diff options
Diffstat (limited to 'servers/rendering/renderer_rd/effects')
-rw-r--r-- | servers/rendering/renderer_rd/effects/copy_effects.cpp | 402 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/effects/copy_effects.h | 96 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/effects/resolve.cpp | 130 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/effects/resolve.h | 74 |
4 files changed, 702 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index 6b786fdf16..c30e8ed58f 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -29,9 +29,11 @@ /*************************************************************************/ #include "copy_effects.h" +#include "core/config/project_settings.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" +#include "thirdparty/misc/cubemap_coeffs.h" using namespace RendererRD; @@ -123,16 +125,157 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) { } } } + + { + // Initialize copier + Vector<String> copy_modes; + copy_modes.push_back("\n"); + + cube_to_dp.shader.initialize(copy_modes); + + cube_to_dp.shader_version = cube_to_dp.shader.version_create(); + RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0); + RD::PipelineDepthStencilState dss; + dss.enable_depth_test = true; + dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS; + dss.enable_depth_write = true; + cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0); + } + + { + //Initialize cubemap downsampler + Vector<String> cubemap_downsampler_modes; + cubemap_downsampler_modes.push_back(""); + + if (prefer_raster_effects) { + cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes); + + cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create(); + + cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes); + + cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create(); + + cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0)); + cubemap_downsampler.raster_pipeline.clear(); + } + } + + { + // Initialize cubemap filter + filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality"); + + Vector<String> cubemap_filter_modes; + cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n"); + cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n"); + cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n"); + cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n"); + + if (filter.use_high_quality) { + filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs)); + RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]); + } else { + filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs)); + RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]); + } + + if (prefer_raster_effects) { + filter.raster_shader.initialize(cubemap_filter_modes); + + // array variants are not supported in raster + filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false); + filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false); + + filter.shader_version = filter.raster_shader.version_create(); + + for (int i = 0; i < FILTER_MODE_MAX; i++) { + if (filter.raster_shader.is_variant_enabled(i)) { + filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } else { + filter.raster_pipelines[i].clear(); + } + } + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(filter.coefficient_buffer); + uniforms.push_back(u); + } + filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); + } else { + filter.compute_shader.initialize(cubemap_filter_modes); + filter.shader_version = filter.compute_shader.version_create(); + + for (int i = 0; i < FILTER_MODE_MAX; i++) { + filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i)); + filter.raster_pipelines[i].clear(); + } + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.append_id(filter.coefficient_buffer); + uniforms.push_back(u); + } + filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1); + } + } + + { + // Initialize roughness + Vector<String> cubemap_roughness_modes; + cubemap_roughness_modes.push_back(""); + + if (prefer_raster_effects) { + roughness.raster_shader.initialize(cubemap_roughness_modes); + + roughness.shader_version = roughness.raster_shader.version_create(); + + roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + + } else { + roughness.compute_shader.initialize(cubemap_roughness_modes); + + roughness.shader_version = roughness.compute_shader.version_create(); + + roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0)); + roughness.raster_pipeline.clear(); + } + } } CopyEffects::~CopyEffects() { if (prefer_raster_effects) { blur_raster.shader.version_free(blur_raster.shader_version); + cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version); + filter.raster_shader.version_free(filter.shader_version); + roughness.raster_shader.version_free(roughness.shader_version); } else { copy.shader.version_free(copy.shader_version); + cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version); + filter.compute_shader.version_free(filter.shader_version); + roughness.compute_shader.version_free(roughness.shader_version); + } + + RD::get_singleton()->free(filter.coefficient_buffer); + + if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { + RD::get_singleton()->free(filter.image_uniform_set); + } + + if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) { + RD::get_singleton()->free(filter.uniform_set); } copy_to_fb.shader.version_free(copy_to_fb.shader_version); + cube_to_dp.shader.version_free(cube_to_dp.shader_version); singleton = nullptr; } @@ -681,3 +824,262 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1); RD::get_singleton()->compute_list_end(); } + +void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + CopyToDPPushConstant push_constant; + push_constant.screen_rect[0] = p_rect.position.x; + push_constant.screen_rect[1] = p_rect.position.y; + push_constant.screen_rect[2] = p_rect.size.width; + push_constant.screen_rect[3] = p_rect.size.height; + push_constant.z_far = p_z_far; + push_constant.z_near = p_z_near; + push_constant.texel_size[0] = 1.0f / p_dst_size.x; + push_constant.texel_size[1] = 1.0f / p_dst_size.y; + push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER); +} + +void CopyEffects::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + cubemap_downsampler.push_constant.face_size = p_size.x; + cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap })); + RD::Uniform u_dest_cubemap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_cubemap })); + + RID shader = cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_cubemap), 1); + + int x_groups = (p_size.x - 1) / 8 + 1; + int y_groups = (p_size.y - 1) / 8 + 1; + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer."); + ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + cubemap_downsampler.push_constant.face_size = p_size.x; + cubemap_downsampler.push_constant.face_id = p_face_id; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_cubemap })); + + RID shader = cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + Vector<RD::Uniform> uniforms; + for (int i = 0; i < p_dest_cubemap.size(); i++) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = i; + u.append_id(p_dest_cubemap[i]); + uniforms.push_back(u); + } + if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) { + RD::get_singleton()->free(filter.image_uniform_set); + } + filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2); + + // setup our uniforms + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap })); + + int mode = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY; + mode = filter.use_high_quality ? mode : mode + 1; + + RID shader = filter.compute_shader.version_get_shader(filter.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2); + + int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64 + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer."); + ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // TODO implement! + CubemapFilterRasterPushConstant push_constant; + push_constant.mip_level = p_mip_level; + push_constant.face_id = p_face_id; + + // setup our uniforms + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_cubemap(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_cubemap })); + + CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY; + + RID shader = filter.raster_shader.version_get_shader(filter.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + +void CopyEffects::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); + + roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id; + roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in. + roughness.push_constant.sample_count = p_sample_count; + roughness.push_constant.use_direct_write = p_roughness == 0.0; + roughness.push_constant.face_size = p_size; + + // setup our uniforms + RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_mipmap_sampler, p_source_rd_texture })); + RD::Uniform u_dest_texture(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_texture })); + + RID shader = roughness.compute_shader.version_get_shader(roughness.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); + + int x_groups = (p_size - 1) / 8 + 1; + int y_groups = (p_size - 1) / 8 + 1; + + RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1); + + RD::get_singleton()->compute_list_end(); +} + +void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer."); + ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant)); + + roughness.push_constant.face_id = p_face_id; + roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in. + roughness.push_constant.sample_count = p_sample_count; + roughness.push_constant.use_direct_write = p_roughness == 0.0; + roughness.push_constant.face_size = p_size; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + RID shader = roughness.raster_shader.version_get_shader(roughness.shader_version, 0); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index e522408d20..882b446964 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -35,6 +35,13 @@ #include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" @@ -189,6 +196,84 @@ private: } copy_to_fb; + // Copy to DP + + struct CopyToDPPushConstant { + float z_far; + float z_near; + float texel_size[2]; + float screen_rect[4]; + }; + + struct CopyToDP { + CubeToDpShaderRD shader; + RID shader_version; + PipelineCacheRD pipeline; + } cube_to_dp; + + // Cubemap effects + + struct CubemapDownsamplerPushConstant { + uint32_t face_size; + uint32_t face_id; + float pad[2]; + }; + + struct CubemapDownsampler { + CubemapDownsamplerPushConstant push_constant; + CubemapDownsamplerShaderRD compute_shader; + CubemapDownsamplerRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipeline; + PipelineCacheRD raster_pipeline; + } cubemap_downsampler; + + enum CubemapFilterMode { + FILTER_MODE_HIGH_QUALITY, + FILTER_MODE_LOW_QUALITY, + FILTER_MODE_HIGH_QUALITY_ARRAY, + FILTER_MODE_LOW_QUALITY_ARRAY, + FILTER_MODE_MAX, + }; + + struct CubemapFilterRasterPushConstant { + uint32_t mip_level; + uint32_t face_id; + float pad[2]; + }; + + struct CubemapFilter { + CubemapFilterShaderRD compute_shader; + CubemapFilterRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipelines[FILTER_MODE_MAX]; + PipelineCacheRD raster_pipelines[FILTER_MODE_MAX]; + + RID uniform_set; + RID image_uniform_set; + RID coefficient_buffer; + bool use_high_quality; + + } filter; + + struct CubemapRoughnessPushConstant { + uint32_t face_id; + uint32_t sample_count; + float roughness; + uint32_t use_direct_write; + float face_size; + float pad[3]; + }; + + struct CubemapRoughness { + CubemapRoughnessPushConstant push_constant; + CubemapRoughnessShaderRD compute_shader; + CubemapRoughnessRasterShaderRD raster_shader; + RID shader_version; + RID compute_pipeline; + PipelineCacheRD raster_pipeline; + } roughness; + static CopyEffects *singleton; public: @@ -197,6 +282,8 @@ public: CopyEffects(bool p_prefer_raster_effects); ~CopyEffects(); + bool get_prefer_raster_effects() { return prefer_raster_effects; } + void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); @@ -213,6 +300,15 @@ public: void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); + + void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip); + void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); + void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size); + void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array); + void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level); + + void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); + void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); }; } // namespace RendererRD diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp new file mode 100644 index 0000000000..6c49a2ebce --- /dev/null +++ b/servers/rendering/renderer_rd/effects/resolve.cpp @@ -0,0 +1,130 @@ +/*************************************************************************/ +/* resolve.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "resolve.h" +#include "servers/rendering/renderer_rd/renderer_compositor_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" +#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" + +using namespace RendererRD; + +Resolve::Resolve() { + Vector<String> resolve_modes; + resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); + resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); + resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n"); + + resolve.shader.initialize(resolve_modes); + + resolve.shader_version = resolve.shader.version_create(); + + for (int i = 0; i < RESOLVE_MODE_MAX; i++) { + resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i)); + } +} + +Resolve::~Resolve() { + resolve.shader.version_free(resolve.shader_version); +} + +void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + ResolvePushConstant push_constant; + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.samples = p_samples; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); + RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness })); + RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth })); + RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness })); + + ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI; + RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1); + if (p_source_voxel_gi.is_valid()) { + RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi })); + RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3); + } + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); + + RD::get_singleton()->compute_list_end(p_barrier); +} + +void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + ResolvePushConstant push_constant; + push_constant.screen_size[0] = p_screen_size.x; + push_constant.screen_size[1] = p_screen_size.y; + push_constant.samples = p_samples; + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth })); + RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth); + + ResolveMode mode = RESOLVE_MODE_DEPTH; + RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1); + + RD::get_singleton()->compute_list_end(p_barrier); +} diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h new file mode 100644 index 0000000000..d4b24a610f --- /dev/null +++ b/servers/rendering/renderer_rd/effects/resolve.h @@ -0,0 +1,74 @@ +/*************************************************************************/ +/* resolve.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RESOLVE_RD_H +#define RESOLVE_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class Resolve { +private: + struct ResolvePushConstant { + int32_t screen_size[2]; + int32_t samples; + uint32_t pad; + }; + + enum ResolveMode { + RESOLVE_MODE_GI, + RESOLVE_MODE_GI_VOXEL_GI, + RESOLVE_MODE_DEPTH, + RESOLVE_MODE_MAX + }; + + struct ResolveShader { + ResolvePushConstant push_constant; + ResolveShaderRD shader; + RID shader_version; + RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels + } resolve; + +public: + Resolve(); + ~Resolve(); + + void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL); +}; + +} // namespace RendererRD + +#endif // !RESOLVE_RD_H |