diff options
8 files changed, 22 insertions, 69 deletions
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 cdff3139eb..bcdefea567 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -941,7 +941,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con  					uses_lightmap = true;  				} -			} else if (!low_end) { +			} else {  				if (p_using_opaque_gi) {  					flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;  				} @@ -1133,7 +1133,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform  		opaque_framebuffer = render_buffer->color_fb; -		if (!low_end && p_gi_probes.size() > 0) { +		if (p_gi_probes.size() > 0) {  			using_giprobe = true;  		} @@ -1212,7 +1212,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform  	RD::get_singleton()->draw_command_end_label(); -	bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; +	bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;  	if (using_sss) {  		using_separate_specular = true; @@ -1296,7 +1296,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform  	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 = !low_end && depth_framebuffer.is_valid(); +	bool depth_pre_pass = 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; @@ -1903,7 +1903,7 @@ void RenderForwardClustered::_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 = 13; @@ -2065,7 +2065,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend  		uniforms.push_back(u);  	} -	if (!low_end) { +	{  		{  			RD::Uniform u;  			u.binding = 11; @@ -2616,7 +2616,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome  	ginstance->store_transform_cache = store_transform;  	ginstance->can_sdfgi = false; -	if (!lightmap_instance_is_valid(ginstance->lightmap_instance) && !low_end) { +	if (!lightmap_instance_is_valid(ginstance->lightmap_instance)) {  		if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {  			ginstance->can_sdfgi = true;  		} @@ -2843,10 +2843,6 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :  	{  		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"; @@ -2856,7 +2852,7 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :  		{  			//lightmaps -			scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS; +			scene_state.max_lightmaps = MAX_LIGHTMAPS;  			defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";  			defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n"; @@ -2872,7 +2868,7 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :  			defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";  		} -		scene_shader.init(p_storage, defines, low_end); +		scene_shader.init(p_storage, defines);  	}  	render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index cb8c6e0cf3..45f6384b5e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -544,7 +544,7 @@ SceneShaderForwardClustered::~SceneShaderForwardClustered() {  	storage->free(default_material);  } -void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end) { +void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) {  	storage = p_storage;  	{ @@ -562,6 +562,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin  		shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");  		shader.initialize(shader_versions, p_defines); +		/*  		if (p_is_low_end) {  			//disable the high end versions  			shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false); @@ -571,6 +572,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin  			shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);  			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); @@ -764,9 +766,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin  		MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);  		default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); -		if (!p_is_low_end) { -			default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); -		} +		default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);  	}  	{ diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 368340e258..953a5291c8 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -203,7 +203,7 @@ public:  	SceneShaderForwardClustered();  	~SceneShaderForwardClustered(); -	void init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end); +	void init(RendererStorageRD *p_storage, const String p_defines);  };  } // namespace RendererSceneRenderImplementation diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 4c5bded2ff..ca9e014c95 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -317,7 +317,7 @@ void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::  	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);  	ERR_FAIL_COND(!env); -	if (low_end) { +	if (!is_dynamic_gi_supported()) {  		return;  	} @@ -379,7 +379,7 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena  	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);  	ERR_FAIL_COND(!env); -	if (low_end) { +	if (!is_volumetric_supported()) {  		return;  	} @@ -410,10 +410,6 @@ void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_  	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);  	ERR_FAIL_COND(!env); -	if (low_end) { -		return; -	} -  	env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);  } @@ -429,10 +425,6 @@ void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float  	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);  	ERR_FAIL_COND(!env); -	if (low_end) { -		return; -	} -  	env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);  } @@ -1347,7 +1339,7 @@ void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe,  }  bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const { -	if (low_end) { +	if (!is_dynamic_gi_supported()) {  		return false;  	} @@ -1355,7 +1347,7 @@ bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {  }  void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) { -	if (low_end) { +	if (!is_dynamic_gi_supported()) {  		return;  	} @@ -4091,11 +4083,6 @@ int RendererSceneRenderRD::get_max_directional_lights() const {  	return cluster.max_directional_lights;  } -bool RendererSceneRenderRD::is_low_end() const { -	// by default we switch this on this (may be ignored in some implementations) -	return GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer"); -} -  bool RendererSceneRenderRD::is_dynamic_gi_supported() const {  	// usable by default (unless low end = true)  	return true; @@ -4120,21 +4107,13 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {  	directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");  	directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits"); -	uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - -	low_end = is_low_end(); - -	if (textures_per_stage < 48) { -		low_end = true; -	} -  	/* SKY SHADER */  	sky.init(storage);  	/* GI */ -	if (!low_end && is_dynamic_gi_supported()) { +	if (is_dynamic_gi_supported()) {  		gi.init(storage, &sky);  	} @@ -4172,7 +4151,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {  		cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);  	} -	if (!low_end && is_volumetric_supported()) { +	if (is_volumetric_supported()) {  		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"); @@ -4230,7 +4209,7 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {  		RD::get_singleton()->free(sky.sky_scene_state.uniform_set);  	} -	if (!low_end) { +	if (is_dynamic_gi_supported()) {  		gi.free();  		volumetric_fog.shader.version_free(volumetric_fog.shader_version); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 264c0e4276..884bf2a744 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -51,7 +51,6 @@ protected:  	RendererStorageRD *storage;  	double time;  	double time_step = 0; -	bool low_end = false; // If true GI and Volumetric fog are disabled  	struct RenderBufferData {  		virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0; @@ -1190,8 +1189,6 @@ public:  	void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir); -	virtual bool is_low_end() const; -  	virtual bool is_dynamic_gi_supported() const;  	virtual bool is_clustered_enabled() const;  	virtual bool is_volumetric_supported() const; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 7b86dac143..76edec1cb6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -1735,8 +1735,6 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal  #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) { @@ -1747,7 +1745,6 @@ 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; @@ -2019,7 +2016,6 @@ FRAGMENT_SHADER_CODE  		fog = fog_process(vertex);  	} -#ifndef LOW_END_MODE  	if (scene_data.volumetric_fog_enabled) {  		vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);  		if (scene_data.fog_enabled) { @@ -2037,7 +2033,6 @@ FRAGMENT_SHADER_CODE  			fog = volumetric_fog;  		}  	} -#endif //!LOW_END_MODE  #endif //!CUSTOM_FOG_USED  	uint fog_rg = packHalf2x16(fog.rg); @@ -2377,7 +2372,7 @@ FRAGMENT_SHADER_CODE  		specular_light = spec_accum.rgb;  		ambient_light = amb_accum.rgb;  	} -#elif !defined(LOW_END_MODE) +#else  	if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers @@ -2412,13 +2407,11 @@ FRAGMENT_SHADER_CODE  	}  #endif -#ifndef LOW_END_MODE  	if (scene_data.ssao_enabled) {  		float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;  		ao = min(ao, ssao);  		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  	{ // process reflections diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index 4ea05c9ccc..e064a90ae0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -122,8 +122,6 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat  }  global_variables; -#ifndef LOW_END_MODE -  struct SDFGIProbeCascadeData {  	vec3 position;  	float to_probe; @@ -159,8 +157,6 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {  }  sdfgi; -#endif //LOW_END_MODE -  /* Set 2: Render Pass (changes per render pass) */  layout(set = 1, binding = 0, std140) uniform SceneData { @@ -280,9 +276,7 @@ layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;  layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; -#ifndef LOW_END_MOD  layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; -#endif  layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {  	uint data[]; @@ -306,8 +300,6 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;  layout(set = 1, binding = 9) uniform texture2D depth_buffer;  layout(set = 1, binding = 10) uniform texture2D color_buffer; -#ifndef LOW_END_MODE -  layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;  layout(set = 1, binding = 12) uniform texture2D ao_buffer;  layout(set = 1, binding = 13) uniform texture2D ambient_buffer; @@ -338,8 +330,6 @@ gi_probes;  layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; -#endif // LOW_END_MODE -  #endif  /* Set 2 Skeleton & Instancing (can change per item) */ diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 1dea3580b6..9ca9574f6f 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -241,8 +241,6 @@ 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() {}  };  |