diff options
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_forward.cpp | 466 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_forward.h | 35 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 268 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.h | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shader_rd.cpp | 24 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shader_rd.h | 5 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/SCsub | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_high_end.glsl) | 41 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_high_end_inc.glsl) | 47 | ||||
-rw-r--r-- | servers/rendering/renderer_scene_render.h | 2 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 3 |
11 files changed, 494 insertions, 403 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp index d603d32de8..5412688e3f 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp @@ -257,6 +257,9 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; for (int k = 0; k < SHADER_VERSION_MAX; k++) { + if (!static_cast<RendererSceneRenderForward *>(singleton)->shader.scene_shader.is_variant_enabled(k)) { + continue; + } RD::PipelineRasterizationState raster_state; raster_state.cull_mode = cull_mode_rd; raster_state.wireframe = wireframe; @@ -516,11 +519,11 @@ RendererStorageRD::MaterialData *RendererSceneRenderForward::_create_material_fu return material_data; } -RendererSceneRenderForward::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() { +RendererSceneRenderForward::RenderBufferDataForward::~RenderBufferDataForward() { clear(); } -void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_specular() { +void RendererSceneRenderForward::RenderBufferDataForward::ensure_specular() { if (!specular.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; @@ -574,7 +577,7 @@ void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_specular() { } } -void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_gi() { +void RendererSceneRenderForward::RenderBufferDataForward::ensure_gi() { if (!reflection_buffer.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; @@ -587,7 +590,7 @@ void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_gi() { } } -void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_giprobe() { +void RendererSceneRenderForward::RenderBufferDataForward::ensure_giprobe() { if (!giprobe_buffer.is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UINT; @@ -623,7 +626,7 @@ void RendererSceneRenderForward::RenderBufferDataHighEnd::ensure_giprobe() { } } -void RendererSceneRenderForward::RenderBufferDataHighEnd::clear() { +void RendererSceneRenderForward::RenderBufferDataForward::clear() { if (ambient_buffer != RID() && ambient_buffer != color) { RD::get_singleton()->free(ambient_buffer); ambient_buffer = RID(); @@ -687,7 +690,7 @@ void RendererSceneRenderForward::RenderBufferDataHighEnd::clear() { } } -void RendererSceneRenderForward::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { +void RendererSceneRenderForward::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { clear(); msaa = p_msaa; @@ -754,7 +757,7 @@ void RendererSceneRenderForward::RenderBufferDataHighEnd::configure(RID p_color_ } } -void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataHighEnd *rb) { +void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBufferDataForward *rb) { if (rb->normal_roughness_buffer.is_valid()) { return; } @@ -793,7 +796,7 @@ void RendererSceneRenderForward::_allocate_normal_roughness_texture(RenderBuffer } RendererSceneRenderRD::RenderBufferData *RendererSceneRenderForward::_create_render_buffer_data() { - return memnew(RenderBufferDataHighEnd); + return memnew(RenderBufferDataForward); } bool RendererSceneRenderForward::free(RID p_rid) { @@ -911,7 +914,7 @@ void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_element id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS; } - if (!e->instance->gi_probe_instances.empty()) { + if (!low_end && !e->instance->gi_probe_instances.empty()) { uint32_t written = 0; for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) { RID probe = e->instance->gi_probe_instances[j]; @@ -950,23 +953,13 @@ void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_element /// RENDERING /// -void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) { +void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) { RD::DrawListID draw_list = p_draw_list; RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; //global scope bindings RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET); - if (p_radiance_uniform_set.is_valid()) { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_radiance_uniform_set, RADIANCE_UNIFORM_SET); - } else { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_radiance_uniform_set, RADIANCE_UNIFORM_SET); - } - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, view_dependant_uniform_set, VIEW_DEPENDANT_UNIFORM_SET); - if (p_render_buffers_uniform_set.is_valid()) { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET); - } else { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET); - } + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_pass_uniform_set, RENDER_PASS_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET); MaterialData *prev_material = nullptr; @@ -1214,7 +1207,7 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren scene_state.ubo.fog_enabled = false; if (p_render_buffers.is_valid()) { - RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); + RenderBufferDataForward *render_buffers = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) { scene_state.ubo.gi_upscale_for_msaa = true; } @@ -1639,9 +1632,9 @@ void RendererSceneRenderForward::_setup_lightmaps(InstanceBase **p_lightmap_cull } void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) { - RenderBufferDataHighEnd *render_buffer = nullptr; + RenderBufferDataForward *render_buffer = nullptr; if (p_render_buffer.is_valid()) { - render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer); + render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer); } //first of all, make a new render pass @@ -1686,7 +1679,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf opaque_framebuffer = render_buffer->color_fb; - if (p_gi_probe_cull_count > 0) { + if (!low_end && p_gi_probe_cull_count > 0) { using_giprobe = true; render_buffer->ensure_gi(); } @@ -1761,7 +1754,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf render_list.clear(); _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, using_sdfgi); - bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; + bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; if (using_sss) { using_separate_specular = true; @@ -1769,7 +1762,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf using_separate_specular = true; opaque_specular_framebuffer = render_buffer->color_specular_fb; } - RID radiance_uniform_set; + RID radiance_texture; bool draw_sky = false; bool draw_sky_fog_only = false; @@ -1831,7 +1824,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf RID sky = environment_get_sky(p_environment); if (sky.is_valid()) { _update_sky(p_environment, projection, p_cam_transform); - radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET); + radiance_texture = sky_get_radiance_texture_rd(sky); } else { // do not try to draw sky if invalid draw_sky = false; @@ -1841,7 +1834,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf clear_color = p_default_bg_color; } - _setup_view_dependant_uniform_set(p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count); + RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count); render_list.sort_by_key(false); @@ -1850,8 +1843,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION; bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; - bool depth_pre_pass = depth_framebuffer.is_valid(); - RID render_buffers_uniform_set; + bool depth_pre_pass = !low_end && depth_framebuffer.is_valid(); bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment); bool continue_depth = false; @@ -1860,7 +1852,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf bool finish_depth = using_ssao || using_sdfgi || using_giprobe; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID(), get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME); RD::get_singleton()->draw_list_end(); if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { @@ -1884,12 +1876,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count); } - if (p_render_buffer.is_valid()) { - //update the render buffers uniform set in case it changed - _update_render_buffers_uniform_set(p_render_buffer); - render_buffers_uniform_set = render_buffer->uniform_set; - } - _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid()); RENDER_TIMESTAMP("Render Opaque Pass"); @@ -1914,7 +1900,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME); RD::get_singleton()->draw_list_end(); if (will_continue_color && using_separate_specular) { @@ -2002,7 +1988,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME); RD::get_singleton()->draw_list_end(); } @@ -2028,7 +2014,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, InstanceBase _fill_render_list(p_cull_result, p_cull_count, pass_mode); - _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0); + RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0); RENDER_TIMESTAMP("Render Shadow"); @@ -2039,7 +2025,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, InstanceBase { //regular forward for now RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, RID(), RID()); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set); RD::get_singleton()->draw_list_end(); } } @@ -2061,7 +2047,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, _fill_render_list(p_cull_result, p_cull_count, pass_mode); - _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0); + RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0); RENDER_TIMESTAMP("Render Collider Heightield"); @@ -2072,7 +2058,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, { //regular forward for now RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, RID(), RID()); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set); RD::get_singleton()->draw_list_end(); } } @@ -2094,7 +2080,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; _fill_render_list(p_cull_result, p_cull_count, pass_mode); - _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0); + RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0); RENDER_TIMESTAMP("Render Material"); @@ -2111,7 +2097,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo clear.push_back(Color(0, 0, 0, 0)); clear.push_back(Color(0, 0, 0, 0)); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID()); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set); RD::get_singleton()->draw_list_end(); } } @@ -2133,7 +2119,7 @@ void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; _fill_render_list(p_cull_result, p_cull_count, pass_mode); - _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0); + RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), nullptr, 0); RENDER_TIMESTAMP("Render Material"); @@ -2169,9 +2155,9 @@ void RendererSceneRenderForward::_render_uv2(InstanceBase **p_cull_result, int p Vector2 ofs = uv_offsets[i]; ofs.x /= p_region.size.width; ofs.y /= p_region.size.height; - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID(), true, ofs); //first wireframe, for pseudo conservative + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true, ofs); //first wireframe, for pseudo conservative } - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID(), false); //second regular triangles + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles RD::get_singleton()->draw_list_end(); } @@ -2182,7 +2168,7 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto _update_render_base_uniform_set(); - RenderBufferDataHighEnd *render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); + RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); ERR_FAIL_COND(!render_buffer); render_pass++; @@ -2193,45 +2179,11 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto render_list.sort_by_key(false); _fill_instances(render_list.elements, render_list.element_count, true); - _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0); + RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture); Vector3 half_extents = p_bounds.size * 0.5; Vector3 center = p_bounds.position + half_extents; - if (render_buffer->render_sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_buffer->render_sdfgi_uniform_set)) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.ids.push_back(p_albedo_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(p_emission_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.ids.push_back(p_emission_aniso_texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 3; - u.ids.push_back(p_geom_facing_texture); - uniforms.push_back(u); - } - - render_buffer->render_sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_BUFFERS_UNIFORM_SET); - } - Vector<RID> sbs; sbs.push_back(p_albedo_texture); sbs.push_back(p_emission_texture); @@ -2287,7 +2239,7 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto } RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs); - _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), render_buffer->render_sdfgi_uniform_set, false); //second regular triangles + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles RD::get_singleton()->draw_list_end(); } } @@ -2455,7 +2407,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() { uniforms.push_back(u); } - { + if (!low_end) { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 20; @@ -2467,9 +2419,14 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() { } } -void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) { - if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) { - RD::get_singleton()->free(view_dependant_uniform_set); +RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) { + if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) { + RD::get_singleton()->free(render_pass_uniform_set); + } + + RenderBufferDataForward *rb = nullptr; + if (p_render_buffers.is_valid()) { + rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); } //default render buffer and scene state uniform set @@ -2477,10 +2434,24 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_ Vector<RD::Uniform> uniforms; { - RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID(); + RID radiance_texture; + if (p_radiance_texture.is_valid()) { + radiance_texture = p_radiance_texture; + } else { + radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + } RD::Uniform u; u.binding = 0; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(radiance_texture); + uniforms.push_back(u); + } + + { + RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID(); + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { u.ids.push_back(ref_texture); } else { @@ -2491,7 +2462,7 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_ { RD::Uniform u; - u.binding = 1; + u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (p_shadow_atlas.is_valid()) { @@ -2506,8 +2477,9 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_ { RD::Uniform u; - u.binding = 2; + u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.resize(MAX_GI_PROBES); RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_GI_PROBES; i++) { if (i < p_gi_probe_cull_count) { @@ -2515,84 +2487,47 @@ void RendererSceneRenderForward::_setup_view_dependant_uniform_set(RID p_shadow_ if (!tex.is_valid()) { tex = default_tex; } - u.ids.push_back(tex); + u.ids.write[i] = tex; } else { - u.ids.push_back(default_tex); + u.ids.write[i] = default_tex; } } uniforms.push_back(u); } - view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET); -} -void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb) { - if (!rb->uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) { - RD::get_singleton()->free(rb->uniform_set); + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = false && rb && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + u.ids.push_back(texture); + uniforms.push_back(u); } - rb->uniform_set = RID(); -} - -void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) { - RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); - - _render_buffers_clear_uniform_set(rb); -} - -RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) { - RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); - - return rb->normal_roughness_buffer; -} - -RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) { - RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); - - return rb->ambient_buffer; -} - -RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) { - RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); - - return rb->reflection_buffer; -} - -void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render_buffers) { - RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); - - if (rb->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); - u.ids.push_back(texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 1; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers); - RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); - u.ids.push_back(texture); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.binding = 5; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID(); + RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + } + if (!low_end) { { RD::Uniform u; - u.binding = 2; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL); + RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 4; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID aot = render_buffers_get_ao_texture(p_render_buffers); + RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID(); RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); @@ -2600,27 +2535,27 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render { RD::Uniform u; - u.binding = 5; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 6; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); u.ids.push_back(texture); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 7; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID t; - if (render_buffers_is_sdfgi_enabled(p_render_buffers)) { + if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) { t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers); } else { t = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); @@ -2630,9 +2565,9 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render } { RD::Uniform u; - u.binding = 8; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - if (render_buffers_is_sdfgi_enabled(p_render_buffers)) { + if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) { u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers)); } else { u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); @@ -2641,17 +2576,17 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render } { RD::Uniform u; - u.binding = 9; + u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers)); + u.ids.push_back(rb ? render_buffers_get_default_gi_probe_buffer() : render_buffers_get_gi_probe_buffer(p_render_buffers)); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 10; + u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID vfog = RID(); - if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) { + if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) { vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers); if (vfog.is_null()) { vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); @@ -2662,8 +2597,122 @@ void RendererSceneRenderForward::_update_render_buffers_uniform_set(RID p_render u.ids.push_back(vfog); uniforms.push_back(u); } - rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET); } + + render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET); + return render_pass_uniform_set; +} + +RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture) { + if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) { + RD::get_singleton()->free(sdfgi_pass_uniform_set); + } + + Vector<RD::Uniform> uniforms; + + { + // No radiance texture. + RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + RD::Uniform u; + u.binding = 0; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(radiance_texture); + uniforms.push_back(u); + } + + { + // No reflection atlas. + RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); + RD::Uniform u; + u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(ref_texture); + uniforms.push_back(u); + } + + { + // No shadow atlas. + RD::Uniform u; + u.binding = 2; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + u.ids.push_back(texture); + uniforms.push_back(u); + } + + { + // No GIProbes + RD::Uniform u; + u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.resize(MAX_GI_PROBES); + RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + for (int i = 0; i < MAX_GI_PROBES; i++) { + u.ids.write[i] = default_tex; + } + + uniforms.push_back(u); + } + // actual sdfgi stuff + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 4; + u.ids.push_back(p_albedo_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.ids.push_back(p_emission_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 6; + u.ids.push_back(p_emission_aniso_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 7; + u.ids.push_back(p_geom_facing_texture); + uniforms.push_back(u); + } + + sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_PASS_UNIFORM_SET); + return sdfgi_pass_uniform_set; +} + +void RendererSceneRenderForward::_render_buffers_clear_uniform_set(RenderBufferDataForward *rb) { +} + +void RendererSceneRenderForward::_render_buffers_uniform_set_changed(RID p_render_buffers) { + RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + + _render_buffers_clear_uniform_set(rb); +} + +RID RendererSceneRenderForward::_render_buffers_get_normal_texture(RID p_render_buffers) { + RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + + return rb->normal_roughness_buffer; +} + +RID RendererSceneRenderForward::_render_buffers_get_ambient_texture(RID p_render_buffers) { + RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + + return rb->ambient_buffer; +} + +RID RendererSceneRenderForward::_render_buffers_get_reflection_texture(RID p_render_buffers) { + RenderBufferDataForward *rb = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffers); + + return rb->reflection_buffer; } RendererSceneRenderForward *RendererSceneRenderForward::singleton = nullptr; @@ -2676,12 +2725,17 @@ void RendererSceneRenderForward::set_time(double p_time, double p_step) { RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) : RendererSceneRenderRD(p_storage) { singleton = this; + low_end = is_low_end(); storage = p_storage; /* SCENE SHADER */ { String defines; + if (low_end) { + defines += "\n#define LOW_END_MODE \n"; + } + defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n"; if (is_using_radiance_cubemap_array()) { defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; @@ -2721,6 +2775,16 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor shader_versions.push_back("\n#define USE_LIGHTMAP\n"); shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n"); shader.scene_shader.initialize(shader_versions, defines); + + if (is_low_end()) { + //disable the high end versions + shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false); + shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false); + shader.scene_shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false); + shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false); + shader.scene_shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); + shader.scene_shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); + } } storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs); @@ -2924,7 +2988,9 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); - default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); + if (!low_end) { + default_shader_sdfgi_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); + } } { @@ -2958,74 +3024,20 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor sampler.compare_op = RD::COMPARE_OP_LESS; shadow_sampler = RD::get_singleton()->sampler_create(sampler); } - - { - Vector<RD::Uniform> uniforms; - - RD::Uniform u; - u.binding = 0; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); - u.ids.push_back(texture); - uniforms.push_back(u); - - default_radiance_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RADIANCE_UNIFORM_SET); - } - - { //render buffers - Vector<RD::Uniform> uniforms; - for (int i = 0; i < 7; i++) { - RD::Uniform u; - u.binding = i; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = storage->texture_rd_get_default(i == 0 ? RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK)); - u.ids.push_back(texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 7; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); - u.ids.push_back(texture); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 8; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 9; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.ids.push_back(render_buffers_get_default_gi_probe_buffer()); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 10; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE)); - uniforms.push_back(u); - } - - default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET); - } } RendererSceneRenderForward::~RendererSceneRenderForward() { directional_shadow_atlas_set_size(0); //clear base uniform set if still valid - if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) { - RD::get_singleton()->free(view_dependant_uniform_set); + if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) { + RD::get_singleton()->free(render_pass_uniform_set); + } + + if (sdfgi_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_pass_uniform_set)) { + RD::get_singleton()->free(sdfgi_pass_uniform_set); } - RD::get_singleton()->free(default_render_buffers_uniform_set); - RD::get_singleton()->free(default_radiance_uniform_set); RD::get_singleton()->free(default_vec4_xform_buffer); RD::get_singleton()->free(shadow_sampler); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward.h index 7cea44cd38..6d76d5f0eb 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.h @@ -34,16 +34,14 @@ #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_high_end.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/scene_forward.glsl.gen.h" class RendererSceneRenderForward : public RendererSceneRenderRD { enum { SCENE_UNIFORM_SET = 0, - RADIANCE_UNIFORM_SET = 1, - VIEW_DEPENDANT_UNIFORM_SET = 2, - RENDER_BUFFERS_UNIFORM_SET = 3, - TRANSFORMS_UNIFORM_SET = 4, - MATERIAL_UNIFORM_SET = 5 + RENDER_PASS_UNIFORM_SET = 1, + TRANSFORMS_UNIFORM_SET = 2, + MATERIAL_UNIFORM_SET = 3 }; enum { @@ -69,7 +67,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { }; struct { - SceneHighEndShaderRD scene_shader; + SceneForwardShaderRD scene_shader; ShaderCompilerRD compiler; } shader; @@ -209,7 +207,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { /* Framebuffer */ - struct RenderBufferDataHighEnd : public RenderBufferData { + struct RenderBufferDataForward : public RenderBufferData { //for rendering, may be MSAAd RID color; @@ -246,30 +244,29 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { void clear(); virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa); - RID uniform_set; - - ~RenderBufferDataHighEnd(); + ~RenderBufferDataForward(); }; virtual RenderBufferData *_create_render_buffer_data(); - void _allocate_normal_roughness_texture(RenderBufferDataHighEnd *rb); + void _allocate_normal_roughness_texture(RenderBufferDataForward *rb); RID shadow_sampler; RID render_base_uniform_set; - RID view_dependant_uniform_set; + RID render_pass_uniform_set; + RID sdfgi_pass_uniform_set; uint64_t lightmap_texture_array_version = 0xFFFFFFFF; virtual void _base_uniforms_changed(); - void _render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb); + void _render_buffers_clear_uniform_set(RenderBufferDataForward *rb); virtual void _render_buffers_uniform_set_changed(RID p_render_buffers); virtual RID _render_buffers_get_normal_texture(RID p_render_buffers); virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers); virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers); void _update_render_base_uniform_set(); - void _setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count); - void _update_render_buffers_uniform_set(RID p_render_buffers); + RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture); + RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count); struct LightmapData { float normal_xform[12]; @@ -552,8 +549,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { RID wireframe_material; RID default_shader_rd; RID default_shader_sdfgi_rd; - RID default_radiance_uniform_set; - RID default_render_buffers_uniform_set; RID default_vec4_xform_buffer; RID default_vec4_xform_uniform_set; @@ -575,7 +570,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { void _setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform); void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi = false, bool p_has_opaque_gi = false); - void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2()); + void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2()); _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false); _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false); @@ -583,6 +578,8 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { Map<Size2i, RID> sdfgi_framebuffer_size_cache; + bool low_end = false; + protected: virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color); virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 13fc61eee6..ee4da1b5ee 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2971,6 +2971,10 @@ void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS:: Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + if (low_end) { + return; + } + env->sdfgi_enabled = p_enable; env->sdfgi_cascades = p_cascades; env->sdfgi_min_cell_size = p_min_cell_size; @@ -3045,6 +3049,10 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + if (low_end) { + return; + } + env->volumetric_fog_enabled = p_enable; env->volumetric_fog_density = p_density; env->volumetric_fog_light = p_light; @@ -3095,6 +3103,10 @@ void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_ Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + if (low_end) { + return; + } + env->ssr_enabled = p_enable; env->ssr_max_steps = p_max_steps; env->ssr_fade_in = p_fade_int; @@ -3114,6 +3126,10 @@ void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + if (low_end) { + return; + } + env->ssao_enabled = p_enable; env->ssao_radius = p_radius; env->ssao_intensity = p_intensity; @@ -4024,6 +4040,10 @@ bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const { GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe); ERR_FAIL_COND_V(!gi_probe, false); + if (low_end) { + return false; + } + //return true; return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe); } @@ -4032,6 +4052,10 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe); ERR_FAIL_COND(!gi_probe); + if (low_end) { + return; + } + uint32_t data_version = storage->gi_probe_get_data_version(gi_probe->probe); // (RE)CREATE IF NEEDED @@ -7952,6 +7976,10 @@ int RendererSceneRenderRD::get_max_directional_lights() const { return cluster.max_directional_lights; } +bool RendererSceneRenderRD::is_low_end() const { + return low_end; +} + RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { storage = p_storage; singleton = this; @@ -7961,9 +7989,15 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { sky_use_cubemap_array = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections"); // sky_use_cubemap_array = false; - //uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); + uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - { + low_end = GLOBAL_GET("rendering/quality/rd_renderer/use_low_end_renderer"); + + if (textures_per_stage < 48) { + low_end = true; + } + + if (!low_end) { //kinda complicated to compute the amount of slots, we try to use as many as we can gi_probe_max_lights = 32; @@ -7992,7 +8026,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { } } - { + if (!low_end) { String defines; Vector<String> versions; versions.push_back("\n#define MODE_DEBUG_COLOR\n"); @@ -8208,121 +8242,125 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES); } - { - Vector<String> preprocess_modes; - preprocess_modes.push_back("\n#define MODE_SCROLL\n"); - preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n"); - preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n"); - preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n"); - preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n"); - preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n"); - preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n"); - preprocess_modes.push_back("\n#define MODE_OCCLUSION\n"); - preprocess_modes.push_back("\n#define MODE_STORE\n"); - String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n"; - sdfgi_shader.preprocess.initialize(preprocess_modes, defines); - sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create(); - for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) { - sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i)); + if (!low_end) { + //SDFGI + { + Vector<String> preprocess_modes; + preprocess_modes.push_back("\n#define MODE_SCROLL\n"); + preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n"); + preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n"); + preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n"); + preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n"); + preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n"); + preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n"); + preprocess_modes.push_back("\n#define MODE_OCCLUSION\n"); + preprocess_modes.push_back("\n#define MODE_STORE\n"); + String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n"; + sdfgi_shader.preprocess.initialize(preprocess_modes, defines); + sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create(); + for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) { + sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i)); + } } - } - { - //calculate tables - String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + { + //calculate tables + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; - Vector<String> direct_light_modes; - direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n"); - direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n"); - sdfgi_shader.direct_light.initialize(direct_light_modes, defines); - sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create(); - for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) { - sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i)); + Vector<String> direct_light_modes; + direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n"); + direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n"); + sdfgi_shader.direct_light.initialize(direct_light_modes, defines); + sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create(); + for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) { + sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i)); + } } - } - { - //calculate tables - String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; - defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n"; - - Vector<String> integrate_modes; - integrate_modes.push_back("\n#define MODE_PROCESS\n"); - integrate_modes.push_back("\n#define MODE_STORE\n"); - integrate_modes.push_back("\n#define MODE_SCROLL\n"); - integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n"); - sdfgi_shader.integrate.initialize(integrate_modes, defines); - sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create(); + { + //calculate tables + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n"; - for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) { - sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i)); - } + Vector<String> integrate_modes; + integrate_modes.push_back("\n#define MODE_PROCESS\n"); + integrate_modes.push_back("\n#define MODE_STORE\n"); + integrate_modes.push_back("\n#define MODE_SCROLL\n"); + integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n"); + sdfgi_shader.integrate.initialize(integrate_modes, defines); + sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create(); - { - Vector<RD::Uniform> uniforms; + for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) { + sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i)); + } { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - u.binding = 0; - u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); - uniforms.push_back(u); + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 0; + u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 1; + u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } + + sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1); } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; - u.binding = 1; - u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); - uniforms.push_back(u); + } + { + //calculate tables + String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + Vector<String> gi_modes; + gi_modes.push_back(""); + gi.shader.initialize(gi_modes, defines); + gi.shader_version = gi.shader.version_create(); + for (int i = 0; i < GI::MODE_MAX; i++) { + gi.pipelines[i] = RD::get_singleton()->compute_pipeline_create(gi.shader.version_get_shader(gi.shader_version, i)); } - sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1); + gi.sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(GI::SDFGIData)); } - } - { - //calculate tables - String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; - Vector<String> gi_modes; - gi_modes.push_back(""); - gi.shader.initialize(gi_modes, defines); - gi.shader_version = gi.shader.version_create(); - for (int i = 0; i < GI::MODE_MAX; i++) { - gi.pipelines[i] = RD::get_singleton()->compute_pipeline_create(gi.shader.version_get_shader(gi.shader_version, i)); + { + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; + Vector<String> debug_modes; + debug_modes.push_back(""); + sdfgi_shader.debug.initialize(debug_modes, defines); + sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create(); + sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0); + sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version); } + { + String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; - gi.sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(GI::SDFGIData)); - } - { - String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; - Vector<String> debug_modes; - debug_modes.push_back(""); - sdfgi_shader.debug.initialize(debug_modes, defines); - sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create(); - sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0); - sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version); - } - { - String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n"; - - Vector<String> versions; - versions.push_back("\n#define MODE_PROBES\n"); - versions.push_back("\n#define MODE_VISIBILITY\n"); + Vector<String> versions; + versions.push_back("\n#define MODE_PROBES\n"); + versions.push_back("\n#define MODE_VISIBILITY\n"); - sdfgi_shader.debug_probes.initialize(versions, defines); - sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create(); + sdfgi_shader.debug_probes.initialize(versions, defines); + sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create(); - { - RD::PipelineRasterizationState rs; - rs.cull_mode = RD::POLYGON_CULL_DISABLED; - RD::PipelineDepthStencilState ds; - ds.enable_depth_test = true; - ds.enable_depth_write = true; - ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; - for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) { - RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i); - sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); + { + RD::PipelineRasterizationState rs; + rs.cull_mode = RD::POLYGON_CULL_DISABLED; + RD::PipelineDepthStencilState ds; + ds.enable_depth_test = true; + ds.enable_depth_write = true; + ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; + for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) { + RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i); + sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); + } } } + default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES); } //cluster setup @@ -8366,7 +8404,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { cluster.builder.setup(16, 8, 24); - { + if (!low_end) { String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n"; Vector<String> volumetric_fog_modes; volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); @@ -8379,7 +8417,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i)); } } - default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES); { RD::SamplerState sampler; @@ -8427,22 +8464,25 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { RD::get_singleton()->free(sky_scene_state.uniform_set); } - RD::get_singleton()->free(default_giprobe_buffer); - RD::get_singleton()->free(gi_probe_lights_uniform); - RD::get_singleton()->free(gi.sdfgi_ubo); + if (!low_end) { + RD::get_singleton()->free(default_giprobe_buffer); + RD::get_singleton()->free(gi_probe_lights_uniform); + RD::get_singleton()->free(gi.sdfgi_ubo); - giprobe_debug_shader.version_free(giprobe_debug_shader_version); - giprobe_shader.version_free(giprobe_lighting_shader_version); - gi.shader.version_free(gi.shader_version); - sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader); - sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader); - sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader); - sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader); - sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader); + giprobe_debug_shader.version_free(giprobe_debug_shader_version); + giprobe_shader.version_free(giprobe_lighting_shader_version); + gi.shader.version_free(gi.shader_version); + sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader); + sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader); + sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader); + sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader); + sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader); - volumetric_fog.shader.version_free(volumetric_fog.shader_version); + volumetric_fog.shader.version_free(volumetric_fog.shader_version); + + memdelete_arr(gi_probe_lights); + } - memdelete_arr(gi_probe_lights); SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); sky_shader.shader.version_free(md->shader_data->version); RD::get_singleton()->free(sky_scene_state.directional_light_buffer); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 8c994849c3..e3dfee2da7 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -1456,6 +1456,8 @@ private: float weight; }; + bool low_end = false; + public: /* SHADOW ATLAS API */ @@ -1952,6 +1954,8 @@ public: void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir); + bool is_low_end() const; + RendererSceneRenderRD(RendererStorageRD *p_storage); ~RendererSceneRenderRD(); }; diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index bf7ec54b9c..41126218ae 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -199,6 +199,10 @@ void ShaderRD::_clear_version(Version *p_version) { } void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) { + if (!variants_enabled[p_variant]) { + return; //variant is disabled, return + } + Vector<RD::ShaderStageData> stages; String error; @@ -365,6 +369,9 @@ void ShaderRD::_compile_version(Version *p_version) { bool all_valid = true; for (int i = 0; i < variant_defines.size(); i++) { + if (!variants_enabled[i]) { + continue; //disabled + } if (p_version->variants[i].is_null()) { all_valid = false; break; @@ -374,6 +381,9 @@ void ShaderRD::_compile_version(Version *p_version) { if (!all_valid) { //clear versions if they exist for (int i = 0; i < variant_defines.size(); i++) { + if (!variants_enabled[i]) { + continue; //disabled + } if (!p_version->variants[i].is_null()) { RD::get_singleton()->free(p_version->variants[i]); } @@ -454,12 +464,26 @@ bool ShaderRD::version_free(RID p_version) { return true; } +void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) { + ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist + ERR_FAIL_INDEX(p_variant, variants_enabled.size()); + variants_enabled.write[p_variant] = p_enabled; +} + +bool ShaderRD::is_variant_enabled(int p_variant) const { + ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false); + return variants_enabled[p_variant]; +} + void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) { ERR_FAIL_COND(variant_defines.size()); ERR_FAIL_COND(p_variant_defines.size() == 0); + general_defines = p_general_defines.utf8(); + for (int i = 0; i < p_variant_defines.size(); i++) { variant_defines.push_back(p_variant_defines[i].utf8()); + variants_enabled.push_back(true); } } diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index 0c379db6f2..05e07d3cf3 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -46,6 +46,7 @@ class ShaderRD { //versions CharString general_defines; Vector<CharString> variant_defines; + Vector<bool> variants_enabled; struct Version { CharString uniforms; @@ -109,6 +110,7 @@ public: _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) { ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID()); + ERR_FAIL_COND_V(!variants_enabled[p_variant], RID()); Version *version = version_owner.getornull(p_version); ERR_FAIL_COND_V(!version, RID()); @@ -128,6 +130,9 @@ public: bool version_free(RID p_version); + void set_variant_enabled(int p_variant, bool p_enabled); + bool is_variant_enabled(int p_variant) const; + void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = ""); virtual ~ShaderRD(); }; diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index 4cddf0f685..1fe43b25f6 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -11,7 +11,7 @@ if "RD_GLSL" in env["BUILDERS"]: env.RD_GLSL("cubemap_roughness.glsl") env.RD_GLSL("cubemap_downsampler.glsl") env.RD_GLSL("cubemap_filter.glsl") - env.RD_GLSL("scene_high_end.glsl") + env.RD_GLSL("scene_forward.glsl") env.RD_GLSL("sky.glsl") env.RD_GLSL("tonemap.glsl") env.RD_GLSL("cube_to_dp.glsl") diff --git a/servers/rendering/renderer_rd/shaders/scene_high_end.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl index 5d87dec79f..5b01cb1f82 100644 --- a/servers/rendering/renderer_rd/shaders/scene_high_end.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl @@ -4,7 +4,7 @@ VERSION_DEFINES -#include "scene_high_end_inc.glsl" +#include "scene_forward_inc.glsl" /* INPUT ATTRIBS */ @@ -296,7 +296,7 @@ VERTEX_SHADER_CODE VERSION_DEFINES -#include "scene_high_end_inc.glsl" +#include "scene_forward_inc.glsl" /* Varyings */ @@ -1548,8 +1548,6 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 out_spec += vec4(irr_light.rgb * blend, blend); } -#endif //USE_FORWARD_GI - vec2 octahedron_wrap(vec2 v) { vec2 signVal; signVal.x = v.x >= 0.0 ? 1.0 : -1.0; @@ -1683,10 +1681,14 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal } } +#endif //USE_FORWARD_GI + #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) #ifndef MODE_RENDER_DEPTH +#ifndef LOW_END_MODE + vec4 volumetric_fog_process(vec2 screen_uv, float z) { vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length); if (fog_pos.z < 0.0) { @@ -1697,6 +1699,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) { return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); } +#endif vec4 fog_process(vec3 vertex) { vec3 fog_color = scene_data.fog_light_color; @@ -2221,30 +2224,13 @@ FRAGMENT_SHADER_CODE specular_light = spec_accum.rgb; ambient_light = amb_accum.rgb; } -#else +#elif !defined(LOW_END_MODE) + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers ivec2 coord; if (scene_data.gi_upscale_for_msaa) { - /* - //find the closest depth to upscale from, based on neighbours - ivec2 base_coord = ivec2(gl_FragCoord.xy); - float z_dist = gl_FragCoord.z; - ivec2 closest_coord = base_coord; - float closest_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord,0).r-z_dist); - - for(int i=0;i<4;i++) { - const ivec2 neighbours[4]=ivec2[](ivec2(-1,0),ivec2(1,0),ivec2(0,-1),ivec2(0,1)); - ivec2 neighbour_coord = base_coord + neighbours[i]; - float neighbour_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord,0).r-z_dist); - if (neighbour_z_dist < closest_z_dist) { - closest_z_dist = neighbour_z_dist; - closest_coord = neighbour_coord; - } - } - -*/ ivec2 base_coord = ivec2(gl_FragCoord.xy); ivec2 closest_coord = base_coord; float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0); @@ -2823,11 +2809,13 @@ FRAGMENT_SHADER_CODE //ambient occlusion #if defined(AO_USED) +#ifndef LOW_END_MODE if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) { float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); } +#endif //LOW_END_MODE ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao); ao_light_affect = mix(1.0, ao, ao_light_affect); @@ -2835,6 +2823,7 @@ FRAGMENT_SHADER_CODE diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect); #else +#ifndef LOW_END_MODE if (scene_data.ssao_enabled) { float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao); @@ -2842,6 +2831,7 @@ FRAGMENT_SHADER_CODE specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect); diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect); } +#endif //LOW_END_MODE #endif // AO_USED @@ -2871,11 +2861,13 @@ FRAGMENT_SHADER_CODE specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); } +#ifndef LOW_END_MODE if (scene_data.volumetric_fog_enabled) { vec4 fog = volumetric_fog_process(screen_uv, -vertex.z); diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); } +#endif // LOW_END_MODE #if defined(CUSTOM_FOG_USED) diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a); @@ -2896,11 +2888,12 @@ FRAGMENT_SHADER_CODE vec4 fog = fog_process(vertex); frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); } - +#ifndef LOW_END_MODE if (scene_data.volumetric_fog_enabled) { vec4 fog = volumetric_fog_process(screen_uv, -vertex.z); frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); } +#endif #if defined(CUSTOM_FOG_USED) frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a); diff --git a/servers/rendering/renderer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl index e29a490ca1..d18581c1b3 100644 --- a/servers/rendering/renderer_rd/shaders/scene_high_end_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl @@ -204,6 +204,8 @@ layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableDat } global_variables; +#ifndef LOW_END_MODE + struct SDFGIProbeCascadeData { vec3 position; float to_probe; @@ -239,6 +241,8 @@ layout(set = 0, binding = 20, std140) uniform SDFGI { } sdfgi; +#endif //LOW_END_MODE + // decal atlas /* Set 1, Radiance */ @@ -255,20 +259,22 @@ layout(set = 1, binding = 0) uniform textureCube radiance_cubemap; /* Set 2, Reflection and Shadow Atlases (view dependent) */ -layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas; +layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas; -layout(set = 2, binding = 1) uniform texture2D shadow_atlas; +layout(set = 1, binding = 2) uniform texture2D shadow_atlas; -layout(set = 2, binding = 2) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; +#ifndef LOW_END_MODE +layout(set = 1, binding = 3) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; +#endif /* Set 3, Render Buffers */ #ifdef MODE_RENDER_SDF -layout(r16ui, set = 3, binding = 0) uniform restrict writeonly uimage3D albedo_volume_grid; -layout(r32ui, set = 3, binding = 1) uniform restrict writeonly uimage3D emission_grid; -layout(r32ui, set = 3, binding = 2) uniform restrict writeonly uimage3D emission_aniso_grid; -layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid; +layout(r16ui, set = 1, binding = 4) uniform restrict writeonly uimage3D albedo_volume_grid; +layout(r32ui, set = 1, binding = 5) uniform restrict writeonly uimage3D emission_grid; +layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_aniso_grid; +layout(r32ui, set = 1, binding = 7) uniform restrict uimage3D geom_facing_grid; //still need to be present for shaders that use it, so remap them to something #define depth_buffer shadow_atlas @@ -277,14 +283,17 @@ layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid; #else -layout(set = 3, binding = 0) uniform texture2D depth_buffer; -layout(set = 3, binding = 1) uniform texture2D color_buffer; -layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer; -layout(set = 3, binding = 4) uniform texture2D ao_buffer; -layout(set = 3, binding = 5) uniform texture2D ambient_buffer; -layout(set = 3, binding = 6) uniform texture2D reflection_buffer; -layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture; -layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades; +layout(set = 1, binding = 4) uniform texture2D depth_buffer; +layout(set = 1, binding = 5) uniform texture2D color_buffer; + +#ifndef LOW_END_MODE + +layout(set = 1, binding = 6) uniform texture2D normal_roughness_buffer; +layout(set = 1, binding = 7) uniform texture2D ao_buffer; +layout(set = 1, binding = 8) uniform texture2D ambient_buffer; +layout(set = 1, binding = 9) uniform texture2D reflection_buffer; +layout(set = 1, binding = 10) uniform texture2DArray sdfgi_lightprobe_texture; +layout(set = 1, binding = 11) uniform texture3D sdfgi_occlusion_cascades; struct GIProbeData { mat4 xform; @@ -302,18 +311,20 @@ struct GIProbeData { uint mipmaps; }; -layout(set = 3, binding = 9, std140) uniform GIProbes { +layout(set = 1, binding = 12, std140) uniform GIProbes { GIProbeData data[MAX_GI_PROBES]; } gi_probes; -layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 13) uniform texture3D volumetric_fog_texture; + +#endif // LOW_END_MODE #endif /* Set 4 Skeleton & Instancing (Multimesh) */ -layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms { +layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { vec4 data[]; } transforms; diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index cc543a7599..0aae67fd34 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -260,6 +260,8 @@ public: virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0; + virtual bool is_low_end() const = 0; + virtual void update() = 0; virtual ~RendererSceneRender() {} }; diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 433b56ab41..b971704ce2 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2268,6 +2268,9 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/quality/2d_shadow_atlas/size", 2048); + GLOBAL_DEF("rendering/quality/rd_renderer/use_low_end_renderer", false); + GLOBAL_DEF("rendering/quality/rd_renderer/use_low_end_renderer.mobile", true); + GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096); GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384")); |