color(code_editor->get_error_pos().x, EDITOR_GET("text_editor/theme/highlighting/mark_color"));
+ }
+ }
}
void TextEditor::_update_bookmark_list() {
@@ -204,13 +239,22 @@ void TextEditor::_bookmark_item_pressed(int p_idx) {
}
void TextEditor::apply_code() {
- text_file->set_text(code_editor->get_text_editor()->get_text());
+ Ref<TextFile> text_file = edited_res;
+ if (text_file != nullptr) {
+ text_file->set_text(code_editor->get_text_editor()->get_text());
+ }
+
+ Ref<JSON> json_file = edited_res;
+ if (json_file != nullptr) {
+ json_file->parse(code_editor->get_text_editor()->get_text(), true);
+ }
+ code_editor->get_text_editor()->get_syntax_highlighter()->update_cache();
}
bool TextEditor::is_unsaved() {
const bool unsaved =
code_editor->get_text_editor()->get_version() != code_editor->get_text_editor()->get_saved_version() ||
- text_file->get_path().is_empty(); // In memory.
+ edited_res->get_path().is_empty(); // In memory.
return unsaved;
}
@@ -431,7 +475,7 @@ void TextEditor::_convert_case(CodeTextEditor::CaseStyle p_case) {
}
static ScriptEditorBase *create_editor(const Ref<Resource> &p_resource) {
- if (Object::cast_to<TextFile>(*p_resource)) {
+ if (Object::cast_to<TextFile>(*p_resource) || Object::cast_to<JSON>(*p_resource)) {
return memnew(TextEditor);
}
return nullptr;
@@ -656,4 +700,5 @@ TextEditor::~TextEditor() {
}
void TextEditor::validate() {
+ this->code_editor->validate_script();
}
diff --git a/editor/plugins/text_editor.h b/editor/plugins/text_editor.h
index 6db81508b3..85e0fee627 100644
--- a/editor/plugins/text_editor.h
+++ b/editor/plugins/text_editor.h
@@ -41,7 +41,7 @@ class TextEditor : public ScriptEditorBase {
private:
CodeTextEditor *code_editor = nullptr;
- Ref<TextFile> text_file;
+ Ref<Resource> edited_res;
bool editor_enabled = false;
HBoxContainer *edit_hb = nullptr;
diff --git a/editor/plugins/tiles/tile_map_editor.cpp b/editor/plugins/tiles/tile_map_editor.cpp
index 8277e473fd..04a09a97e7 100644
--- a/editor/plugins/tiles/tile_map_editor.cpp
+++ b/editor/plugins/tiles/tile_map_editor.cpp
@@ -571,14 +571,14 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p
case DRAG_TYPE_PAINT: {
HashMap<Vector2i, TileMapCell> to_draw = _draw_line(drag_start_mouse_pos, drag_last_mouse_pos, mpos, drag_erasing);
for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) {
- if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
- continue;
- }
Vector2i coords = E.key;
if (!drag_modified.has(coords)) {
drag_modified.insert(coords, tile_map->get_cell(tile_map_layer, coords));
+ if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
+ continue;
+ }
+ tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
}
- tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
}
_fix_invalid_tiles_in_tile_map_selection();
} break;
@@ -588,14 +588,14 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p
if (!drag_modified.has(line[i])) {
HashMap<Vector2i, TileMapCell> to_draw = _draw_bucket_fill(line[i], bucket_contiguous_checkbox->is_pressed(), drag_erasing);
for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) {
- if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
- continue;
- }
Vector2i coords = E.key;
if (!drag_modified.has(coords)) {
drag_modified.insert(coords, tile_map->get_cell(tile_map_layer, coords));
+ if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
+ continue;
+ }
+ tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
}
- tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
}
}
}
@@ -684,14 +684,14 @@ bool TileMapEditorTilesPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p
if (!drag_modified.has(line[i])) {
HashMap<Vector2i, TileMapCell> to_draw = _draw_bucket_fill(line[i], bucket_contiguous_checkbox->is_pressed(), drag_erasing);
for (const KeyValue<Vector2i, TileMapCell> &E : to_draw) {
- if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
- continue;
- }
Vector2i coords = E.key;
if (!drag_modified.has(coords)) {
drag_modified.insert(coords, tile_map->get_cell(tile_map_layer, coords));
+ if (!drag_erasing && E.value.source_id == TileSet::INVALID_SOURCE) {
+ continue;
+ }
+ tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
}
- tile_map->set_cell(tile_map_layer, coords, E.value.source_id, E.value.get_atlas_coords(), E.value.alternative_tile);
}
}
}
@@ -2141,7 +2141,7 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() {
scatter_controls_container = memnew(HBoxContainer);
scatter_label = memnew(Label);
- scatter_label->set_tooltip_text(TTR("Defines the probability of painting nothing instead of a randomly selected tile."));
+ scatter_label->set_tooltip_text(TTR("Modifies the chance of painting nothing instead of a randomly selected tile."));
scatter_label->set_text(TTR("Scattering:"));
scatter_controls_container->add_child(scatter_label);
@@ -2149,7 +2149,7 @@ TileMapEditorTilesPlugin::TileMapEditorTilesPlugin() {
scatter_spinbox->set_min(0.0);
scatter_spinbox->set_max(1000);
scatter_spinbox->set_step(0.001);
- scatter_spinbox->set_tooltip_text(TTR("Defines the probability of painting nothing instead of a randomly selected tile."));
+ scatter_spinbox->set_tooltip_text(TTR("Modifies the chance of painting nothing instead of a randomly selected tile."));
scatter_spinbox->get_line_edit()->add_theme_constant_override("minimum_character_width", 4);
scatter_spinbox->connect("value_changed", callable_mp(this, &TileMapEditorTilesPlugin::_on_scattering_spinbox_changed));
scatter_controls_container->add_child(scatter_spinbox);
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp
index 5d66be3853..dc019d8e7c 100644
--- a/editor/project_manager.cpp
+++ b/editor/project_manager.cpp
@@ -1359,6 +1359,8 @@ void ProjectList::load_projects() {
create_project_item_control(i);
}
+ sort_projects();
+
set_v_scroll(0);
update_icons_async();
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 13c7a8202c..afb8e62eea 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -1255,6 +1255,30 @@ Vector3 CSGBox3D::get_size() const {
return size;
}
+#ifndef DISABLE_DEPRECATED
+// Kept for compatibility from 3.x to 4.0.
+bool CSGBox3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "width") {
+ size.x = p_value;
+ _make_dirty();
+ update_gizmos();
+ return true;
+ } else if (p_name == "height") {
+ size.y = p_value;
+ _make_dirty();
+ update_gizmos();
+ return true;
+ } else if (p_name == "depth") {
+ size.z = p_value;
+ _make_dirty();
+ update_gizmos();
+ return true;
+ } else {
+ return false;
+ }
+}
+#endif
+
void CSGBox3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
diff --git a/modules/csg/csg_shape.h b/modules/csg/csg_shape.h
index 9012c37679..c244107bfb 100644
--- a/modules/csg/csg_shape.h
+++ b/modules/csg/csg_shape.h
@@ -248,6 +248,10 @@ class CSGBox3D : public CSGPrimitive3D {
protected:
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ // Kept for compatibility from 3.x to 4.0.
+ bool _set(const StringName &p_name, const Variant &p_value);
+#endif
public:
void set_size(const Vector3 &p_size);
diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp
index 3543c0a79f..8cfd48b52b 100644
--- a/modules/gdscript/gdscript_editor.cpp
+++ b/modules/gdscript/gdscript_editor.cpp
@@ -3491,14 +3491,6 @@ static Error _lookup_symbol_from_base(const GDScriptParser::DataType &p_base, co
break;
}
- if (context.current_class) {
- if (context.type != GDScriptParser::COMPLETION_SUPER_METHOD) {
- base.type = context.current_class->get_datatype();
- } else {
- base.type = context.current_class->base_type;
- }
- }
-
if (_lookup_symbol_from_base(base.type, p_symbol, is_function, r_result) == OK) {
return OK;
}
diff --git a/modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd b/modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd
index 092ae49d00..7416ecd87a 100644
--- a/modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd
+++ b/modules/gdscript/tests/scripts/analyzer/features/typed_array_usage.gd
@@ -86,7 +86,8 @@ func test():
var typed_int := 556
var converted_floats: Array[float] = [typed_int]
- assert(str(converted_floats) == '[556]')
+ converted_floats.push_back(498)
+ assert(str(converted_floats) == '[556, 498]')
assert(converted_floats.get_typed_builtin() == TYPE_FLOAT)
diff --git a/modules/navigation/godot_navigation_server.cpp b/modules/navigation/godot_navigation_server.cpp
index c3cb1c5f13..79e8c3a6d6 100644
--- a/modules/navigation/godot_navigation_server.cpp
+++ b/modules/navigation/godot_navigation_server.cpp
@@ -757,7 +757,7 @@ COMMAND_1(free, RID, p_object) {
agent_owner.free(p_object);
} else {
- ERR_FAIL_COND("Invalid ID.");
+ ERR_FAIL_COND("Attempted to free a NavigationServer RID that did not exist (or was already freed).");
}
}
diff --git a/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml b/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
index aaeb2025ee..e0d17277ef 100644
--- a/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
+++ b/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
@@ -16,7 +16,7 @@
<param index="1" name="tls_client_options" type="TLSOptions" default="null" />
<description>
Starts a new multiplayer client connecting to the given [param url]. TLS certificates will be verified against the hostname when connecting using the [code]wss://[/code] protocol. You can pass the optional [param tls_client_options] parameter to customize the trusted certification authorities, or disable the common name verification. See [method TLSOptions.client] and [method TLSOptions.client_unsafe].
- [b]Note[/b]: It is recommended to specify the scheme part of the URL, i.e. the [param url] should start with either [code]ws://[/code] or [code]wss://[/code].
+ [b]Note:[/b] It is recommended to specify the scheme part of the URL, i.e. the [param url] should start with either [code]ws://[/code] or [code]wss://[/code].
</description>
</method>
<method name="create_server">
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 2e0b16388f..11e59d9858 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -754,8 +754,9 @@ TileMap::VisibilityMode TileMap::get_navigation_visibility_mode() {
void TileMap::set_navigation_map(int p_layer, RID p_map) {
ERR_FAIL_INDEX(p_layer, (int)layers.size());
-
+ ERR_FAIL_COND_MSG(!is_inside_tree(), "A TileMap navigation map can only be changed while inside the SceneTree.");
layers[p_layer].navigation_map = p_map;
+ layers[p_layer].uses_world_navigation_map = p_map == get_world_2d()->get_navigation_map();
}
RID TileMap::get_navigation_map(int p_layer) const {
@@ -1111,10 +1112,12 @@ void TileMap::_navigation_update_layer(int p_layer) {
if (p_layer == 0 && is_inside_tree()) {
// Use the default World2D navigation map for the first layer when empty.
layers[p_layer].navigation_map = get_world_2d()->get_navigation_map();
+ layers[p_layer].uses_world_navigation_map = true;
} else {
RID new_layer_map = NavigationServer2D::get_singleton()->map_create();
NavigationServer2D::get_singleton()->map_set_active(new_layer_map, true);
layers[p_layer].navigation_map = new_layer_map;
+ layers[p_layer].uses_world_navigation_map = false;
}
}
}
@@ -1124,7 +1127,7 @@ void TileMap::_navigation_cleanup_layer(int p_layer) {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
if (layers[p_layer].navigation_map.is_valid()) {
- if (is_inside_tree() && layers[p_layer].navigation_map == get_world_2d()->get_navigation_map()) {
+ if (layers[p_layer].uses_world_navigation_map) {
// Do not delete the World2D default navigation map.
return;
}
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index 62d7612be2..e9c1cb0c11 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -212,6 +212,7 @@ private:
HashMap<Vector2i, TileMapQuadrant> quadrant_map;
SelfList<TileMapQuadrant>::List dirty_quadrant_list;
RID navigation_map;
+ bool uses_world_navigation_map = false;
};
LocalVector<TileMapLayer> layers;
int selected_layer = -1;
diff --git a/scene/3d/decal.cpp b/scene/3d/decal.cpp
index e122adcc8c..6f2717fd41 100644
--- a/scene/3d/decal.cpp
+++ b/scene/3d/decal.cpp
@@ -31,7 +31,7 @@
#include "decal.h"
void Decal::set_size(const Vector3 &p_size) {
- size = p_size;
+ size = Vector3(MAX(0.001, p_size.x), MAX(0.001, p_size.y), MAX(0.001, p_size.z));
RS::get_singleton()->decal_set_size(decal, p_size);
update_gizmos();
}
diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp
index 829f4cc643..c0ef71ee4f 100644
--- a/scene/gui/label.cpp
+++ b/scene/gui/label.cpp
@@ -177,6 +177,10 @@ void Label::_shape() {
minsize.width = TS->shaped_text_get_size(lines_rid[i]).x;
}
}
+
+ // With autowrap off, by now we already know the width the label will take.
+ width = (minsize.width - style->get_minimum_size().width);
+ width_stabilized = true;
}
if (lines_dirty && width_stabilized) {
diff --git a/scene/main/window.cpp b/scene/main/window.cpp
index 663dd586c0..9092be93e6 100644
--- a/scene/main/window.cpp
+++ b/scene/main/window.cpp
@@ -569,6 +569,12 @@ void Window::_update_from_window() {
void Window::_clear_window() {
ERR_FAIL_COND(window_id == DisplayServer::INVALID_WINDOW_ID);
+ DisplayServer::get_singleton()->window_set_rect_changed_callback(Callable(), window_id);
+ DisplayServer::get_singleton()->window_set_window_event_callback(Callable(), window_id);
+ DisplayServer::get_singleton()->window_set_input_event_callback(Callable(), window_id);
+ DisplayServer::get_singleton()->window_set_input_text_callback(Callable(), window_id);
+ DisplayServer::get_singleton()->window_set_drop_files_callback(Callable(), window_id);
+
if (transient_parent && transient_parent->window_id != DisplayServer::INVALID_WINDOW_ID) {
DisplayServer::get_singleton()->window_set_transient(window_id, DisplayServer::INVALID_WINDOW_ID);
}
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index 3b5fbbced8..bbaec8be2b 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -30,6 +30,7 @@
#include "godot_step_2d.h"
+#include "core/object/worker_thread_pool.h"
#include "core/os/os.h"
#define BODY_ISLAND_COUNT_RESERVE 128
diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h
index 75eeba4a3d..c08c6379de 100644
--- a/servers/physics_2d/godot_step_2d.h
+++ b/servers/physics_2d/godot_step_2d.h
@@ -33,7 +33,6 @@
#include "godot_space_2d.h"
-#include "core/object/worker_thread_pool.h"
#include "core/templates/local_vector.h"
class GodotStep2D {
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp
index 4119c58897..d09a3b4e6d 100644
--- a/servers/physics_3d/godot_step_3d.cpp
+++ b/servers/physics_3d/godot_step_3d.cpp
@@ -32,6 +32,7 @@
#include "godot_joint_3d.h"
+#include "core/object/worker_thread_pool.h"
#include "core/os/os.h"
#define BODY_ISLAND_COUNT_RESERVE 128
diff --git a/servers/physics_3d/godot_step_3d.h b/servers/physics_3d/godot_step_3d.h
index be7266b264..1c9b0af422 100644
--- a/servers/physics_3d/godot_step_3d.h
+++ b/servers/physics_3d/godot_step_3d.h
@@ -33,7 +33,6 @@
#include "godot_space_3d.h"
-#include "core/object/worker_thread_pool.h"
#include "core/templates/local_vector.h"
class GodotStep3D {
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 2b5d36d686..e031e33041 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -411,12 +411,21 @@ SSEffects::~SSEffects() {
/* SS Downsampler */
-void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection) {
+void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i full_screen_size = p_render_buffers->get_internal_size();
+ Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
+
+ // Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
+ if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
+ p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5);
+ }
+
// Downsample and deinterleave the depth buffer for SSAO and SSIL
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -447,45 +456,32 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
}
}
+ RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
int depth_index = use_half_size ? 1 : 0;
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
- if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
- if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
- RD::get_singleton()->free(ss_effects.downsample_uniform_set);
- ss_effects.downsample_uniform_set = RID();
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_depth_mipmaps[depth_index + 1]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_depth_mipmaps[depth_index + 2]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.append_id(p_depth_mipmaps[depth_index + 3]);
- uniforms.push_back(u);
- }
- if (use_full_mips) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.append_id(p_depth_mipmaps[4]);
- uniforms.push_back(u);
+ RID downsample_uniform_set;
+ if (use_mips) {
+ // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
+ // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
+ Vector<RD::Uniform> u_depths;
+
+ // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
+ // That means we're filling all 5 levels.
+ // In this scenario `depth_index` will be 0.
+ for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
+ RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
+
+ RD::Uniform u_depth;
+ u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_depth.binding = i;
+ u_depth.append_id(depth_mipmap);
+ u_depths.push_back(u_depth);
}
- ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
+
+ // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
+ downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
}
float depth_linearize_mul = -p_projection.columns[3][2];
@@ -501,25 +497,30 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
}
- ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
- ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
+ ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
+ ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
ss_effects.downsample_push_constant.radius_sq = 1.0;
- RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer }));
- RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] }));
+ RID depth_texture = p_render_buffers->get_depth_texture(p_view);
+ RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
+
+ RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
+ RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
if (use_mips) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
- Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
+ if (use_half_size) {
+ size.x = MAX(1, size.x >> 1);
+ size.y = MAX(1, size.y >> 1);
+ }
RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -543,7 +544,7 @@ void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_ha
ssil_fadeout_to = p_fadeout_to;
}
-void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
+void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
@@ -578,12 +579,13 @@ void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) {
+void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
if (p_ssil_buffers.half_size != ssil_half_size) {
- ssil_free(p_ssil_buffers);
+ p_render_buffers->clear_context(RB_SCOPE_SSIL);
}
- if (ssil_half_size) {
+ p_ssil_buffers.half_size = ssil_half_size;
+ if (p_ssil_buffers.half_size) {
p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
@@ -595,104 +597,59 @@ void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const S
p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
}
- if (p_ssil_buffers.ssil_final.is_null()) {
- {
- p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = p_settings.full_screen_size.x;
- tf.height = p_settings.full_screen_size.y;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture");
- RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
- if (p_ssil_buffers.last_frame.is_null()) {
- tf.mipmaps = 6;
- p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance");
- RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
- for (uint32_t i = 0; i < 6; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i);
- p_ssil_buffers.last_frame_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
- }
- }
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssil_buffers.buffer_width;
- tf.height = p_ssil_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0);
- p_ssil_buffers.deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
- }
- }
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
+ Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssil_buffers.buffer_width;
- tf.height = p_ssil_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0);
- p_ssil_buffers.pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
- }
- }
+ // We create our intermediate and final results as render buffers.
+ // These are automatically cached and cleaned up when our viewport resizes
+ // or when our viewport gets destroyed.
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssil_buffers.buffer_width;
- tf.height = p_ssil_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0);
- p_ssil_buffers.edges_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
- }
- }
+ if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it...
+ RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT);
+ RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
+ }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_ssil_buffers.half_buffer_width;
- tf.height = p_ssil_buffers.half_buffer_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map");
- p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong");
- }
- p_ssil_buffers.half_size = ssil_half_size;
+ if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
+ RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6);
+ RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
}
+
+ // As we're not clearing these, and render buffers will return the cached texture if it already exists,
+ // we don't first check has_texture here
+
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
}
-void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
+void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
+
+ // Obtain our (cached) buffer slices for the view we are rendering.
+ RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
+ RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
+ RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
+ RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
+ RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
+ RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
+
+ RID deinterleaved_slices[4];
+ RID deinterleaved_pong_slices[4];
+ RID edges_slices[4];
+ for (uint32_t i = 0; i < 4; i++) {
+ deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
+ deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
+ edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
+ }
+
//Store projection info before starting the compute list
SSILProjectionUniforms projection_uniforms;
store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
@@ -701,7 +658,7 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
- RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
+ RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -749,78 +706,69 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
- if (p_ssil_buffers.projection_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_mipmap_sampler);
- u.append_id(p_ssil_buffers.last_frame);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 1;
- u.append_id(ssil.projection_uniform_buffer);
- uniforms.push_back(u);
- }
- p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
+ // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
+ // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
+ // remember each instance of the uniform set.
+
+ RID projection_uniform_set;
+ {
+ RD::Uniform u_last_frame;
+ u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_last_frame.binding = 0;
+ u_last_frame.append_id(default_mipmap_sampler);
+ u_last_frame.append_id(last_frame);
+
+ RD::Uniform u_projection;
+ u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u_projection.binding = 1;
+ u_projection.append_id(ssil.projection_uniform_buffer);
+
+ projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
}
- if (p_ssil_buffers.gather_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_sampler);
- u.append_id(p_ssil_buffers.depth_texture_view);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(ss_effects.gather_constants_buffer);
- uniforms.push_back(u);
- }
- p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
+ RID gather_uniform_set;
+ {
+ RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4);
+
+ RD::Uniform u_depth_texture_view;
+ u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_depth_texture_view.binding = 0;
+ u_depth_texture_view.append_id(default_sampler);
+ u_depth_texture_view.append_id(depth_texture_view);
+
+ RD::Uniform u_normal_buffer;
+ u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_normal_buffer.binding = 1;
+ u_normal_buffer.append_id(p_normal_buffer);
+
+ RD::Uniform u_gather_constants_buffer;
+ u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u_gather_constants_buffer.binding = 2;
+ u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
+
+ gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
}
- if (p_ssil_buffers.importance_map_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_ssil_buffers.pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(default_sampler);
- u.append_id(p_ssil_buffers.importance_map[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(ssil.importance_map_load_counter);
- uniforms.push_back(u);
- }
- p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
+ RID importance_map_uniform_set;
+ {
+ RD::Uniform u_pong;
+ u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_pong.binding = 0;
+ u_pong.append_id(deinterleaved_pong);
+
+ RD::Uniform u_importance_map;
+ u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_importance_map.binding = 1;
+ u_importance_map.append_id(default_sampler);
+ u_importance_map.append_id(importance_map);
+
+ RD::Uniform u_load_counter;
+ u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u_load_counter.binding = 2;
+ u_load_counter.append_id(ssil.importance_map_load_counter);
+
+ RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
+ importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
}
if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
@@ -828,38 +776,42 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
+
//base pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
- gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+ gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
//generate importance map
- RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
- RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] }));
+ RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
+ RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// process Importance Map A
- RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] }));
- RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] }));
+ RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// process Importance Map B
- RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] }));
+ RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
@@ -872,7 +824,7 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
}
- gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+ gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
RD::get_singleton()->draw_command_end_label(); //Gather
}
@@ -895,6 +847,8 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
}
}
+ RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
+
for (int i = 0; i < 4; i++) {
if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
@@ -903,30 +857,30 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
if (pass % 2 == 0) {
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
} else {
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
}
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1);
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
} else {
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
} else {
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
}
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1);
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
}
- RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2);
+ RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
@@ -961,18 +915,19 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
- RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final }));
+ RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
+ RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
- RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved }));
+ RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
} else {
- RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
+ RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
}
- RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges }));
+ RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
@@ -990,34 +945,6 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
-void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) {
- if (p_ssil_buffers.ssil_final.is_valid()) {
- RD::get_singleton()->free(p_ssil_buffers.ssil_final);
- RD::get_singleton()->free(p_ssil_buffers.deinterleaved);
- RD::get_singleton()->free(p_ssil_buffers.pong);
- RD::get_singleton()->free(p_ssil_buffers.edges);
- RD::get_singleton()->free(p_ssil_buffers.importance_map[0]);
- RD::get_singleton()->free(p_ssil_buffers.importance_map[1]);
- RD::get_singleton()->free(p_ssil_buffers.last_frame);
-
- p_ssil_buffers.ssil_final = RID();
- p_ssil_buffers.deinterleaved = RID();
- p_ssil_buffers.pong = RID();
- p_ssil_buffers.edges = RID();
- p_ssil_buffers.deinterleaved_slices.clear();
- p_ssil_buffers.pong_slices.clear();
- p_ssil_buffers.edges_slices.clear();
- p_ssil_buffers.importance_map[0] = RID();
- p_ssil_buffers.importance_map[1] = RID();
- p_ssil_buffers.last_frame = RID();
- p_ssil_buffers.last_frame_slices.clear();
-
- p_ssil_buffers.gather_uniform_set = RID();
- p_ssil_buffers.importance_map_uniform_set = RID();
- p_ssil_buffers.projection_uniform_set = RID();
- }
-}
-
/* SSAO */
void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
@@ -1029,13 +956,13 @@ void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_ha
ssao_fadeout_to = p_fadeout_to;
}
-void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
}
RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
@@ -1062,11 +989,12 @@ void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) {
+void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
if (p_ssao_buffers.half_size != ssao_half_size) {
- ssao_free(p_ssao_buffers);
+ p_render_buffers->clear_context(RB_SCOPE_SSAO);
}
+ p_ssao_buffers.half_size = ssao_half_size;
if (ssao_half_size) {
p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
@@ -1079,79 +1007,45 @@ void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const S
p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
}
- if (p_ssao_buffers.ao_deinterleaved.is_null()) {
- {
- p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssao_buffers.buffer_width;
- tf.height = p_ssao_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0);
- p_ssao_buffers.ao_deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
- }
- }
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
+ Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssao_buffers.buffer_width;
- tf.height = p_ssao_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0);
- p_ssao_buffers.ao_pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
- }
- }
+ // As we're not clearing these, and render buffers will return the cached texture if it already exists,
+ // we don't first check has_texture here
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_ssao_buffers.buffer_width;
- tf.height = p_ssao_buffers.buffer_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map");
- p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong");
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_settings.full_screen_size.x;
- tf.height = p_settings.full_screen_size.y;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final");
- }
- p_ssao_buffers.half_size = ssao_half_size;
- }
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1);
}
-void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
+void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ // Obtain our (cached) buffer slices for the view we are rendering.
+ RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
+ RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
+ RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
+ RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
+ RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
+
+ RID ao_deinterleaved_slices[4];
+ RID ao_pong_slices[4];
+ for (uint32_t i = 0; i < 4; i++) {
+ ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
+ ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
+ }
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
/* FIRST PASS */
- RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0);
+ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
@@ -1201,60 +1095,52 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
- if (p_ssao_buffers.gather_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_sampler);
- u.append_id(p_ssao_buffers.depth_texture_view);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(ss_effects.gather_constants_buffer);
- uniforms.push_back(u);
- }
- p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0);
- RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set");
+ // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
+ // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
+ // remember each instance of the uniform set.
+ RID gather_uniform_set;
+ {
+ RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4);
+
+ RD::Uniform u_depth_texture_view;
+ u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_depth_texture_view.binding = 0;
+ u_depth_texture_view.append_id(default_sampler);
+ u_depth_texture_view.append_id(depth_texture_view);
+
+ RD::Uniform u_normal_buffer;
+ u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_normal_buffer.binding = 1;
+ u_normal_buffer.append_id(p_normal_buffer);
+
+ RD::Uniform u_gather_constants_buffer;
+ u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u_gather_constants_buffer.binding = 2;
+ u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
+
+ gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
}
- if (p_ssao_buffers.importance_map_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_ssao_buffers.ao_pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(default_sampler);
- u.append_id(p_ssao_buffers.importance_map[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
- RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set");
+ RID importance_map_uniform_set;
+ {
+ RD::Uniform u_pong;
+ u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_pong.binding = 0;
+ u_pong.append_id(ao_pong);
+
+ RD::Uniform u_importance_map;
+ u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_importance_map.binding = 1;
+ u_importance_map.append_id(default_sampler);
+ u_importance_map.append_id(importance_map);
+
+ RD::Uniform u_load_counter;
+ u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u_load_counter.binding = 2;
+ u_load_counter.append_id(ssao.importance_map_load_counter);
+
+ RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
+ importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
}
if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
@@ -1266,41 +1152,44 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
//base pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
- gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID());
+ gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
//generate importance map
+ RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
- RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0);
+ RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0);
- RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//process importance map A
+ RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
- RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
- RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//process Importance Map B
+ RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
- RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
@@ -1312,7 +1201,7 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
}
- gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set);
+ gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
RD::get_singleton()->draw_command_end_label(); // Gather SSAO
}
@@ -1344,29 +1233,30 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
continue;
}
+ RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
if (pass % 2 == 0) {
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
} else {
- RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
}
- RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1);
+ RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
} else {
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
} else {
- RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
}
- RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1);
+ RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
@@ -1400,17 +1290,18 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
interleave_pipeline = SSAO_INTERLEAVE_SMART;
}
+ RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
- RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0);
+ RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
- RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
} else {
- RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
@@ -1426,116 +1317,43 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
-void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) {
- if (p_ssao_buffers.ao_final.is_valid()) {
- RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved);
- RD::get_singleton()->free(p_ssao_buffers.ao_pong);
- RD::get_singleton()->free(p_ssao_buffers.ao_final);
-
- RD::get_singleton()->free(p_ssao_buffers.importance_map[0]);
- RD::get_singleton()->free(p_ssao_buffers.importance_map[1]);
-
- p_ssao_buffers.ao_deinterleaved = RID();
- p_ssao_buffers.ao_pong = RID();
- p_ssao_buffers.ao_final = RID();
- p_ssao_buffers.importance_map[0] = RID();
- p_ssao_buffers.importance_map[1] = RID();
- p_ssao_buffers.ao_deinterleaved_slices.clear();
- p_ssao_buffers.ao_pong_slices.clear();
-
- p_ssao_buffers.gather_uniform_set = RID();
- p_ssao_buffers.importance_map_uniform_set = RID();
- }
-}
-
/* Screen Space Reflection */
void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
ssr_roughness_quality = p_quality;
}
-void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count) {
- // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view.
- if (p_ssr_buffers.size != p_screen_size || p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
- ssr_free(p_ssr_buffers);
- }
-
- if (p_ssr_buffers.output.is_valid()) {
- // already allocated
- return;
+void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
+ if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
+ // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
+ p_render_buffers->clear_context(RB_SCOPE_SSR);
}
- p_ssr_buffers.size = p_screen_size;
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
p_ssr_buffers.roughness_quality = ssr_roughness_quality;
- if (p_ssr_buffers.depth_scaled.is_null()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = p_screen_size.x;
- tf.height = p_screen_size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled");
+ // We are using barriers so we do not need to allocate textures for both views on anything but output...
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
- p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled");
+ if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages
}
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_screen_size.x;
- tf.height = p_screen_size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0");
- p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1");
- }
-
- if (p_ssr_buffers.intermediate.is_null()) {
- RD::TextureFormat tf;
- tf.format = p_color_format;
- tf.width = p_screen_size.x;
- tf.height = p_screen_size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate");
-
- if (p_view_count > 1) {
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.array_layers = p_view_count;
- } else {
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- }
-
- p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output");
-
- for (uint32_t v = 0; v < p_view_count; v++) {
- p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0);
- }
- }
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size);
}
-void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
+void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ uint32_t view_count = p_render_buffers->get_view_count();
+
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
{
@@ -1546,7 +1364,7 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
}
- for (uint32_t v = 0; v < p_view_count; v++) {
+ for (uint32_t v = 0; v < view_count; v++) {
store_camera(p_projections[v], scene_data.projection[v]);
store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
@@ -1559,13 +1377,27 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
}
uint32_t pipeline_specialization = 0;
- if (p_view_count > 1) {
+ if (view_count > 1) {
pipeline_specialization |= SSR_MULTIVIEW;
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- for (uint32_t v = 0; v < p_view_count; v++) {
+ for (uint32_t v = 0; v < view_count; v++) {
+ // get buffers we need to use for this view
+ RID diffuse_slice = p_render_buffers->get_internal_texture(v);
+ RID depth_slice = p_render_buffers->get_depth_texture(v);
+ RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
+ RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
+ RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
+ RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
+
+ RID blur_radius[2];
+ if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
+ blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
+ blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
+ }
+
RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
{ //scale color and depth to half
@@ -1577,34 +1409,29 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.camera_z_near = p_projections[v].get_z_near();
push_constant.orthogonal = p_projections[v].is_orthogonal();
push_constant.filter = false; //enabling causes arctifacts
- push_constant.screen_size[0] = p_screen_size.x;
- push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.screen_size[0] = p_ssr_buffers.size.x;
+ push_constant.screen_size[1] = p_ssr_buffers.size.y;
RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
- RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] }));
+ RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
- RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] }));
+ RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
- } else {
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
- }
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -1619,15 +1446,15 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.camera_z_far = p_projections[v].get_z_far();
push_constant.camera_z_near = p_projections[v].get_z_near();
push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.screen_size[0] = p_screen_size.x;
- push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.screen_size[0] = p_ssr_buffers.size.x;
+ push_constant.screen_size[1] = p_ssr_buffers.size.y;
push_constant.curve_fade_in = p_fade_in;
push_constant.distance_fade = p_fade_out;
push_constant.num_steps = p_max_steps;
push_constant.depth_tolerance = p_tolerance;
push_constant.use_half_res = true;
- push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]);
- push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]);
+ push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
@@ -1639,35 +1466,30 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+ // read from intermediate
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
+
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- // read from output slices (our scale wrote into these)
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_scale_depth), 0);
-
- // write to intermediate (our roughness pass will output into output slices)
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1);
+ // write to output and blur radius
+ RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
} else {
- // read from intermediate (our scale wrote into these)
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
-
- // We are not performing our blur so go directly to output.
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ // We are only writing output
+ RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
}
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->draw_command_end_label();
}
@@ -1682,8 +1504,8 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.view_index = v;
push_constant.orthogonal = p_projections[v].is_orthogonal();
push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
- push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]);
- push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]);
+ push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
push_constant.vertical = 0;
@@ -1698,8 +1520,8 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.increment = 1;
}
- push_constant.screen_size[0] = p_screen_size.width;
- push_constant.screen_size[1] = p_screen_size.height;
+ push_constant.screen_size[0] = p_ssr_buffers.size.width;
+ push_constant.screen_size[1] = p_ssr_buffers.size.height;
// Horizontal pass
@@ -1709,25 +1531,25 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
- RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
-
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0);
+ RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
- RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
- RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2);
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
+ RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// Vertical pass
@@ -1739,16 +1561,16 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.vertical = 1;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
- if (v != p_view_count - 1) {
+ if (v != view_count - 1) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
@@ -1761,36 +1583,6 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
RD::get_singleton()->compute_list_end();
}
-void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
- for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
- p_ssr_buffers.output_slices[v] = RID();
- }
-
- if (p_ssr_buffers.output.is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.output);
- p_ssr_buffers.output = RID();
- }
-
- if (p_ssr_buffers.intermediate.is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.intermediate);
- p_ssr_buffers.intermediate = RID();
- }
-
- if (p_ssr_buffers.blur_radius[0].is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]);
- RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]);
- p_ssr_buffers.blur_radius[0] = RID();
- p_ssr_buffers.blur_radius[1] = RID();
- }
-
- if (p_ssr_buffers.depth_scaled.is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.depth_scaled);
- p_ssr_buffers.depth_scaled = RID();
- RD::get_singleton()->free(p_ssr_buffers.normal_scaled);
- p_ssr_buffers.normal_scaled = RID();
- }
-}
-
/* Subsurface scattering */
void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index bac1d9b786..8585277e19 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -48,6 +48,26 @@
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
+#define RB_SCOPE_SSDS SNAME("rb_ssds")
+#define RB_SCOPE_SSIL SNAME("rb_ssil")
+#define RB_SCOPE_SSAO SNAME("rb_ssao")
+#define RB_SCOPE_SSR SNAME("rb_ssr")
+
+#define RB_LINEAR_DEPTH SNAME("linear_depth")
+#define RB_FINAL SNAME("final")
+#define RB_LAST_FRAME SNAME("last_frame")
+#define RB_DEINTERLEAVED SNAME("deinterleaved")
+#define RB_DEINTERLEAVED_PONG SNAME("deinterleaved_pong")
+#define RB_EDGES SNAME("edges")
+#define RB_IMPORTANCE_MAP SNAME("importance_map")
+#define RB_IMPORTANCE_PONG SNAME("importance_pong")
+
+#define RB_DEPTH_SCALED SNAME("depth_scaled")
+#define RB_NORMAL_SCALED SNAME("normal_scaled")
+#define RB_BLUR_RADIUS SNAME("blur_radius")
+#define RB_INTERMEDIATE SNAME("intermediate")
+#define RB_OUTPUT SNAME("output")
+
class RenderSceneBuffersRD;
namespace RendererRD {
@@ -64,7 +84,7 @@ public:
/* SS Downsampler */
- void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection);
+ void downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection);
/* SSIL */
void ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
@@ -75,23 +95,6 @@ public:
int buffer_height;
int half_buffer_width;
int half_buffer_height;
-
- RID ssil_final;
- RID deinterleaved;
- Vector<RID> deinterleaved_slices;
- RID pong;
- Vector<RID> pong_slices;
- RID edges;
- Vector<RID> edges_slices;
- RID importance_map[2];
- RID depth_texture_view;
-
- RID last_frame;
- Vector<RID> last_frame_slices;
-
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- RID projection_uniform_set;
};
struct SSILSettings {
@@ -103,9 +106,8 @@ public:
Size2i full_screen_size;
};
- void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
- void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
- void ssil_free(SSILRenderBuffers &p_ssil_buffers);
+ void ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings);
+ void screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
/* SSAO */
void ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
@@ -116,17 +118,6 @@ public:
int buffer_height;
int half_buffer_width;
int half_buffer_height;
-
- RID ao_deinterleaved;
- Vector<RID> ao_deinterleaved_slices;
- RID ao_pong;
- Vector<RID> ao_pong_slices;
- RID ao_final;
- RID importance_map[2];
- RID depth_texture_view;
-
- RID gather_uniform_set;
- RID importance_map_uniform_set;
};
struct SSAOSettings {
@@ -140,9 +131,8 @@ public:
Size2i full_screen_size;
};
- void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
- void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
- void ssao_free(SSAORenderBuffers &p_ssao_buffers);
+ void ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings);
+ void generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
/* Screen Space Reflection */
void ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
@@ -150,18 +140,10 @@ public:
struct SSRRenderBuffers {
Size2i size;
RenderingServer::EnvironmentSSRRoughnessQuality roughness_quality = RenderingServer::ENV_SSR_ROUGHNESS_QUALITY_DISABLED;
-
- RID normal_scaled;
- RID depth_scaled;
- RID blur_radius[2];
- RID intermediate;
- RID output;
- RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
};
- void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count);
- void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
- void ssr_free(SSRRenderBuffers &p_ssr_buffers);
+ void ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format);
+ void screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets);
/* subsurface scattering */
void sss_set_quality(RS::SubSurfaceScatteringQuality p_quality);
@@ -223,7 +205,6 @@ private:
SSEffectsDownsamplePushConstant downsample_push_constant;
SsEffectsDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
- RID downsample_uniform_set;
bool used_half_size_last_frame = false;
bool used_mips_last_frame = false;
bool used_full_mips_last_frame = false;
@@ -332,7 +313,7 @@ private:
RID pipelines[SSIL_MAX];
} ssil;
- void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
+ void gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
/* SSAO */
@@ -426,7 +407,7 @@ private:
RID pipelines[SSAO_MAX];
} ssao;
- void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+ void gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
/* Screen Space Reflection */
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 59e1f559c7..6d5e55ee6a 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -30,6 +30,7 @@
#include "render_forward_clustered.h"
#include "core/config/project_settings.h"
+#include "core/object/worker_thread_pool.h"
#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
@@ -108,6 +109,10 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() {
// JIC, should already have been cleared
if (render_buffers) {
render_buffers->clear_context(RB_SCOPE_FORWARD_CLUSTERED);
+ render_buffers->clear_context(RB_SCOPE_SSDS);
+ render_buffers->clear_context(RB_SCOPE_SSIL);
+ render_buffers->clear_context(RB_SCOPE_SSAO);
+ render_buffers->clear_context(RB_SCOPE_SSR);
}
if (cluster_builder) {
@@ -118,21 +123,6 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() {
if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
RD::get_singleton()->free(render_sdfgi_uniform_set);
}
-
- if (ss_effects_data.linear_depth.is_valid()) {
- RD::get_singleton()->free(ss_effects_data.linear_depth);
- ss_effects_data.linear_depth = RID();
- ss_effects_data.linear_depth_slices.clear();
- }
-
- if (ss_effects_data.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects_data.downsample_uniform_set)) {
- RD::get_singleton()->free(ss_effects_data.downsample_uniform_set);
- ss_effects_data.downsample_uniform_set = RID();
- }
-
- RenderForwardClustered::get_singleton()->get_ss_effects()->ssao_free(ss_effects_data.ssao);
- RenderForwardClustered::get_singleton()->get_ss_effects()->ssil_free(ss_effects_data.ssil);
- RenderForwardClustered::get_singleton()->get_ss_effects()->ssr_free(ss_effects_data.ssr);
}
void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderSceneBuffersRD *p_render_buffers) {
@@ -1252,7 +1242,7 @@ void RenderForwardClustered::setup_added_decal(const Transform3D &p_transform, c
/* Render scene */
-void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) {
+void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections) {
ERR_FAIL_NULL(ss_effects);
ERR_FAIL_COND(p_render_buffers.is_null());
ERR_FAIL_COND(p_environment.is_null());
@@ -1271,11 +1261,14 @@ void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_bu
settings.sharpness = environment_get_ssao_sharpness(p_environment);
settings.full_screen_size = p_render_buffers->get_internal_size();
- ss_effects->ssao_allocate_buffers(rb_data->ss_effects_data.ssao, settings, rb_data->ss_effects_data.linear_depth);
- ss_effects->generate_ssao(rb_data->ss_effects_data.ssao, p_normal_buffer, p_projection, settings);
+ ss_effects->ssao_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssao, settings);
+
+ for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
+ ss_effects->generate_ssao(p_render_buffers, rb_data->ss_effects_data.ssao, v, p_normal_buffers[v], p_projections[v], settings);
+ }
}
-void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) {
+void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform) {
ERR_FAIL_NULL(ss_effects);
ERR_FAIL_COND(p_render_buffers.is_null());
ERR_FAIL_COND(p_environment.is_null());
@@ -1292,36 +1285,46 @@ void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_bu
settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment);
settings.full_screen_size = p_render_buffers->get_internal_size();
- Projection correction;
- correction.set_depth_correction(true);
- Projection projection = correction * p_projection;
+ ss_effects->ssil_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssil, settings);
+
Transform3D transform = p_transform;
transform.set_origin(Vector3(0.0, 0.0, 0.0));
- Projection last_frame_projection = rb_data->ss_effects_data.last_frame_projection * Projection(rb_data->ss_effects_data.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
- ss_effects->ssil_allocate_buffers(rb_data->ss_effects_data.ssil, settings, rb_data->ss_effects_data.linear_depth);
- ss_effects->screen_space_indirect_lighting(rb_data->ss_effects_data.ssil, p_normal_buffer, p_projection, last_frame_projection, settings);
- rb_data->ss_effects_data.last_frame_projection = projection;
+ for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
+ Projection correction;
+ correction.set_depth_correction(true);
+ Projection projection = correction * p_projections[v];
+ Projection last_frame_projection = rb_data->ss_effects_data.last_frame_projections[v] * Projection(rb_data->ss_effects_data.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse();
+
+ ss_effects->screen_space_indirect_lighting(p_render_buffers, rb_data->ss_effects_data.ssil, v, p_normal_buffers[v], p_projections[v], last_frame_projection, settings);
+
+ rb_data->ss_effects_data.last_frame_projections[v] = projection;
+ }
rb_data->ss_effects_data.last_frame_transform = transform;
}
void RenderForwardClustered::_copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers) {
ERR_FAIL_COND(p_render_buffers.is_null());
- Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
- ERR_FAIL_COND(rb_data.is_null());
-
- if (rb_data->ss_effects_data.ssil.last_frame.is_valid()) {
+ if (p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
Size2i size = p_render_buffers->get_internal_size();
- RID texture = p_render_buffers->get_internal_texture();
- copy_effects->copy_to_rect(texture, rb_data->ss_effects_data.ssil.last_frame, Rect2i(0, 0, size.x, size.y));
-
- int width = size.x;
- int height = size.y;
- for (int i = 0; i < rb_data->ss_effects_data.ssil.last_frame_slices.size() - 1; i++) {
- width = MAX(1, width >> 1);
- height = MAX(1, height >> 1);
- copy_effects->make_mipmap(rb_data->ss_effects_data.ssil.last_frame_slices[i], rb_data->ss_effects_data.ssil.last_frame_slices[i + 1], Size2i(width, height));
+ uint32_t mipmaps = p_render_buffers->get_texture_format(RB_SCOPE_SSIL, RB_LAST_FRAME).mipmaps;
+ for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) {
+ RID source = p_render_buffers->get_internal_texture(v);
+ RID dest = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, v, 0);
+ copy_effects->copy_to_rect(source, dest, Rect2i(0, 0, size.x, size.y));
+
+ int width = size.x;
+ int height = size.y;
+ for (uint32_t m = 1; m < mipmaps; m++) {
+ width = MAX(1, width >> 1);
+ height = MAX(1, height >> 1);
+
+ source = dest;
+ dest = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, v, m);
+
+ copy_effects->make_mipmap(source, dest, Size2i(width, height));
+ }
}
}
}
@@ -1421,41 +1424,23 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
if (rb_data.is_valid() && ss_effects) {
- if (p_use_ssao || p_use_ssil) {
- Size2i size = rb->get_internal_size();
+ // Note, in multiview we're allocating buffers for each eye/view we're rendering.
+ // This should allow most of the processing to happen in parallel even if we're doing
+ // drawcalls per eye/view. It will all sync up at the barrier.
- bool invalidate_uniform_set = false;
- if (rb_data->ss_effects_data.linear_depth.is_null()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = (size.x + 1) / 2;
- tf.height = (size.y + 1) / 2;
- tf.mipmaps = 5;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb_data->ss_effects_data.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(rb_data->ss_effects_data.linear_depth, "SS Effects Depth");
- for (uint32_t i = 0; i < tf.mipmaps; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb_data->ss_effects_data.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
- rb_data->ss_effects_data.linear_depth_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
- }
- invalidate_uniform_set = true;
+ if (p_use_ssao || p_use_ssil) {
+ // Convert our depth buffer data to linear data in
+ for (uint32_t v = 0; v < rb->get_view_count(); v++) {
+ ss_effects->downsample_depth(rb, v, p_render_data->scene_data->view_projection[v]);
}
- RID depth_texture = rb->get_depth_texture();
- ss_effects->downsample_depth(depth_texture, rb_data->ss_effects_data.linear_depth_slices, invalidate_uniform_set, size, p_render_data->scene_data->cam_projection);
- }
-
- if (p_use_ssao) {
- // TODO make these proper stereo
- _process_ssao(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection);
- }
+ if (p_use_ssao) {
+ _process_ssao(rb, p_render_data->environment, p_normal_roughness_slices, p_render_data->scene_data->view_projection);
+ }
- if (p_use_ssil) {
- // TODO make these proper stereo
- _process_ssil(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform);
+ if (p_use_ssil) {
+ _process_ssil(rb, p_render_data->environment, p_normal_roughness_slices, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform);
+ }
}
}
@@ -1514,17 +1499,11 @@ void RenderForwardClustered::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buf
ERR_FAIL_COND(p_environment.is_null());
ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment));
- Size2i half_size = Size2i(internal_size.x / 2, internal_size.y / 2);
- ss_effects->ssr_allocate_buffers(rb_data->ss_effects_data.ssr, _render_buffers_get_color_format(), half_size, view_count);
+ ss_effects->ssr_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssr, _render_buffers_get_color_format());
+ ss_effects->screen_space_reflection(p_render_buffers, rb_data->ss_effects_data.ssr, p_normal_slices, p_metallic_slices, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), p_projections, p_eye_offsets);
- RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS];
- RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS];
- for (uint32_t v = 0; v < view_count; v++) {
- texture_slices[v] = p_render_buffers->get_internal_texture(v);
- depth_slices[v] = p_render_buffers->get_depth_texture(v);
- }
- ss_effects->screen_space_reflection(rb_data->ss_effects_data.ssr, texture_slices, p_normal_slices, p_metallic_slices, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets);
- copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), rb_data->ss_effects_data.ssr.output, view_count);
+ RID output = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_OUTPUT);
+ copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), output, view_count);
}
void RenderForwardClustered::_process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera) {
@@ -2129,14 +2108,16 @@ void RenderForwardClustered::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD
RID render_target = p_render_buffers->get_render_target();
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb_data->ss_effects_data.ssao.ao_final.is_valid()) {
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && p_render_buffers->has_texture(RB_SCOPE_SSAO, RB_FINAL)) {
+ RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, 0, 0);
Size2i rtsize = texture_storage->render_target_get_size(render_target);
- copy_effects->copy_to_fb_rect(rb_data->ss_effects_data.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true);
+ copy_effects->copy_to_fb_rect(final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true);
}
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb_data->ss_effects_data.ssil.ssil_final.is_valid()) {
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) {
+ RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, 0, 0);
Size2i rtsize = texture_storage->render_target_get_size(render_target);
- copy_effects->copy_to_fb_rect(rb_data->ss_effects_data.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
+ copy_effects->copy_to_fb_rect(final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
}
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) {
@@ -3058,7 +3039,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID aot = rb_data.is_valid() ? rb_data->get_ao_texture() : RID();
+ RID aot = rb.is_valid() && rb->has_texture(RB_SCOPE_SSAO, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSAO, RB_FINAL) : RID();
RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
@@ -3144,7 +3125,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 20;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID ssil = rb_data.is_valid() ? rb_data->get_ssil_texture() : RID();
+ RID ssil = rb.is_valid() && rb->has_texture(RB_SCOPE_SSIL, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSIL, RB_FINAL) : RID();
RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(texture);
uniforms.push_back(u);
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 8eb17ba6f4..e07d2f2258 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -104,16 +104,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
ClusterBuilderRD *cluster_builder = nullptr;
struct SSEffectsData {
- RID linear_depth;
- Vector<RID> linear_depth_slices;
-
- RID downsample_uniform_set;
-
- Projection last_frame_projection;
+ Projection last_frame_projections[RendererSceneRender::MAX_RENDER_VIEWS];
Transform3D last_frame_transform;
- RendererRD::SSEffects::SSAORenderBuffers ssao;
RendererRD::SSEffects::SSILRenderBuffers ssil;
+ RendererRD::SSEffects::SSAORenderBuffers ssao;
RendererRD::SSEffects::SSRRenderBuffers ssr;
} ss_effects_data;
@@ -155,9 +150,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID get_depth_fb(DepthFrameBufferType p_type = DEPTH_FB);
RID get_specular_only_fb();
- RID get_ao_texture() const { return ss_effects_data.ssao.ao_final; }
- RID get_ssil_texture() const { return ss_effects_data.ssil.ssil_final; }
-
virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
virtual void free_data() override;
};
@@ -600,8 +592,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
/* Render Scene */
- void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
- void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
+ void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections);
+ void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform);
void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers);
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer);
void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index f9529de6dd..45fe067a6f 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -30,6 +30,7 @@
#include "render_forward_mobile.h"
#include "core/config/project_settings.h"
+#include "core/object/worker_thread_pool.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 5776414b14..efd961fd89 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1110,6 +1110,8 @@ float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
}
TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
+ ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0.");
+ ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0.");
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tf.width = p_image_size.width; // Always 64x64
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 533a912a34..c85ece6366 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -33,6 +33,7 @@
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
+#include "core/object/worker_thread_pool.h"
#include "core/version.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 21fa7fa148..c8ad1f0312 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -1390,7 +1390,11 @@ void fragment_shader(in SceneData scene_data) {
#endif // !USE_LIGHTMAP
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
+#ifdef USE_MULTIVIEW
+ float ssao = texture(sampler2DArray(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex)).r;
+#else
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
+#endif
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
}
@@ -1473,7 +1477,11 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= ao;
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+#ifdef USE_MULTIVIEW
+ vec4 ssil = textureLod(sampler2DArray(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex), 0.0);
+#else
vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+#endif // USE_MULTIVIEW
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 8ff7a784dc..043bba1e4e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -275,6 +275,7 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
layout(set = 1, binding = 10) uniform texture2DArray depth_buffer;
layout(set = 1, binding = 11) uniform texture2DArray color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2DArray ao_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#define multiviewSampler sampler2DArray
@@ -282,11 +283,11 @@ layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
layout(set = 1, binding = 10) uniform texture2D depth_buffer;
layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
#define multiviewSampler sampler2D
#endif
-layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades;
@@ -312,7 +313,11 @@ voxel_gi_instances;
layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture;
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 20) uniform texture2DArray ssil_buffer;
+#else
layout(set = 1, binding = 20) uniform texture2D ssil_buffer;
+#endif // USE_MULTIVIEW
#endif
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index d631a89dd2..6f67d628a9 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -2803,6 +2803,7 @@ void MaterialStorage::material_set_render_priority(RID p_material, int priority)
if (material->data) {
material->data->set_render_priority(priority);
}
+ material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
}
bool MaterialStorage::material_is_animated(RID p_material) {
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 7d2cd12959..813c1fa4ff 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -31,6 +31,7 @@
#include "renderer_scene_cull.h"
#include "core/config/project_settings.h"
+#include "core/object/worker_thread_pool.h"
#include "core/os/os.h"
#include "rendering_server_default.h"
#include "rendering_server_globals.h"
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index c725d93a82..0e2a3c682d 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -31,6 +31,7 @@
#include "renderer_viewport.h"
#include "core/config/project_settings.h"
+#include "core/object/worker_thread_pool.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 4f52a63b2f..a3bdf7d146 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -31,6 +31,7 @@
#ifndef RENDERING_SERVER_DEFAULT_H
#define RENDERING_SERVER_DEFAULT_H
+#include "core/os/thread.h"
#include "core/templates/command_queue_mt.h"
#include "core/templates/hash_map.h"
#include "renderer_canvas_cull.h"
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 848b6d01d4..05b1a8f87a 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -31,6 +31,7 @@
#include "rendering_server.h"
#include "core/config/project_settings.h"
+#include "core/object/worker_thread_pool.h"
#include "core/variant/typed_array.h"
#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering/shader_language.h"
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 1f9bff7c3f..b53b7d2ff9 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -35,7 +35,6 @@
#include "core/math/geometry_3d.h"
#include "core/math/transform_2d.h"
#include "core/object/class_db.h"
-#include "core/object/worker_thread_pool.h"
#include "core/templates/rid.h"
#include "core/variant/typed_array.h"
#include "core/variant/variant.h"