diff options
5 files changed, 330 insertions, 344 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index 62589cc97c..bfb5b729ef 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -31,7 +31,6 @@ #include "renderer_scene_gi_rd.h" #include "core/config/project_settings.h" -#include "renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" #include "servers/rendering/rendering_server_default.h" @@ -216,7 +215,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * solid_cell_count); cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT); - cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS)); + cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS)); { Vector<RD::Uniform> uniforms; { @@ -293,7 +292,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_STORE), 0); + cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_STORE), 0); } { @@ -341,7 +340,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL), 0); + cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL), 0); } { Vector<RD::Uniform> uniforms; @@ -362,7 +361,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0); + cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0); } } @@ -476,7 +475,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0); + sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0); } { @@ -496,7 +495,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0); + sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0); } //jump flood uniform set @@ -517,9 +516,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]); - jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); } //jump flood half uniform set { @@ -539,9 +538,9 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]); - jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0); + jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0); } //upscale half size sdf @@ -570,7 +569,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V } upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1; - sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0); + sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0); } //occlusion uniform set @@ -600,7 +599,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V uniforms.push_back(u); } - occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_OCCLUSION), 0); + occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_OCCLUSION), 0); } for (uint32_t i = 0; i < cascades.size(); i++) { @@ -845,9 +844,9 @@ void RendererSceneGIRD::SDFGI::update_light() { /* Update dynamic light */ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC]); - SDGIShader::DirectLightPushConstant push_constant; + SDFGIShader::DirectLightPushConstant push_constant; push_constant.grid_size[0] = cascade_size; push_constant.grid_size[1] = cascade_size; @@ -879,7 +878,7 @@ void RendererSceneGIRD::SDFGI::update_light() { cascades[i].all_dynamic_lights_dirty = false; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0); } RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); @@ -889,7 +888,7 @@ void RendererSceneGIRD::SDFGI::update_light() { void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) { RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes"); - SDGIShader::IntegratePushConstant push_constant; + SDFGIShader::IntegratePushConstant push_constant; push_constant.grid_size[1] = cascade_size; push_constant.grid_size[2] = cascade_size; push_constant.grid_size[0] = cascade_size; @@ -905,20 +904,20 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, push_constant.store_ambient_texture = p_env->volumetric_fog_enabled; RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set; - push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED; + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED; push_constant.y_mult = y_mult; if (reads_sky && p_env) { push_constant.sky_energy = p_env->bg_energy; if (p_env->background == RS::ENV_BG_CLEAR_COLOR) { - push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR; + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; Color c = storage->get_default_clear_color().to_linear(); push_constant.sky_color[0] = c.r; push_constant.sky_color[1] = c.g; push_constant.sky_color[2] = c.b; } else if (p_env->background == RS::ENV_BG_COLOR) { - push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR; + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR; Color c = p_env->bg_color; push_constant.sky_color[0] = c.r; push_constant.sky_color[1] = c.g; @@ -948,7 +947,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1); } sky_uniform_set = integrate_sky_uniform_set; - push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_SKY; + push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_SKY; } } } @@ -956,7 +955,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, render_pass++; RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_PROCESS]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS]); int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR; for (uint32_t i = 0; i < cascades.size(); i++) { @@ -968,7 +967,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1); } @@ -982,7 +981,7 @@ void RendererSceneGIRD::SDFGI::store_probes() { RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE); RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes"); - SDGIShader::IntegratePushConstant push_constant; + SDFGIShader::IntegratePushConstant push_constant; push_constant.grid_size[1] = cascade_size; push_constant.grid_size[2] = cascade_size; push_constant.grid_size[0] = cascade_size; @@ -1004,7 +1003,7 @@ void RendererSceneGIRD::SDFGI::store_probes() { RENDER_TIMESTAMP("Average Probes"); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]); //convert to octahedral to store push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE; @@ -1014,7 +1013,7 @@ void RendererSceneGIRD::SDFGI::store_probes() { push_constant.cascade = i; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1); } @@ -1199,7 +1198,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0); - SDGIShader::DebugPushConstant push_constant; + SDFGIShader::DebugPushConstant push_constant; push_constant.grid_size[0] = cascade_size; push_constant.grid_size[1] = cascade_size; push_constant.grid_size[2] = cascade_size; @@ -1232,7 +1231,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons push_constant.cam_transform[14] = p_transform.origin.z; push_constant.cam_transform[15] = 1; - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DebugPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1); RD::get_singleton()->compute_list_end(); @@ -1242,7 +1241,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons } void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) { - SDGIShader::DebugProbesPushConstant push_constant; + SDFGIShader::DebugProbesPushConstant push_constant; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { @@ -1302,9 +1301,9 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0); } - RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0); - RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant)); + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points); if (gi->sdfgi_debug_probe_dir != Vector3()) { @@ -1363,9 +1362,9 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2; - RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0); - RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant)); + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant)); RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points); } } @@ -1446,7 +1445,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, Rend for (uint32_t i = 0; i < cascades.size(); i++) { SDFGI::Cascade &cascade = cascades[i]; - SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS]; + SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS]; uint32_t idx = 0; for (uint32_t j = 0; j < (uint32_t)p_scene_render->render_state.sdfgi_update_data->directional_lights->size(); j++) { if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { @@ -1528,7 +1527,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform &p_transform, Rend } if (idx > 0) { - RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE); + RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE); } cascade_dynamic_light_count[i] = idx; @@ -1566,8 +1565,8 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, //done rendering! must update SDF //clear dispatch indirect data - SDGIShader::PreprocessPushConstant push_constant; - zeromem(&push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + SDFGIShader::PreprocessPushConstant push_constant; + zeromem(&push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RENDER_TIMESTAMP("Scroll SDF"); @@ -1594,14 +1593,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); //must pre scroll existing data because not all is dirty - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer, 0); // no barrier do all together - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0); Vector3i dirty = cascades[cascade].dirty_regions; @@ -1610,7 +1609,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, groups.y = cascade_size - ABS(dirty.y); groups.z = cascade_size - ABS(dirty.z); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z); //no barrier, continue together @@ -1618,7 +1617,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, { //scroll probes and their history also - SDGIShader::IntegratePushConstant ipush_constant; + SDFGIShader::IntegratePushConstant ipush_constant; ipush_constant.grid_size[1] = cascade_size; ipush_constant.grid_size[2] = cascade_size; ipush_constant.grid_size[0] = cascade_size; @@ -1649,18 +1648,18 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, ipush_constant.scroll[1] = dirty.y / probe_divisor; ipush_constant.scroll[2] = dirty.z / probe_divisor; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL_STORE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -1668,7 +1667,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, if (bounce_feedback > 0.0) { //multibounce requires this to be stored so direct light can read from it - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]); //convert to octahedral to store ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE; @@ -1676,7 +1675,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1); } } @@ -1698,9 +1697,9 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, push_constant.grid_size >>= 1; uint32_t cascade_half_size = cascade_size >> 1; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -1712,7 +1711,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, uint32_t s = cascade_half_size; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]); int jf_us = 0; //start with regular jump flood for very coarse reads, as this is impossible to optimize @@ -1720,7 +1719,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, s /= 2; push_constant.step_size = s; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size); RD::get_singleton()->compute_list_add_barrier(compute_list); jf_us = jf_us == 0 ? 1 : 0; @@ -1733,12 +1732,12 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)"); //continue with optimized jump flood for smaller reads - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); while (s > 1) { s /= 2; push_constant.step_size = s; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size); RD::get_singleton()->compute_list_add_barrier(compute_list); jf_us = jf_us == 0 ? 1 : 0; @@ -1748,9 +1747,9 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, // restore grid size for last passes push_constant.grid_size = cascade_size; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -1758,9 +1757,9 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, push_constant.half_size = false; push_constant.step_size = 1; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -1768,9 +1767,9 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, //full size jumpflood RENDER_TIMESTAMP("SDFGI Jump Flood"); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -1779,7 +1778,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, { uint32_t s = cascade_size; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]); int jf_us = 0; //start with regular jump flood for very coarse reads, as this is impossible to optimize @@ -1787,7 +1786,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, s /= 2; push_constant.step_size = s; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_add_barrier(compute_list); jf_us = jf_us == 0 ? 1 : 0; @@ -1800,12 +1799,12 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, RENDER_TIMESTAMP("SDFGI Jump Flood Optimized"); //continue with optimized jump flood for smaller reads - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]); while (s > 1) { s /= 2; push_constant.step_size = s; RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_add_barrier(compute_list); jf_us = jf_us == 0 ? 1 : 0; @@ -1820,7 +1819,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR; Vector3i probe_global_pos = cascades[cascade].position / probe_size; - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_OCCLUSION]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0); for (int i = 0; i < 8; i++) { //dispatch all at once for performance @@ -1839,7 +1838,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, push_constant.probe_offset[1] = offset.y; push_constant.probe_offset[2] = offset.z; push_constant.occlusion_index = i; - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z); @@ -1850,9 +1849,9 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, RENDER_TIMESTAMP("SDFGI Store"); // store - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_STORE]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size); RD::get_singleton()->compute_list_end(); @@ -1903,7 +1902,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 update_cascades(); ; //need cascades updated for this - SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS]; + SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS]; uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS]; for (uint32_t i = 0; i < p_cascade_count; i++) { @@ -1967,7 +1966,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 } if (idx > 0) { - RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights); + RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights); } light_count[i] = idx; @@ -1977,9 +1976,9 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 /* Static Lights */ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC]); - SDGIShader::DirectLightPushConstant dl_push_constant; + SDFGIShader::DirectLightPushConstant dl_push_constant; dl_push_constant.grid_size[0] = cascade_size; dl_push_constant.grid_size[1] = cascade_size; @@ -2004,7 +2003,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 if (dl_push_constant.light_count > 0) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0); - RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDGIShader::DirectLightPushConstant)); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant)); RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0); } } @@ -2879,7 +2878,7 @@ void RendererSceneGIRD::init_sdfgi(RendererSceneSkyRD *p_sky) { 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++) { + for (int i = 0; i < SDFGIShader::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)); } } @@ -2893,7 +2892,7 @@ void RendererSceneGIRD::init_sdfgi(RendererSceneSkyRD *p_sky) { 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++) { + for (int i = 0; i < SDFGIShader::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)); } } @@ -2914,7 +2913,7 @@ void RendererSceneGIRD::init_sdfgi(RendererSceneSkyRD *p_sky) { sdfgi_shader.integrate.initialize(integrate_modes, defines); sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create(); - for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) { + for (int i = 0; i < SDFGIShader::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)); } @@ -2986,7 +2985,7 @@ void RendererSceneGIRD::init_sdfgi(RendererSceneSkyRD *p_sky) { 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++) { + for (int i = 0; i < SDFGIShader::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); } @@ -3041,7 +3040,7 @@ void RendererSceneGIRD::setup_giprobes(RID p_render_buffers, const Transform &p_ for (int i = 0; i < MAX_GIPROBES; i++) { RID texture; if (i < (int)p_gi_probes.size()) { - GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probes[i]); + GIProbeInstance *gipi = get_probe_instance(p_gi_probes[i]); if (gipi) { texture = gipi->texture; @@ -3375,6 +3374,27 @@ RID RendererSceneGIRD::gi_probe_instance_create(RID p_base) { return rid; } +void RendererSceneGIRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) { + GIProbeInstance *gi_probe = get_probe_instance(p_probe); + ERR_FAIL_COND(!gi_probe); + + gi_probe->transform = p_xform; +} + +bool RendererSceneGIRD::gi_probe_needs_update(RID p_probe) const { + GIProbeInstance *gi_probe = get_probe_instance(p_probe); + ERR_FAIL_COND_V(!gi_probe, false); + + return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe); +} + +void RendererSceneGIRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) { + GIProbeInstance *gi_probe = get_probe_instance(p_probe); + ERR_FAIL_COND(!gi_probe); + + gi_probe->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render); +} + void RendererSceneGIRD::debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) { GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_gi_probe); ERR_FAIL_COND(!gi_probe); diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h index 6cff9b7837..691a2e1841 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h @@ -33,8 +33,10 @@ #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" +#include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h" +#include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/giprobe.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/giprobe_debug.glsl.gen.h" @@ -55,7 +57,6 @@ private: RendererStorageRD *storage; -public: /* GIPROBE INSTANCE */ struct GIProbeLight { @@ -110,56 +111,6 @@ public: float pad[3]; }; - struct GIProbeInstance { - // access to our containers - RendererStorageRD *storage; - RendererSceneGIRD *gi; - - RID probe; - RID texture; - RID write_buffer; - - struct Mipmap { - RID texture; - RID uniform_set; - RID second_bounce_uniform_set; - RID write_uniform_set; - uint32_t level; - uint32_t cell_offset; - uint32_t cell_count; - }; - Vector<Mipmap> mipmaps; - - struct DynamicMap { - RID texture; //color normally, or emission on first pass - RID fb_depth; //actual depth buffer for the first pass, float depth for later passes - RID depth; //actual depth buffer for the first pass, float depth for later passes - RID normal; //normal buffer for the first pass - RID albedo; //emission buffer for the first pass - RID orm; //orm buffer for the first pass - RID fb; //used for rendering, only valid on first map - RID uniform_set; - uint32_t size; - int mipmap; // mipmap to write to, -1 if no mipmap assigned - }; - - Vector<DynamicMap> dynamic_maps; - - int slot = -1; - uint32_t last_probe_version = 0; - uint32_t last_probe_data_version = 0; - - //uint64_t last_pass = 0; - uint32_t render_index = 0; - - bool has_dynamic_object_data = false; - - Transform transform; - - void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); - void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); - }; - GIProbeLight *gi_probe_lights; uint32_t gi_probe_max_lights; RID gi_probe_lights_uniform; @@ -181,10 +132,6 @@ public: RID giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_MAX]; RID giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_MAX]; - mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner; - - RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH; - enum { GI_PROBE_DEBUG_COLOR, GI_PROBE_DEBUG_LIGHT, @@ -211,156 +158,7 @@ public: /* SDFGI */ - struct SDFGI { - enum { - MAX_CASCADES = 8, - CASCADE_SIZE = 128, - PROBE_DIVISOR = 16, - ANISOTROPY_SIZE = 6, - MAX_DYNAMIC_LIGHTS = 128, - MAX_STATIC_LIGHTS = 1024, - LIGHTPROBE_OCT_SIZE = 6, - SH_SIZE = 16 - }; - - struct Cascade { - struct UBO { - float offset[3]; - float to_cell; - int32_t probe_offset[3]; - uint32_t pad; - }; - - //cascade blocks are full-size for volume (128^3), half size for albedo/emission - RID sdf_tex; - RID light_tex; - RID light_aniso_0_tex; - RID light_aniso_1_tex; - - RID light_data; - RID light_aniso_0_data; - RID light_aniso_1_data; - - struct SolidCell { // this struct is unused, but remains as reference for size - uint32_t position; - uint32_t albedo; - uint32_t static_light; - uint32_t static_light_aniso; - }; - - RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch - RID solid_cell_buffer; - - RID lightprobe_history_tex; - RID lightprobe_average_tex; - - float cell_size; - Vector3i position; - - static const Vector3i DIRTY_ALL; - Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all. - - RID sdf_store_uniform_set; - RID sdf_direct_light_uniform_set; - RID scroll_uniform_set; - RID scroll_occlusion_uniform_set; - RID integrate_uniform_set; - RID lights_buffer; - - bool all_dynamic_lights_dirty = true; - }; - - // access to our containers - RendererStorageRD *storage; - RendererSceneGIRD *gi; - - // used for rendering (voxelization) - RID render_albedo; - RID render_emission; - RID render_emission_aniso; - RID render_occlusion[8]; - RID render_geom_facing; - - RID render_sdf[2]; - RID render_sdf_half[2]; - - // used for ping pong processing in cascades - RID sdf_initialize_uniform_set; - RID sdf_initialize_half_uniform_set; - RID jump_flood_uniform_set[2]; - RID jump_flood_half_uniform_set[2]; - RID sdf_upscale_uniform_set; - int upscale_jfa_uniform_set_index; - RID occlusion_uniform_set; - - uint32_t cascade_size = 128; - - LocalVector<Cascade> cascades; - - RID lightprobe_texture; - RID lightprobe_data; - RID occlusion_texture; - RID occlusion_data; - RID ambient_texture; //integrates with volumetric fog - - RID lightprobe_history_scroll; //used for scrolling lightprobes - RID lightprobe_average_scroll; //used for scrolling lightprobes - - uint32_t history_size = 0; - float solid_cell_ratio = 0; - uint32_t solid_cell_count = 0; - - RS::EnvironmentSDFGICascades cascade_mode; - float min_cell_size = 0; - uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints - - RID debug_uniform_set; - RID debug_probes_uniform_set; - RID cascades_ubo; - - bool uses_occlusion = false; - float bounce_feedback = 0.0; - bool reads_sky = false; - float energy = 1.0; - float normal_bias = 1.1; - float probe_bias = 1.1; - RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED; - - float y_mult = 1.0; - - uint32_t render_pass = 0; - - int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically - RID integrate_sky_uniform_set; - - void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi); - void erase(); - void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position); - void update_light(); - void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky); - void store_probes(); - int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const; - void update_cascades(); - - void debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture); - void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform); - - void pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render); - void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render); - void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); - }; - - RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; - RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES; - RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES; - - float sdfgi_solid_cell_ratio = 0.25; - Vector3 sdfgi_debug_probe_pos; - Vector3 sdfgi_debug_probe_dir; - bool sdfgi_debug_probe_enabled = false; - Vector3i sdfgi_debug_probe_index; - - struct SDGIShader { + struct SDFGIShader { enum SDFGIPreprocessShaderVersion { PRE_PROCESS_SCROLL, PRE_PROCESS_SCROLL_OCCLUSION, @@ -528,6 +326,226 @@ public: } sdfgi_shader; +public: + /* GIPROBE INSTANCE */ + + //@TODO GIProbeInstance is still directly used in the render code, we'll address this when we refactor the render code itself. + + struct GIProbeInstance { + // access to our containers + RendererStorageRD *storage; + RendererSceneGIRD *gi; + + RID probe; + RID texture; + RID write_buffer; + + struct Mipmap { + RID texture; + RID uniform_set; + RID second_bounce_uniform_set; + RID write_uniform_set; + uint32_t level; + uint32_t cell_offset; + uint32_t cell_count; + }; + Vector<Mipmap> mipmaps; + + struct DynamicMap { + RID texture; //color normally, or emission on first pass + RID fb_depth; //actual depth buffer for the first pass, float depth for later passes + RID depth; //actual depth buffer for the first pass, float depth for later passes + RID normal; //normal buffer for the first pass + RID albedo; //emission buffer for the first pass + RID orm; //orm buffer for the first pass + RID fb; //used for rendering, only valid on first map + RID uniform_set; + uint32_t size; + int mipmap; // mipmap to write to, -1 if no mipmap assigned + }; + + Vector<DynamicMap> dynamic_maps; + + int slot = -1; + uint32_t last_probe_version = 0; + uint32_t last_probe_data_version = 0; + + //uint64_t last_pass = 0; + uint32_t render_index = 0; + + bool has_dynamic_object_data = false; + + Transform transform; + + void update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); + void debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); + }; + + mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner; + + _FORCE_INLINE_ GIProbeInstance *get_probe_instance(RID p_probe) const { + return gi_probe_instance_owner.getornull(p_probe); + }; + + _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) { + GIProbeInstance *gi_probe = get_probe_instance(p_probe); + ERR_FAIL_COND_V(!gi_probe, RID()); + return gi_probe->texture; + }; + + RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH; + + /* SDFGI */ + + struct SDFGI { + enum { + MAX_CASCADES = 8, + CASCADE_SIZE = 128, + PROBE_DIVISOR = 16, + ANISOTROPY_SIZE = 6, + MAX_DYNAMIC_LIGHTS = 128, + MAX_STATIC_LIGHTS = 1024, + LIGHTPROBE_OCT_SIZE = 6, + SH_SIZE = 16 + }; + + struct Cascade { + struct UBO { + float offset[3]; + float to_cell; + int32_t probe_offset[3]; + uint32_t pad; + }; + + //cascade blocks are full-size for volume (128^3), half size for albedo/emission + RID sdf_tex; + RID light_tex; + RID light_aniso_0_tex; + RID light_aniso_1_tex; + + RID light_data; + RID light_aniso_0_data; + RID light_aniso_1_data; + + struct SolidCell { // this struct is unused, but remains as reference for size + uint32_t position; + uint32_t albedo; + uint32_t static_light; + uint32_t static_light_aniso; + }; + + RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch + RID solid_cell_buffer; + + RID lightprobe_history_tex; + RID lightprobe_average_tex; + + float cell_size; + Vector3i position; + + static const Vector3i DIRTY_ALL; + Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all. + + RID sdf_store_uniform_set; + RID sdf_direct_light_uniform_set; + RID scroll_uniform_set; + RID scroll_occlusion_uniform_set; + RID integrate_uniform_set; + RID lights_buffer; + + bool all_dynamic_lights_dirty = true; + }; + + // access to our containers + RendererStorageRD *storage; + RendererSceneGIRD *gi; + + // used for rendering (voxelization) + RID render_albedo; + RID render_emission; + RID render_emission_aniso; + RID render_occlusion[8]; + RID render_geom_facing; + + RID render_sdf[2]; + RID render_sdf_half[2]; + + // used for ping pong processing in cascades + RID sdf_initialize_uniform_set; + RID sdf_initialize_half_uniform_set; + RID jump_flood_uniform_set[2]; + RID jump_flood_half_uniform_set[2]; + RID sdf_upscale_uniform_set; + int upscale_jfa_uniform_set_index; + RID occlusion_uniform_set; + + uint32_t cascade_size = 128; + + LocalVector<Cascade> cascades; + + RID lightprobe_texture; + RID lightprobe_data; + RID occlusion_texture; + RID occlusion_data; + RID ambient_texture; //integrates with volumetric fog + + RID lightprobe_history_scroll; //used for scrolling lightprobes + RID lightprobe_average_scroll; //used for scrolling lightprobes + + uint32_t history_size = 0; + float solid_cell_ratio = 0; + uint32_t solid_cell_count = 0; + + RS::EnvironmentSDFGICascades cascade_mode; + float min_cell_size = 0; + uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints + + RID debug_uniform_set; + RID debug_probes_uniform_set; + RID cascades_ubo; + + bool uses_occlusion = false; + float bounce_feedback = 0.0; + bool reads_sky = false; + float energy = 1.0; + float normal_bias = 1.1; + float probe_bias = 1.1; + RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED; + + float y_mult = 1.0; + + uint32_t render_pass = 0; + + int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically + RID integrate_sky_uniform_set; + + void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi); + void erase(); + void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position); + void update_light(); + void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky); + void store_probes(); + int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const; + void update_cascades(); + + void debug_draw(const CameraMatrix &p_projection, const Transform &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture); + void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform); + + void pre_process_gi(const Transform &p_transform, RendererSceneRenderRD *p_scene_render); + void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render); + void render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render); + }; + + RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16; + RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES; + RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES; + + float sdfgi_solid_cell_ratio = 0.25; + Vector3 sdfgi_debug_probe_pos; + Vector3 sdfgi_debug_probe_dir; + bool sdfgi_debug_probe_enabled = false; + Vector3i sdfgi_debug_probe_index; + /* SDFGI UPDATE */ int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; } @@ -547,7 +565,6 @@ public: RID full_mask; }; - // struct GI { struct SDFGIData { float grid_size[3]; uint32_t max_cascades; @@ -631,7 +648,6 @@ public: GiShaderRD shader; RID shader_version; RID pipelines[MODE_MAX]; - // } gi; RendererSceneGIRD(); ~RendererSceneGIRD(); @@ -647,6 +663,9 @@ public: void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, RendererSceneRenderRD *p_scene_render); RID gi_probe_instance_create(RID p_base); + void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform); + bool gi_probe_needs_update(RID p_probe) const; + void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render); void debug_giprobe(RID p_gi_probe, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha); }; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp index dd8bfda4d6..874389f7e9 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp @@ -2515,7 +2515,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RenderListType p_ 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 < (int)p_gi_probes.size()) { - RID tex = gi_probe_instance_get_texture(p_gi_probes[i]); + RID tex = gi.gi_probe_instance_get_texture(p_gi_probes[i]); if (!tex.is_valid()) { tex = default_tex; } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 7a6900b0c4..f9ee01e751 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1336,33 +1336,23 @@ RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) { } void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_probe); - ERR_FAIL_COND(!gi_probe); - - gi_probe->transform = p_xform; + gi.gi_probe_instance_set_transform_to_data(p_probe, p_xform); } bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.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); + return gi.gi_probe_needs_update(p_probe); } 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) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_probe); - ERR_FAIL_COND(!gi_probe); - if (low_end) { return; } - gi_probe->update(p_update_light_instances, p_light_instances, p_dynamic_objects, this); + gi.gi_probe_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this); } void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index d41dd3358d..eefaf237a4 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -1090,59 +1090,16 @@ public: return li->transform; } - // !BAS! Need to check which of these we move into RenderSceneGIRD or whether we keep this the way it is now + /* gi light probes */ RID gi_probe_instance_create(RID p_base); void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform); bool gi_probe_needs_update(RID p_probe) const; void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects); - void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi.gi_probe_quality = p_quality; } - _FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_probe); - return gi_probe->slot; - } - _FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_probe); - return gi_probe->probe; - } - _FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_probe); - return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse(); - } - - _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_probe); - return gi_probe->texture; - } - - _FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND(!gi_probe); - gi_probe->render_index = p_render_index; - } - - _FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) { - RendererSceneGIRD::GIProbeInstance *gi_probe = gi.gi_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!gi_probe, 0); + /* render buffers */ - return gi_probe->render_index; - } - /* - _FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) { - RendererSceneGIRD::GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND(!g_probe); - g_probe->last_pass = p_render_pass; - } - - _FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) { - RendererSceneGIRD::GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance); - ERR_FAIL_COND_V(!g_probe, 0); - - return g_probe->last_pass; - } -*/ RID render_buffers_create(); void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding); void gi_set_use_half_resolution(bool p_enable); |