summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/effects
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/effects')
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.cpp58
-rw-r--r--servers/rendering/renderer_rd/effects/bokeh_dof.h58
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp173
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h94
-rw-r--r--servers/rendering/renderer_rd/effects/fsr.cpp58
-rw-r--r--servers/rendering/renderer_rd/effects/fsr.h58
-rw-r--r--servers/rendering/renderer_rd/effects/luminance.cpp255
-rw-r--r--servers/rendering/renderer_rd/effects/luminance.h120
-rw-r--r--servers/rendering/renderer_rd/effects/resolve.cpp58
-rw-r--r--servers/rendering/renderer_rd/effects/resolve.h62
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp1023
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h139
-rw-r--r--servers/rendering/renderer_rd/effects/taa.cpp58
-rw-r--r--servers/rendering/renderer_rd/effects/taa.h58
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.cpp58
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.h58
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.cpp75
-rw-r--r--servers/rendering/renderer_rd/effects/vrs.h58
18 files changed, 1379 insertions, 1142 deletions
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
index 27850695b0..971f8b7f6f 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* bokeh_dof.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* bokeh_dof.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "bokeh_dof.h"
#include "copy_effects.h"
diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h
index 33dbdfcdc1..13f228c476 100644
--- a/servers/rendering/renderer_rd/effects/bokeh_dof.h
+++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* bokeh_dof.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* bokeh_dof.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 BOKEH_DOF_RD_H
#define BOKEH_DOF_RD_H
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index 27f977a80b..bcea9225ea 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* copy_effects.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* copy_effects.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "copy_effects.h"
#include "core/config/project_settings.h"
@@ -56,6 +56,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+ blur_modes.push_back("\n#define MODE_SET_COLOR\n"); // BLUR_MODE_SET_COLOR
blur_raster.shader.initialize(blur_modes);
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
@@ -105,6 +106,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR
copy_to_fb.shader.initialize(copy_modes);
@@ -508,16 +510,18 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
- copy_to_fb.push_constant.use_section = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_USE_SECTION;
copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FLIP_Y;
}
+ copy_to_fb.push_constant.luminance_multiplier = 1.0;
+
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -535,25 +539,35 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
+void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one, bool p_linear) {
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(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+ copy_to_fb.push_constant.luminance_multiplier = 1.0;
if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FLIP_Y;
}
if (p_force_luminance) {
- copy_to_fb.push_constant.force_luminance = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_FORCE_LUMINANCE;
}
if (p_alpha_to_zero) {
- copy_to_fb.push_constant.alpha_to_zero = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_ALPHA_TO_ZERO;
}
if (p_srgb) {
- copy_to_fb.push_constant.srgb = true;
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_SRGB;
+ }
+ if (p_alpha_to_one) {
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_ALPHA_TO_ONE;
+ }
+ if (p_linear) {
+ // Used for copying to a linear buffer. In the mobile renderer we divide the contents of the linear buffer
+ // to allow for a wider effective range.
+ copy_to_fb.push_constant.flags |= COPY_TO_FB_FLAG_LINEAR;
+ copy_to_fb.push_constant.luminance_multiplier = prefer_raster_effects ? 2.0 : 1.0;
}
// setup our uniforms
@@ -608,15 +622,13 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].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_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
-
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
-void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) {
+void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -628,8 +640,10 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
copy.push_constant.section[0] = p_region.position.x;
copy.push_constant.section[1] = p_region.position.y;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.target[0] = p_region.position.x;
+ copy.push_constant.target[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -641,7 +655,6 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- //HORIZONTAL
RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
@@ -654,7 +667,44 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
+void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian blur with the clustered 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);
+
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode blur_mode = BLUR_MODE_GAUSSIAN_BLUR;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ // 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 = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(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, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -698,14 +748,14 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
}
- copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
+void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -882,6 +932,36 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect
RD::get_singleton()->compute_list_end();
}
+void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the set_color shader with the clustered 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(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+ copy_to_fb.push_constant.set_color[0] = p_color.r;
+ copy_to_fb.push_constant.set_color[1] = p_color.g;
+ copy_to_fb.push_constant.set_color[2] = p_color.b;
+ copy_to_fb.push_constant.set_color[3] = p_color.a;
+
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
+ CopyToFBMode mode = COPY_TO_FB_SET_COLOR;
+
+ RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_region);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
+ 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, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_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);
@@ -1075,7 +1155,8 @@ void CopyEffects::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture,
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.
+ // Remap to perceptual-roughness^2 to create more detail in lower mips and match the mapping of cubemap_filter.
+ roughness.push_constant.roughness = p_roughness * p_roughness;
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;
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 0ddb60ebef..3cd26d0f7e 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* copy_effects.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* copy_effects.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 COPY_EFFECTS_RD_H
#define COPY_EFFECTS_RD_H
@@ -63,6 +63,8 @@ private:
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
+ BLUR_MODE_SET_COLOR,
+
BLUR_MODE_MAX
};
@@ -130,8 +132,7 @@ private:
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
- COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
- COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
+ COPY_FLAG_ALPHA_TO_ONE = (1 << 8),
};
struct CopyPushConstant {
@@ -174,19 +175,28 @@ private:
COPY_TO_FB_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
+
+ COPY_TO_FB_SET_COLOR,
COPY_TO_FB_MAX,
};
+ enum CopyToFBFlags {
+ COPY_TO_FB_FLAG_FLIP_Y = (1 << 0),
+ COPY_TO_FB_FLAG_USE_SECTION = (1 << 1),
+ COPY_TO_FB_FLAG_FORCE_LUMINANCE = (1 << 2),
+ COPY_TO_FB_FLAG_ALPHA_TO_ZERO = (1 << 3),
+ COPY_TO_FB_FLAG_SRGB = (1 << 4),
+ COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5),
+ COPY_TO_FB_FLAG_LINEAR = (1 << 6),
+ };
+
struct CopyToFbPushConstant {
float section[4];
float pixel_size[2];
- uint32_t flip_y;
- uint32_t use_section;
+ float luminance_multiplier;
+ uint32_t flags;
- uint32_t force_luminance;
- uint32_t alpha_to_zero;
- uint32_t srgb;
- uint32_t pad;
+ float set_color[4];
};
struct CopyToFb {
@@ -316,18 +326,20 @@ public:
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);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
- void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
- void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
- void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
- void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
+ void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false);
+ void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, 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 set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
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);
diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp
index 92b34ede0e..0c51adf9ee 100644
--- a/servers/rendering/renderer_rd/effects/fsr.cpp
+++ b/servers/rendering/renderer_rd/effects/fsr.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* fsr.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* fsr.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "fsr.h"
#include "../storage_rd/material_storage.h"
diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h
index 69088e526a..9cb4894f8d 100644
--- a/servers/rendering/renderer_rd/effects/fsr.h
+++ b/servers/rendering/renderer_rd/effects/fsr.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* fsr.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* fsr.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 FSR_RD_H
#define FSR_RD_H
diff --git a/servers/rendering/renderer_rd/effects/luminance.cpp b/servers/rendering/renderer_rd/effects/luminance.cpp
new file mode 100644
index 0000000000..7462282932
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/luminance.cpp
@@ -0,0 +1,255 @@
+/**************************************************************************/
+/* luminance.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "luminance.h"
+#include "../framebuffer_cache_rd.h"
+#include "../uniform_set_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
+
+using namespace RendererRD;
+
+Luminance::Luminance(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+
+ if (prefer_raster_effects) {
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
+ luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
+ luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
+
+ luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
+ luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ } else {
+ // Initialize luminance_reduce
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
+ luminance_reduce_modes.push_back("\n");
+ luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
+
+ luminance_reduce.shader.initialize(luminance_reduce_modes);
+ luminance_reduce.shader_version = luminance_reduce.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
+ luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
+ }
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].clear();
+ }
+ }
+}
+
+Luminance::~Luminance() {
+ if (prefer_raster_effects) {
+ luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
+ } else {
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ }
+}
+
+void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+}
+
+void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) {
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ int w = internal_size.x;
+ int h = internal_size.y;
+
+ while (true) {
+ w = MAX(w / 8, 1);
+ h = MAX(h / 8, 1);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = w;
+ tf.height = h;
+
+ bool final = w == 1 && h == 1;
+
+ if (prefer_raster_effects) {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (final) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+ }
+
+ RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ reduce.push_back(texture);
+
+ if (final) {
+ current = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ break;
+ }
+ }
+}
+
+void Luminance::LuminanceBuffers::free_data() {
+ for (int i = 0; i < reduce.size(); i++) {
+ RD::get_singleton()->free(reduce[i]);
+ }
+ reduce.clear();
+
+ if (current.is_valid()) {
+ RD::get_singleton()->free(current);
+ current = RID();
+ }
+}
+
+Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+ return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+ }
+
+ Ref<LuminanceBuffers> buffers;
+ buffers.instantiate();
+ buffers->set_prefer_raster_effects(prefer_raster_effects);
+ buffers->configure(p_render_buffers.ptr());
+
+ p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers);
+
+ return buffers;
+}
+
+RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) {
+ if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) {
+ Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS);
+ return buffers->current;
+ }
+
+ return RID();
+}
+
+void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ if (prefer_raster_effects) {
+ LuminanceReduceRasterPushConstant push_constant;
+ memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
+
+ push_constant.max_luminance = p_max_luminance;
+ push_constant.min_luminance = p_min_luminance;
+ push_constant.exposure_adjust = p_adjust;
+
+ for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+ push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0];
+ push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1];
+ push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+ push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+
+ bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1);
+ LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
+ RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode);
+
+ RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]);
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] }));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ if (final) {
+ RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 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(LuminanceReduceRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+ } else {
+ LuminanceReducePushConstant push_constant;
+ memset(&push_constant, 0, sizeof(LuminanceReducePushConstant));
+
+ push_constant.source_size[0] = p_source_size.x;
+ push_constant.source_size[1] = p_source_size.y;
+ push_constant.max_luminance = p_max_luminance;
+ push_constant.min_luminance = p_min_luminance;
+ push_constant.exposure_adjust = p_adjust;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) {
+ RID shader;
+
+ if (i == 0) {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ);
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ } else {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
+
+ if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE);
+ RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2);
+ } else {
+ shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
+ }
+
+ RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
+ }
+
+ RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1);
+
+ push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1);
+ push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+
+ SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]);
+}
diff --git a/servers/rendering/renderer_rd/effects/luminance.h b/servers/rendering/renderer_rd/effects/luminance.h
new file mode 100644
index 0000000000..0f343fceab
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects/luminance.h
@@ -0,0 +1,120 @@
+/**************************************************************************/
+/* luminance.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 LUMINANCE_RD_H
+#define LUMINANCE_RD_H
+
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
+#include "servers/rendering/renderer_scene_render.h"
+
+#include "servers/rendering_server.h"
+
+#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers")
+
+namespace RendererRD {
+
+class Luminance {
+private:
+ bool prefer_raster_effects;
+
+ enum LuminanceReduceMode {
+ LUMINANCE_REDUCE_READ,
+ LUMINANCE_REDUCE,
+ LUMINANCE_REDUCE_WRITE,
+ LUMINANCE_REDUCE_MAX
+ };
+
+ struct LuminanceReducePushConstant {
+ int32_t source_size[2];
+ float max_luminance;
+ float min_luminance;
+ float exposure_adjust;
+ float pad[3];
+ };
+
+ struct LuminanceReduce {
+ LuminanceReduceShaderRD shader;
+ RID shader_version;
+ RID pipelines[LUMINANCE_REDUCE_MAX];
+ } luminance_reduce;
+
+ enum LuminanceReduceRasterMode {
+ LUMINANCE_REDUCE_FRAGMENT_FIRST,
+ LUMINANCE_REDUCE_FRAGMENT,
+ LUMINANCE_REDUCE_FRAGMENT_FINAL,
+ LUMINANCE_REDUCE_FRAGMENT_MAX
+ };
+
+ struct LuminanceReduceRasterPushConstant {
+ int32_t source_size[2];
+ int32_t dest_size[2];
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ uint32_t pad1;
+ };
+
+ struct LuminanceReduceFragment {
+ LuminanceReduceRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
+ } luminance_reduce_raster;
+
+public:
+ class LuminanceBuffers : public RenderBufferCustomDataRD {
+ GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD);
+
+ private:
+ bool prefer_raster_effects;
+
+ public:
+ Vector<RID> reduce;
+ RID current;
+
+ virtual void configure(RenderSceneBuffersRD *p_render_buffers) override;
+ virtual void free_data() override;
+
+ void set_prefer_raster_effects(bool p_prefer_raster_effects);
+ };
+
+ Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers);
+ RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers);
+ void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+
+ Luminance(bool p_prefer_raster_effects);
+ ~Luminance();
+};
+
+} // namespace RendererRD
+
+#endif // LUMINANCE_RD_H
diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp
index 6c49a2ebce..18671d06e1 100644
--- a/servers/rendering/renderer_rd/effects/resolve.cpp
+++ b/servers/rendering/renderer_rd/effects/resolve.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* resolve.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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"
diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h
index 2a4cd06827..fcc1021904 100644
--- a/servers/rendering/renderer_rd/effects/resolve.h
+++ b/servers/rendering/renderer_rd/effects/resolve.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* resolve.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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
@@ -65,8 +65,8 @@ 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);
+ 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_BARRIERS);
+ 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_BARRIERS);
};
} // namespace RendererRD
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 9653382e96..e031e33041 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* ss_effects.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* ss_effects.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "ss_effects.h"
@@ -411,12 +411,21 @@ SSEffects::~SSEffects() {
/* SS Downsampler */
-void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection) {
+void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i full_screen_size = p_render_buffers->get_internal_size();
+ Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2);
+
+ // Make sure our buffers exist, buffers are automatically cleared if view count or size changes.
+ if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) {
+ p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5);
+ }
+
// Downsample and deinterleave the depth buffer for SSAO and SSIL
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -447,45 +456,32 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
}
}
+ RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
int depth_index = use_half_size ? 1 : 0;
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
- if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
- if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) {
- RD::get_singleton()->free(ss_effects.downsample_uniform_set);
- ss_effects.downsample_uniform_set = RID();
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_depth_mipmaps[depth_index + 1]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_depth_mipmaps[depth_index + 2]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.append_id(p_depth_mipmaps[depth_index + 3]);
- uniforms.push_back(u);
- }
- if (use_full_mips) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.append_id(p_depth_mipmaps[4]);
- uniforms.push_back(u);
+ RID downsample_uniform_set;
+ if (use_mips) {
+ // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
+ // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
+ Vector<RD::Uniform> u_depths;
+
+ // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
+ // That means we're filling all 5 levels.
+ // In this scenario `depth_index` will be 0.
+ for (int i = 0; i < (use_full_mips ? 4 : 3); i++) {
+ RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1);
+
+ RD::Uniform u_depth;
+ u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_depth.binding = i;
+ u_depth.append_id(depth_mipmap);
+ u_depths.push_back(u_depth);
}
- ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
+
+ // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS
+ downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
}
float depth_linearize_mul = -p_projection.columns[3][2];
@@ -501,25 +497,30 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_
ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
}
- ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
- ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
+ ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / full_screen_size.x;
+ ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y;
ss_effects.downsample_push_constant.radius_sq = 1.0;
- RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode);
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer }));
- RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] }));
+ RID depth_texture = p_render_buffers->get_depth_texture(p_view);
+ RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1);
+
+ RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture }));
+ RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 1);
if (use_mips) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
- Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
+ if (use_half_size) {
+ size.x = MAX(1, size.x >> 1);
+ size.y = MAX(1, size.y >> 1);
+ }
RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -543,7 +544,7 @@ void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_ha
ssil_fadeout_to = p_fadeout_to;
}
-void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
+void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
@@ -578,12 +579,13 @@ void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) {
+void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) {
if (p_ssil_buffers.half_size != ssil_half_size) {
- ssil_free(p_ssil_buffers);
+ p_render_buffers->clear_context(RB_SCOPE_SSIL);
}
- if (ssil_half_size) {
+ p_ssil_buffers.half_size = ssil_half_size;
+ if (p_ssil_buffers.half_size) {
p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8;
@@ -595,104 +597,59 @@ void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const S
p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
}
- if (p_ssil_buffers.ssil_final.is_null()) {
- {
- p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = p_settings.full_screen_size.x;
- tf.height = p_settings.full_screen_size.y;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture");
- RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
- if (p_ssil_buffers.last_frame.is_null()) {
- tf.mipmaps = 6;
- p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance");
- RD::get_singleton()->texture_clear(p_ssil_buffers.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
- for (uint32_t i = 0; i < 6; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.last_frame, 0, i);
- p_ssil_buffers.last_frame_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
- }
- }
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssil_buffers.buffer_width;
- tf.height = p_ssil_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0);
- p_ssil_buffers.deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
- }
- }
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height);
+ Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssil_buffers.buffer_width;
- tf.height = p_ssil_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.pong, "SSIL deinterleaved pong buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.pong, i, 0);
- p_ssil_buffers.pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
- }
- }
+ // We create our intermediate and final results as render buffers.
+ // These are automatically cached and cleaned up when our viewport resizes
+ // or when our viewport gets destroyed.
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssil_buffers.buffer_width;
- tf.height = p_ssil_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0);
- p_ssil_buffers.edges_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
- }
- }
+ if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it...
+ RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT);
+ RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count);
+ }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_ssil_buffers.half_buffer_width;
- tf.height = p_ssil_buffers.half_buffer_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map");
- p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong");
- }
- p_ssil_buffers.half_size = ssil_half_size;
+ if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) {
+ RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6);
+ RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count);
}
+
+ // As we're not clearing these, and render buffers will return the cached texture if it already exists,
+ // we don't first check has_texture here
+
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
+ p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
}
-void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
+void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
+
+ // Obtain our (cached) buffer slices for the view we are rendering.
+ RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6);
+ RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
+ RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1);
+ RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1);
+ RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0);
+ RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0);
+
+ RID deinterleaved_slices[4];
+ RID deinterleaved_pong_slices[4];
+ RID edges_slices[4];
+ for (uint32_t i = 0; i < 4; i++) {
+ deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0);
+ deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
+ edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0);
+ }
+
//Store projection info before starting the compute list
SSILProjectionUniforms projection_uniforms;
store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
@@ -701,7 +658,7 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
- RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0);
+ RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER);
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -749,78 +706,69 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1);
ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1;
- if (p_ssil_buffers.projection_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_mipmap_sampler);
- u.append_id(p_ssil_buffers.last_frame);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 1;
- u.append_id(ssil.projection_uniform_buffer);
- uniforms.push_back(u);
- }
- p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
+ // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
+ // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
+ // remember each instance of the uniform set.
+
+ RID projection_uniform_set;
+ {
+ RD::Uniform u_last_frame;
+ u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_last_frame.binding = 0;
+ u_last_frame.append_id(default_mipmap_sampler);
+ u_last_frame.append_id(last_frame);
+
+ RD::Uniform u_projection;
+ u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u_projection.binding = 1;
+ u_projection.append_id(ssil.projection_uniform_buffer);
+
+ projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection);
}
- if (p_ssil_buffers.gather_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_sampler);
- u.append_id(p_ssil_buffers.depth_texture_view);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(ss_effects.gather_constants_buffer);
- uniforms.push_back(u);
- }
- p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
+ RID gather_uniform_set;
+ {
+ RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4);
+
+ RD::Uniform u_depth_texture_view;
+ u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_depth_texture_view.binding = 0;
+ u_depth_texture_view.append_id(default_sampler);
+ u_depth_texture_view.append_id(depth_texture_view);
+
+ RD::Uniform u_normal_buffer;
+ u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_normal_buffer.binding = 1;
+ u_normal_buffer.append_id(p_normal_buffer);
+
+ RD::Uniform u_gather_constants_buffer;
+ u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u_gather_constants_buffer.binding = 2;
+ u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
+
+ gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
}
- if (p_ssil_buffers.importance_map_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_ssil_buffers.pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(default_sampler);
- u.append_id(p_ssil_buffers.importance_map[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(ssil.importance_map_load_counter);
- uniforms.push_back(u);
- }
- p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
+ RID importance_map_uniform_set;
+ {
+ RD::Uniform u_pong;
+ u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_pong.binding = 0;
+ u_pong.append_id(deinterleaved_pong);
+
+ RD::Uniform u_importance_map;
+ u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_importance_map.binding = 1;
+ u_importance_map.append_id(default_sampler);
+ u_importance_map.append_id(importance_map);
+
+ RD::Uniform u_load_counter;
+ u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u_load_counter.binding = 2;
+ u_load_counter.append_id(ssil.importance_map_load_counter);
+
+ RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE);
+ importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
}
if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) {
@@ -828,38 +776,42 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
+
//base pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
- gather_ssil(compute_list, p_ssil_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+ gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
//generate importance map
- RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
- RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] }));
+ RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0);
+ RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// process Importance Map A
- RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] }));
- RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] }));
+ RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1);
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// process Importance Map B
- RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] }));
+ RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2);
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1);
@@ -872,7 +824,7 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
}
- gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set);
+ gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set);
RD::get_singleton()->draw_command_end_label(); //Gather
}
@@ -895,6 +847,8 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
}
}
+ RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS);
+
for (int i = 0; i < 4; i++) {
if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
@@ -903,30 +857,30 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
if (pass % 2 == 0) {
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
} else {
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0);
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0);
}
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1);
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1);
} else {
if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
} else {
- RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0);
+ RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0);
}
- RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1);
+ RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1);
}
- RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2);
+ RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
@@ -961,18 +915,19 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
- RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final }));
+ RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0);
+ RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0);
if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) {
- RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved }));
+ RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1);
} else {
- RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong }));
+ RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1);
}
- RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges }));
+ RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
@@ -990,34 +945,6 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
-void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) {
- if (p_ssil_buffers.ssil_final.is_valid()) {
- RD::get_singleton()->free(p_ssil_buffers.ssil_final);
- RD::get_singleton()->free(p_ssil_buffers.deinterleaved);
- RD::get_singleton()->free(p_ssil_buffers.pong);
- RD::get_singleton()->free(p_ssil_buffers.edges);
- RD::get_singleton()->free(p_ssil_buffers.importance_map[0]);
- RD::get_singleton()->free(p_ssil_buffers.importance_map[1]);
- RD::get_singleton()->free(p_ssil_buffers.last_frame);
-
- p_ssil_buffers.ssil_final = RID();
- p_ssil_buffers.deinterleaved = RID();
- p_ssil_buffers.pong = RID();
- p_ssil_buffers.edges = RID();
- p_ssil_buffers.deinterleaved_slices.clear();
- p_ssil_buffers.pong_slices.clear();
- p_ssil_buffers.edges_slices.clear();
- p_ssil_buffers.importance_map[0] = RID();
- p_ssil_buffers.importance_map[1] = RID();
- p_ssil_buffers.last_frame = RID();
- p_ssil_buffers.last_frame_slices.clear();
-
- p_ssil_buffers.gather_uniform_set = RID();
- p_ssil_buffers.importance_map_uniform_set = RID();
- p_ssil_buffers.projection_uniform_set = RID();
- }
-}
-
/* SSAO */
void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
@@ -1029,13 +956,13 @@ void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_ha
ssao_fadeout_to = p_fadeout_to;
}
-void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
}
RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); //
@@ -1062,11 +989,12 @@ void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) {
+void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) {
if (p_ssao_buffers.half_size != ssao_half_size) {
- ssao_free(p_ssao_buffers);
+ p_render_buffers->clear_context(RB_SCOPE_SSAO);
}
+ p_ssao_buffers.half_size = ssao_half_size;
if (ssao_half_size) {
p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4;
p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4;
@@ -1079,79 +1007,45 @@ void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const S
p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4;
}
- if (p_ssao_buffers.ao_deinterleaved.is_null()) {
- {
- p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssao_buffers.buffer_width;
- tf.height = p_ssao_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_deinterleaved, "SSAO De-interleaved Array");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_deinterleaved, i, 0);
- p_ssao_buffers.ao_deinterleaved_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
- }
- }
+ uint32_t view_count = p_render_buffers->get_view_count();
+ Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height);
+ Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height);
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UNORM;
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.width = p_ssao_buffers.buffer_width;
- tf.height = p_ssao_buffers.buffer_height;
- tf.array_layers = 4;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_pong, "SSAO De-interleaved Array Pong");
- for (uint32_t i = 0; i < 4; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssao_buffers.ao_pong, i, 0);
- p_ssao_buffers.ao_pong_slices.push_back(slice);
- RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
- }
- }
+ // As we're not clearing these, and render buffers will return the cached texture if it already exists,
+ // we don't first check has_texture here
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_ssao_buffers.buffer_width;
- tf.height = p_ssao_buffers.buffer_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map");
- p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong");
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_settings.full_screen_size.x;
- tf.height = p_settings.full_screen_size.y;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final");
- }
- p_ssao_buffers.half_size = ssao_half_size;
- }
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size);
+ p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1);
}
-void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
+void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ // Obtain our (cached) buffer slices for the view we are rendering.
+ RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1);
+ RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1);
+ RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0);
+ RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0);
+ RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0);
+
+ RID ao_deinterleaved_slices[4];
+ RID ao_pong_slices[4];
+ for (uint32_t i = 0; i < 4; i++) {
+ ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0);
+ ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0);
+ }
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
/* FIRST PASS */
- RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0);
+ RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER);
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
@@ -1201,60 +1095,52 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1);
ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1;
- if (p_ssao_buffers.gather_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.append_id(default_sampler);
- u.append_id(p_ssao_buffers.depth_texture_view);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.append_id(p_normal_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.append_id(ss_effects.gather_constants_buffer);
- uniforms.push_back(u);
- }
- p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0);
- RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set");
+ // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed.
+ // It also ensures that we're reusing the right cached entry in a multiview situation without us having to
+ // remember each instance of the uniform set.
+ RID gather_uniform_set;
+ {
+ RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4);
+
+ RD::Uniform u_depth_texture_view;
+ u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_depth_texture_view.binding = 0;
+ u_depth_texture_view.append_id(default_sampler);
+ u_depth_texture_view.append_id(depth_texture_view);
+
+ RD::Uniform u_normal_buffer;
+ u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_normal_buffer.binding = 1;
+ u_normal_buffer.append_id(p_normal_buffer);
+
+ RD::Uniform u_gather_constants_buffer;
+ u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u_gather_constants_buffer.binding = 2;
+ u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer);
+
+ gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer);
}
- if (p_ssao_buffers.importance_map_uniform_set.is_null()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.append_id(p_ssao_buffers.ao_pong);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.append_id(default_sampler);
- u.append_id(p_ssao_buffers.importance_map[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.append_id(ssao.importance_map_load_counter);
- uniforms.push_back(u);
- }
- p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
- RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set");
+ RID importance_map_uniform_set;
+ {
+ RD::Uniform u_pong;
+ u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u_pong.binding = 0;
+ u_pong.append_id(ao_pong);
+
+ RD::Uniform u_importance_map;
+ u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u_importance_map.binding = 1;
+ u_importance_map.append_id(default_sampler);
+ u_importance_map.append_id(importance_map);
+
+ RD::Uniform u_load_counter;
+ u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u_load_counter.binding = 2;
+ u_load_counter.append_id(ssao.importance_map_load_counter);
+
+ RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE);
+ importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter);
}
if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) {
@@ -1266,41 +1152,44 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
//base pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
- gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID());
+ gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID());
//generate importance map
+ RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
- RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0);
+ RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0);
- RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//process importance map A
+ RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
- RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0);
+ RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0);
- RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1);
+ RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//process Importance Map B
+ RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
- RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0);
+ RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1);
@@ -1312,7 +1201,7 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
}
- gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set);
+ gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set);
RD::get_singleton()->draw_command_end_label(); // Gather SSAO
}
@@ -1332,7 +1221,6 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
for (int pass = 0; pass < blur_passes; pass++) {
int blur_pipeline = SSAO_BLUR_PASS;
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
- blur_pipeline = SSAO_BLUR_PASS_SMART;
if (pass < blur_passes - 2) {
blur_pipeline = SSAO_BLUR_PASS_WIDE;
} else {
@@ -1345,29 +1233,30 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
continue;
}
+ RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
if (pass % 2 == 0) {
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
} else {
- RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0);
+ RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0);
}
- RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1);
+ RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1);
} else {
if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
- RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
} else {
- RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0);
+ RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0);
}
- RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1);
+ RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
@@ -1401,17 +1290,18 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
interleave_pipeline = SSAO_INTERLEAVE_SMART;
}
+ RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
- RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0);
+ RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0);
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) {
- RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
} else {
- RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1);
+ RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
@@ -1427,116 +1317,43 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
-void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) {
- if (p_ssao_buffers.ao_final.is_valid()) {
- RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved);
- RD::get_singleton()->free(p_ssao_buffers.ao_pong);
- RD::get_singleton()->free(p_ssao_buffers.ao_final);
-
- RD::get_singleton()->free(p_ssao_buffers.importance_map[0]);
- RD::get_singleton()->free(p_ssao_buffers.importance_map[1]);
-
- p_ssao_buffers.ao_deinterleaved = RID();
- p_ssao_buffers.ao_pong = RID();
- p_ssao_buffers.ao_final = RID();
- p_ssao_buffers.importance_map[0] = RID();
- p_ssao_buffers.importance_map[1] = RID();
- p_ssao_buffers.ao_deinterleaved_slices.clear();
- p_ssao_buffers.ao_pong_slices.clear();
-
- p_ssao_buffers.gather_uniform_set = RID();
- p_ssao_buffers.importance_map_uniform_set = RID();
- }
-}
-
/* Screen Space Reflection */
void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
ssr_roughness_quality = p_quality;
}
-void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count) {
- // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view.
- if (p_ssr_buffers.size != p_screen_size || p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
- ssr_free(p_ssr_buffers);
- }
-
- if (p_ssr_buffers.output.is_valid()) {
- // already allocated
- return;
+void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) {
+ if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) {
+ // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness.
+ p_render_buffers->clear_context(RB_SCOPE_SSR);
}
- p_ssr_buffers.size = p_screen_size;
+ Size2i internal_size = p_render_buffers->get_internal_size();
+ p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2);
p_ssr_buffers.roughness_quality = ssr_roughness_quality;
- if (p_ssr_buffers.depth_scaled.is_null()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = p_screen_size.x;
- tf.height = p_screen_size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled");
+ // We are using barriers so we do not need to allocate textures for both views on anything but output...
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
- p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled");
+ if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) {
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages
}
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = p_screen_size.x;
- tf.height = p_screen_size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0");
- p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1");
- }
-
- if (p_ssr_buffers.intermediate.is_null()) {
- RD::TextureFormat tf;
- tf.format = p_color_format;
- tf.width = p_screen_size.x;
- tf.height = p_screen_size.y;
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate");
-
- if (p_view_count > 1) {
- tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf.array_layers = p_view_count;
- } else {
- tf.texture_type = RD::TEXTURE_TYPE_2D;
- tf.array_layers = 1;
- }
-
- p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output");
-
- for (uint32_t v = 0; v < p_view_count; v++) {
- p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0);
- }
- }
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1);
+ p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size);
}
-void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) {
+void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
+ uint32_t view_count = p_render_buffers->get_view_count();
+
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
{
@@ -1547,7 +1364,7 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData));
}
- for (uint32_t v = 0; v < p_view_count; v++) {
+ for (uint32_t v = 0; v < view_count; v++) {
store_camera(p_projections[v], scene_data.projection[v]);
store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
@@ -1560,13 +1377,27 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
}
uint32_t pipeline_specialization = 0;
- if (p_view_count > 1) {
+ if (view_count > 1) {
pipeline_specialization |= SSR_MULTIVIEW;
}
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- for (uint32_t v = 0; v < p_view_count; v++) {
+ for (uint32_t v = 0; v < view_count; v++) {
+ // get buffers we need to use for this view
+ RID diffuse_slice = p_render_buffers->get_internal_texture(v);
+ RID depth_slice = p_render_buffers->get_depth_texture(v);
+ RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED);
+ RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED);
+ RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE);
+ RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0);
+
+ RID blur_radius[2];
+ if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
+ blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0);
+ blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0);
+ }
+
RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v));
{ //scale color and depth to half
@@ -1578,34 +1409,29 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.camera_z_near = p_projections[v].get_z_near();
push_constant.orthogonal = p_projections[v].is_orthogonal();
push_constant.filter = false; //enabling causes arctifacts
- push_constant.screen_size[0] = p_screen_size.x;
- push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.screen_size[0] = p_ssr_buffers.size.x;
+ push_constant.screen_size[1] = p_ssr_buffers.size.y;
RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]);
- RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] }));
+ RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0);
- RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] }));
+ RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice }));
RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1);
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
- } else {
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
- }
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -1620,15 +1446,15 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.camera_z_far = p_projections[v].get_z_far();
push_constant.camera_z_near = p_projections[v].get_z_near();
push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.screen_size[0] = p_screen_size.x;
- push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.screen_size[0] = p_ssr_buffers.size.x;
+ push_constant.screen_size[1] = p_ssr_buffers.size.y;
push_constant.curve_fade_in = p_fade_in;
push_constant.distance_fade = p_fade_out;
push_constant.num_steps = p_max_steps;
push_constant.depth_tolerance = p_tolerance;
push_constant.use_half_res = true;
- push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]);
- push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]);
+ push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
@@ -1640,35 +1466,30 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+ // read from intermediate
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
+
if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) {
- // read from output slices (our scale wrote into these)
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_scale_depth), 0);
-
- // write to intermediate (our roughness pass will output into output slices)
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1);
+ // write to output and blur radius
+ RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1);
} else {
- // read from intermediate (our scale wrote into these)
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0);
-
- // We are not performing our blur so go directly to output.
- RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
+ // We are only writing output
+ RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1);
}
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2);
RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->draw_command_end_label();
}
@@ -1683,8 +1504,8 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.view_index = v;
push_constant.orthogonal = p_projections[v].is_orthogonal();
push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
- push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]);
- push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]);
+ push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]);
+ push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0];
push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1];
push_constant.vertical = 0;
@@ -1699,8 +1520,8 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.increment = 1;
}
- push_constant.screen_size[0] = p_screen_size.width;
- push_constant.screen_size[1] = p_screen_size.height;
+ push_constant.screen_size[0] = p_ssr_buffers.size.width;
+ push_constant.screen_size[1] = p_ssr_buffers.size.height;
// Horizontal pass
@@ -1710,25 +1531,25 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]);
- RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
-
- RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate }));
- RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0);
+ RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output }));
+ RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0);
- RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled }));
+ RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
- RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] }));
- RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] }));
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2);
+ RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate }));
+ RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] }));
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2);
- RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled }));
+ RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled }));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
+ RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
+
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// Vertical pass
@@ -1740,16 +1561,16 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
push_constant.vertical = 1;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1);
- if (v != p_view_count - 1) {
+ if (v != view_count - 1) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
@@ -1762,36 +1583,6 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
RD::get_singleton()->compute_list_end();
}
-void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) {
- for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
- p_ssr_buffers.output_slices[v] = RID();
- }
-
- if (p_ssr_buffers.output.is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.output);
- p_ssr_buffers.output = RID();
- }
-
- if (p_ssr_buffers.intermediate.is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.intermediate);
- p_ssr_buffers.intermediate = RID();
- }
-
- if (p_ssr_buffers.blur_radius[0].is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]);
- RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]);
- p_ssr_buffers.blur_radius[0] = RID();
- p_ssr_buffers.blur_radius[1] = RID();
- }
-
- if (p_ssr_buffers.depth_scaled.is_valid()) {
- RD::get_singleton()->free(p_ssr_buffers.depth_scaled);
- p_ssr_buffers.depth_scaled = RID();
- RD::get_singleton()->free(p_ssr_buffers.normal_scaled);
- p_ssr_buffers.normal_scaled = RID();
- }
-}
-
/* Subsurface scattering */
void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index dfaf3881bb..8585277e19 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* ss_effects.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* ss_effects.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 SS_EFFECTS_RD_H
#define SS_EFFECTS_RD_H
@@ -48,6 +48,26 @@
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
+#define RB_SCOPE_SSDS SNAME("rb_ssds")
+#define RB_SCOPE_SSIL SNAME("rb_ssil")
+#define RB_SCOPE_SSAO SNAME("rb_ssao")
+#define RB_SCOPE_SSR SNAME("rb_ssr")
+
+#define RB_LINEAR_DEPTH SNAME("linear_depth")
+#define RB_FINAL SNAME("final")
+#define RB_LAST_FRAME SNAME("last_frame")
+#define RB_DEINTERLEAVED SNAME("deinterleaved")
+#define RB_DEINTERLEAVED_PONG SNAME("deinterleaved_pong")
+#define RB_EDGES SNAME("edges")
+#define RB_IMPORTANCE_MAP SNAME("importance_map")
+#define RB_IMPORTANCE_PONG SNAME("importance_pong")
+
+#define RB_DEPTH_SCALED SNAME("depth_scaled")
+#define RB_NORMAL_SCALED SNAME("normal_scaled")
+#define RB_BLUR_RADIUS SNAME("blur_radius")
+#define RB_INTERMEDIATE SNAME("intermediate")
+#define RB_OUTPUT SNAME("output")
+
class RenderSceneBuffersRD;
namespace RendererRD {
@@ -64,7 +84,7 @@ public:
/* SS Downsampler */
- void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection);
+ void downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection);
/* SSIL */
void ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
@@ -75,23 +95,6 @@ public:
int buffer_height;
int half_buffer_width;
int half_buffer_height;
-
- RID ssil_final;
- RID deinterleaved;
- Vector<RID> deinterleaved_slices;
- RID pong;
- Vector<RID> pong_slices;
- RID edges;
- Vector<RID> edges_slices;
- RID importance_map[2];
- RID depth_texture_view;
-
- RID last_frame;
- Vector<RID> last_frame_slices;
-
- RID gather_uniform_set;
- RID importance_map_uniform_set;
- RID projection_uniform_set;
};
struct SSILSettings {
@@ -100,12 +103,11 @@ public:
float sharpness = 0.98;
float normal_rejection = 1.0;
- Size2i full_screen_size = Size2i();
+ Size2i full_screen_size;
};
- void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
- void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
- void ssil_free(SSILRenderBuffers &p_ssil_buffers);
+ void ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings);
+ void screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
/* SSAO */
void ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to);
@@ -116,17 +118,6 @@ public:
int buffer_height;
int half_buffer_width;
int half_buffer_height;
-
- RID ao_deinterleaved;
- Vector<RID> ao_deinterleaved_slices;
- RID ao_pong;
- Vector<RID> ao_pong_slices;
- RID ao_final;
- RID importance_map[2];
- RID depth_texture_view;
-
- RID gather_uniform_set;
- RID importance_map_uniform_set;
};
struct SSAOSettings {
@@ -137,12 +128,11 @@ public:
float horizon = 0.06;
float sharpness = 0.98;
- Size2i full_screen_size = Size2i();
+ Size2i full_screen_size;
};
- void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
- void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
- void ssao_free(SSAORenderBuffers &p_ssao_buffers);
+ void ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings);
+ void generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
/* Screen Space Reflection */
void ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
@@ -150,18 +140,10 @@ public:
struct SSRRenderBuffers {
Size2i size;
RenderingServer::EnvironmentSSRRoughnessQuality roughness_quality = RenderingServer::ENV_SSR_ROUGHNESS_QUALITY_DISABLED;
-
- RID normal_scaled;
- RID depth_scaled;
- RID blur_radius[2];
- RID intermediate;
- RID output;
- RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
};
- void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count);
- void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
- void ssr_free(SSRRenderBuffers &p_ssr_buffers);
+ void ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format);
+ void screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets);
/* subsurface scattering */
void sss_set_quality(RS::SubSurfaceScatteringQuality p_quality);
@@ -223,7 +205,6 @@ private:
SSEffectsDownsamplePushConstant downsample_push_constant;
SsEffectsDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
- RID downsample_uniform_set;
bool used_half_size_last_frame = false;
bool used_mips_last_frame = false;
bool used_full_mips_last_frame = false;
@@ -332,7 +313,7 @@ private:
RID pipelines[SSIL_MAX];
} ssil;
- void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
+ void gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const RID *p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
/* SSAO */
@@ -426,7 +407,7 @@ private:
RID pipelines[SSAO_MAX];
} ssao;
- void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+ void gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
/* Screen Space Reflection */
diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp
index 657385a509..61e0d3866c 100644
--- a/servers/rendering/renderer_rd/effects/taa.cpp
+++ b/servers/rendering/renderer_rd/effects/taa.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* taa.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* taa.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "taa.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h
index ce4af18866..9e7ad76fb8 100644
--- a/servers/rendering/renderer_rd/effects/taa.h
+++ b/servers/rendering/renderer_rd/effects/taa.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* taa.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* taa.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 TAA_RD_H
#define TAA_RD_H
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
index 3a47b1420b..7b152b524f 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* tone_mapper.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* tone_mapper.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "tone_mapper.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h
index e91118e241..afd2f8e401 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.h
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* tone_mapper.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* tone_mapper.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 TONE_MAPPER_RD_H
#define TONE_MAPPER_RD_H
diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp
index 5ff00aa94c..4bc5d7b597 100644
--- a/servers/rendering/renderer_rd/effects/vrs.cpp
+++ b/servers/rendering/renderer_rd/effects/vrs.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* vrs.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* vrs.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "vrs.h"
#include "../renderer_compositor_rd.h"
@@ -92,18 +92,15 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
}
Size2i VRS::get_vrs_texture_size(const Size2i p_base_size) const {
- // TODO we should find some way to store this properly, we're assuming 16x16 as this seems to be the standard but in our vrs_capacities we
- // obtain a minimum and maximum size, and we should choose something within this range and then make sure that is consistently set when creating
- // our frame buffer. Also it is important that we make the resulting size we calculate down below available to the end user so they know the size
- // of the VRS buffer to supply.
- Size2i texel_size = Size2i(16, 16);
-
- int width = p_base_size.x / texel_size.x;
- if (p_base_size.x % texel_size.x != 0) {
+ int32_t texel_width = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_WIDTH);
+ int32_t texel_height = RD::get_singleton()->limit_get(RD::LIMIT_VRS_TEXEL_HEIGHT);
+
+ int width = p_base_size.x / texel_width;
+ if (p_base_size.x % texel_width != 0) {
width++;
}
- int height = p_base_size.y / texel_size.y;
- if (p_base_size.y % texel_size.y != 0) {
+ int height = p_base_size.y / texel_height;
+ if (p_base_size.y % texel_height != 0) {
height++;
}
return Size2i(width, height);
diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h
index 7125c6455d..b18cf55791 100644
--- a/servers/rendering/renderer_rd/effects/vrs.h
+++ b/servers/rendering/renderer_rd/effects/vrs.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* vrs.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. */
-/*************************************************************************/
+/**************************************************************************/
+/* vrs.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 VRS_RD_H
#define VRS_RD_H