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diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
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+++ b/servers/rendering/renderer_rd/effects_rd.cpp
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+/*************************************************************************/
+/* effects_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "effects_rd.h"
+
+#include "core/config/project_settings.h"
+#include "core/os/os.h"
+
+#include "thirdparty/misc/cubemap_coeffs.h"
+
+static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
+ p_array[0] = p_basis.elements[0][0];
+ p_array[1] = p_basis.elements[1][0];
+ p_array[2] = p_basis.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_basis.elements[0][1];
+ p_array[5] = p_basis.elements[1][1];
+ p_array[6] = p_basis.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_basis.elements[0][2];
+ p_array[9] = p_basis.elements[1][2];
+ p_array[10] = p_basis.elements[2][2];
+ p_array[11] = 0;
+}
+
+static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+}
+
+RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
+ if (image_to_uniform_set_cache.has(p_image)) {
+ RID uniform_set = image_to_uniform_set_cache[p_image];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_image);
+ uniforms.push_back(u);
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
+
+ image_to_uniform_set_cache[p_image] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
+ if (texture_to_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = texture_to_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ //anything with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
+
+ texture_to_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
+ if (texture_to_compute_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
+
+ texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
+ TexturePair tp;
+ tp.texture1 = p_texture1;
+ tp.texture2 = p_texture2;
+
+ if (texture_pair_to_compute_uniform_set_cache.has(tp)) {
+ RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture1);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture2);
+ uniforms.push_back(u);
+ }
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1);
+
+ texture_pair_to_compute_uniform_set_cache[tp] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) {
+ TexturePair tp;
+ tp.texture1 = p_texture1;
+ tp.texture2 = p_texture2;
+
+ if (image_pair_to_compute_uniform_set_cache.has(tp)) {
+ RID uniform_set = image_pair_to_compute_uniform_set_cache[tp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_texture1);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_texture2);
+ uniforms.push_back(u);
+ }
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3);
+
+ image_pair_to_compute_uniform_set_cache[tp] = uniform_set;
+
+ return uniform_set;
+}
+
+void EffectsRD::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, bool p_panorama) {
+ zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+
+ copy_to_fb.push_constant.use_section = true;
+ 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;
+ }
+
+ RD::DrawListID draw_list = p_draw_list;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_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, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, 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);
+}
+
+void EffectsRD::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) {
+ zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+
+ if (p_flip_y) {
+ copy_to_fb.push_constant.flip_y = true;
+ }
+ if (p_force_luminance) {
+ copy_to_fb.push_constant.force_luminance = true;
+ }
+ if (p_alpha_to_zero) {
+ copy_to_fb.push_constant.alpha_to_zero = true;
+ }
+ if (p_srgb) {
+ copy_to_fb.push_constant.srgb = true;
+ }
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_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, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ if (p_secondary.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, 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 EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ if (p_force_luminance) {
+ copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
+ }
+
+ if (p_all_source) {
+ copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
+ }
+
+ if (p_alpha_to_one) {
+ copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_panorama_size.width;
+ copy.push_constant.section[3] = p_panorama_size.height;
+ copy.push_constant.target[0] = 0;
+ copy.push_constant.target[1] = 0;
+ copy.push_constant.camera_z_far = p_lod;
+
+ int32_t x_groups = (p_panorama_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_panorama_size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::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) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+ copy.push_constant.camera_z_far = p_z_far;
+ copy.push_constant.camera_z_near = p_z_near;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ 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.set_color[0] = p_color.r;
+ copy.push_constant.set_color[1] = p_color.g;
+ copy.push_constant.set_color[2] = p_color.b;
+ copy.push_constant.set_color[3] = p_color.a;
+
+ int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ uint32_t base_flags = 0;
+ 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;
+
+ int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
+ //HORIZONTAL
+ RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
+
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //VERTICAL
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
+
+ copy.push_constant.flags = base_flags;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::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_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
+ uint32_t base_flags = 0;
+
+ int32_t x_groups = (p_size.width + 7) / 8;
+ int32_t y_groups = (p_size.height + 7) / 8;
+
+ copy.push_constant.section[2] = p_size.x;
+ copy.push_constant.section[3] = p_size.y;
+
+ copy.push_constant.glow_strength = p_strength;
+ copy.push_constant.glow_bloom = p_bloom;
+ copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ copy.push_constant.glow_exposure = p_exposure;
+ copy.push_constant.glow_white = 0; //actually unused
+ copy.push_constant.glow_luminance_cap = p_luminance_cap;
+
+ copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
+ if (p_auto_exposure.is_valid() && p_first_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_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);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
+
+ { //scale color and depth to half
+ ssr_scale.push_constant.camera_z_far = p_camera.get_z_far();
+ ssr_scale.push_constant.camera_z_near = p_camera.get_z_near();
+ ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr_scale.push_constant.filter = false; //enabling causes arctifacts
+ ssr_scale.push_constant.screen_size[0] = p_screen_size.x;
+ ssr_scale.push_constant.screen_size[1] = p_screen_size.y;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ {
+ ssr.push_constant.camera_z_far = p_camera.get_z_far();
+ ssr.push_constant.camera_z_near = p_camera.get_z_near();
+ ssr.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr.push_constant.screen_size[0] = p_screen_size.x;
+ ssr.push_constant.screen_size[1] = p_screen_size.y;
+ ssr.push_constant.curve_fade_in = p_fade_in;
+ ssr.push_constant.distance_fade = p_fade_out;
+ ssr.push_constant.num_steps = p_max_steps;
+ ssr.push_constant.depth_tolerance = p_tolerance;
+ ssr.push_constant.use_half_res = true;
+ ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
+ ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
+ ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
+ ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
+ ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
+ store_camera(p_camera, ssr.push_constant.projection);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant));
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0);
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_metallic, p_normal_roughness), 3);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
+ //blur
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
+ ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
+ ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
+ ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
+ ssr_filter.push_constant.vertical = 0;
+ if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) {
+ ssr_filter.push_constant.steps = p_max_steps / 3;
+ ssr_filter.push_constant.increment = 3;
+ } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) {
+ ssr_filter.push_constant.steps = p_max_steps / 2;
+ ssr_filter.push_constant.increment = 2;
+ } else {
+ ssr_filter.push_constant.steps = p_max_steps;
+ ssr_filter.push_constant.increment = 1;
+ }
+
+ ssr_filter.push_constant.screen_size[0] = p_screen_size.width;
+ ssr_filter.push_constant.screen_size[1] = p_screen_size.height;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
+
+ ssr_filter.push_constant.vertical = 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
+
+ Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
+ { //scale color and depth to half
+ sss.push_constant.camera_z_far = p_camera.get_z_far();
+ sss.push_constant.camera_z_near = p_camera.get_z_near();
+ sss.push_constant.orthogonal = p_camera.is_orthogonal();
+ sss.push_constant.unit_size = unit_size;
+ sss.push_constant.screen_size[0] = p_screen_size.x;
+ sss.push_constant.screen_size[1] = p_screen_size.y;
+ sss.push_constant.vertical = false;
+ sss.push_constant.scale = p_scale;
+ sss.push_constant.depth_scale = p_depth_scale;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ sss.push_constant.vertical = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+}
+
+void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
+
+ if (p_reflection.is_valid()) {
+ if (p_base.is_valid()) {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].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, _get_uniform_set_from_texture(p_base), 2);
+ } else {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].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, _get_uniform_set_from_texture(p_specular), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1);
+
+ } else {
+ if (p_base.is_valid()) {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].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, _get_uniform_set_from_texture(p_base), 2);
+ } else {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].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, _get_uniform_set_from_texture(p_specular), 0);
+ }
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
+
+ int32_t x_groups = (p_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
+ CopyToDPPushConstant push_constant;
+ push_constant.screen_size[0] = p_rect.size.x;
+ push_constant.screen_size[1] = p_rect.size.y;
+ push_constant.dest_offset[0] = p_rect.position.x;
+ push_constant.dest_offset[1] = p_rect.position.y;
+ push_constant.bias = p_bias;
+ push_constant.z_far = p_z_far;
+ push_constant.z_near = p_z_near;
+ push_constant.z_flip = p_dp_flip;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cube_to_dp.pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
+ zeromem(&tonemap.push_constant, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+ tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
+ tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
+ tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
+ tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
+ tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
+ tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
+ tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
+ tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
+ tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
+ tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
+ tonemap.push_constant.glow_mode = p_settings.glow_mode;
+
+ int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
+ if (p_settings.use_1d_color_correction) {
+ mode += 2;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
+ tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ luminance_reduce.push_constant.source_size[0] = p_source_size.x;
+ luminance_reduce.push_constant.source_size[1] = p_source_size.y;
+ luminance_reduce.push_constant.max_luminance = p_max_luminance;
+ luminance_reduce.push_constant.min_luminance = p_min_luminance;
+ luminance_reduce.push_constant.exposure_adjust = p_adjust;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (int i = 0; i < p_reduce.size(); i++) {
+ if (i == 0) {
+ 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, _get_compute_uniform_set_from_texture(p_source_texture), 0);
+ } else {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
+
+ if (i == p_reduce.size() - 1 && !p_set) {
+ 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, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
+
+ int32_t x_groups = (luminance_reduce.push_constant.source_size[0] - 1) / 8 + 1;
+ int32_t y_groups = (luminance_reduce.push_constant.source_size[1] - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
+ luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ bokeh.push_constant.blur_far_active = p_dof_far;
+ bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+ bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+
+ bokeh.push_constant.blur_near_active = p_dof_near;
+ bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+ bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
+ bokeh.push_constant.use_jitter = p_use_jitter;
+ bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
+
+ bokeh.push_constant.z_near = p_cam_znear;
+ bokeh.push_constant.z_far = p_cam_zfar;
+ bokeh.push_constant.orthogonal = p_cam_orthogonal;
+ bokeh.push_constant.blur_size = p_bokeh_size;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+
+ bokeh.push_constant.blur_scale = 0.5;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ /* FIRST PASS */
+ // The alpha channel of the source color texture is filled with the expected circle size
+ // If used for DOF far, the size is positive, if used for near, its negative.
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
+
+ int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+ int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
+
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
+
+ bokeh.push_constant.steps = quality_samples[p_quality];
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+
+ x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
+ y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
+
+ } else {
+ //medium and high quality use full size
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //third pass
+ bokeh.push_constant.second_pass = true;
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //forth pass, upscale for low quality
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1);
+
+ x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+ y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+ } else {
+ //circle
+
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+
+ bokeh.push_constant.steps = 0;
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+
+ //circle always runs in half size, otherwise too expensive
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+
+ x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
+ y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //circle is just one pass, then upscale
+
+ // upscale
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
+
+ x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+ y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) {
+ //minify first
+ ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal();
+ ssao.minify_push_constant.z_near = p_projection.get_z_near();
+ ssao.minify_push_constant.z_far = p_projection.get_z_far();
+ ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
+ ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
+ ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x;
+ ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ /* FIRST PASS */
+ // Minify the depth buffer.
+
+ for (int i = 0; i < depth_mipmaps.size(); i++) {
+ if (i == 0) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
+ } else {
+ if (i == 1) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant));
+ // shrink after set
+ ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1);
+ ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1);
+
+ int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1;
+ int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ /* SECOND PASS */
+ // Gather samples
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1);
+ if (!p_half_size) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3);
+
+ ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y;
+ if (p_half_size) {
+ ssao.gather_push_constant.screen_size[0] >>= 1;
+ ssao.gather_push_constant.screen_size[1] >>= 1;
+ }
+ ssao.gather_push_constant.z_far = p_projection.get_z_far();
+ ssao.gather_push_constant.z_near = p_projection.get_z_near();
+ ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal();
+
+ ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]);
+ ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]);
+ ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+ ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
+ //ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+ //ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
+
+ ssao.gather_push_constant.radius = p_radius;
+
+ ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0]));
+ ssao.gather_push_constant.bias = p_bias;
+ ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f);
+
+ ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
+ ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
+
+ int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1;
+ int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ /* THIRD PASS */
+ // Blur horizontal
+
+ ssao.blur_push_constant.edge_sharpness = p_edge_sharpness;
+ ssao.blur_push_constant.filter_scale = p_blur;
+ ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0];
+ ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1];
+ ssao.blur_push_constant.z_far = p_projection.get_z_far();
+ ssao.blur_push_constant.z_near = p_projection.get_z_near();
+ ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal();
+ ssao.blur_push_constant.axis[0] = 1;
+ ssao.blur_push_constant.axis[1] = 0;
+
+ if (p_blur != RS::ENV_SSAO_BLUR_DISABLED) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
+ if (p_half_size) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ /* THIRD PASS */
+ // Blur vertical
+
+ ssao.blur_push_constant.axis[0] = 0;
+ ssao.blur_push_constant.axis[1] = 1;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+ if (p_half_size) { //must upscale
+
+ /* FOURTH PASS */
+ // upscale if half size
+ //back to full size
+ ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x;
+ ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y;
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway
+
+ x_groups = (p_depth_buffer_size.x - 1) / 8 + 1;
+ y_groups = (p_depth_buffer_size.y - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
+ roughness_limiter.push_constant.screen_size[0] = p_size.x;
+ roughness_limiter.push_constant.screen_size[1] = p_size.y;
+ roughness_limiter.push_constant.curve = p_curve;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness_limiter.pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1);
+
+ int x_groups = (p_size.x - 1) / 8 + 1;
+ int y_groups = (p_size.y - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ zeromem(&roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
+ roughness.push_constant.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;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_framebuffer), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ int x_groups = (p_size - 1) / 8 + 1;
+ int y_groups = (p_size - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
+ cubemap_downsampler.push_constant.face_size = p_size.x;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1);
+
+ int x_groups = (p_size.x - 1) / 8 + 1;
+ int y_groups = (p_size.y - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
+ Vector<RD::Uniform> uniforms;
+ for (int i = 0; i < p_dest_cubemap.size(); i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = i;
+ u.ids.push_back(p_dest_cubemap[i]);
+ uniforms.push_back(u);
+ }
+ if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
+ RD::get_singleton()->free(filter.image_uniform_set);
+ }
+ filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, 0), 2);
+
+ int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
+ pipeline = filter.use_high_quality ? pipeline : pipeline + 1;
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.pipelines[pipeline]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
+
+ int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+ SkyPushConstant sky_push_constant;
+
+ zeromem(&sky_push_constant, sizeof(SkyPushConstant));
+
+ sky_push_constant.proj[0] = p_camera.matrix[2][0];
+ sky_push_constant.proj[1] = p_camera.matrix[0][0];
+ sky_push_constant.proj[2] = p_camera.matrix[2][1];
+ sky_push_constant.proj[3] = p_camera.matrix[1][1];
+ sky_push_constant.position[0] = p_position.x;
+ sky_push_constant.position[1] = p_position.y;
+ sky_push_constant.position[2] = p_position.z;
+ sky_push_constant.multiplier = p_multiplier;
+ sky_push_constant.time = p_time;
+ store_transform_3x3(p_orientation, sky_push_constant.orientation);
+
+ RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
+
+ RD::DrawListID draw_list = p_list;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
+
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_samplers, 0);
+ if (p_uniform_set.is_valid()) { //material may not have uniform set
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
+ }
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+}
+
+void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples) {
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_giprobe.is_valid() ? RESOLVE_MODE_GI_GIPROBE : RESOLVE_MODE_GI]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1);
+ if (p_source_giprobe.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_giprobe), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_giprobe), 3);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1, 8, 8, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
+ uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_source_shadow, p_dest_shadow), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
+}
+void EffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
+ uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
+
+ switch (p_filter) {
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
+ push_constant[5] = 0;
+ } break;
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
+ push_constant[5] = 9;
+ } break;
+ case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
+ push_constant[5] = 18;
+ } break;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
+ if (p_vertical) {
+ push_constant[6] = 1;
+ push_constant[7] = 0;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_shadow, p_backing_shadow), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
+ }
+ if (p_vertical && p_horizontal) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ if (p_horizontal) {
+ push_constant[6] = 0;
+ push_constant[7] = 1;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_backing_shadow, p_shadow), 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
+ }
+}
+
+void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
+ Sort::PushConstant push_constant;
+ push_constant.total_elements = p_size;
+
+ bool done = true;
+
+ int numThreadGroups = ((p_size - 1) >> 9) + 1;
+
+ if (numThreadGroups > 1) {
+ done = false;
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ int presorted = 512;
+
+ while (!done) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ done = true;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
+
+ numThreadGroups = 0;
+
+ if (p_size > presorted) {
+ if (p_size > presorted * 2) {
+ done = false;
+ }
+
+ int pow2 = presorted;
+ while (pow2 < p_size) {
+ pow2 *= 2;
+ }
+ numThreadGroups = pow2 >> 9;
+ }
+
+ unsigned int nMergeSize = presorted * 2;
+
+ for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
+ push_constant.job_params[0] = nMergeSubSize;
+ if (nMergeSubSize == nMergeSize >> 1) {
+ push_constant.job_params[1] = (2 * nMergeSubSize - 1);
+ push_constant.job_params[2] = -1;
+ } else {
+ push_constant.job_params[1] = nMergeSubSize;
+ push_constant.job_params[2] = 1;
+ }
+ push_constant.job_params[3] = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ presorted *= 2;
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+EffectsRD::EffectsRD() {
+ { // Initialize copy
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_MIPMAP\n");
+ copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
+ copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
+ copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
+
+ copy.shader.initialize(copy_modes);
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ copy.shader_version = copy.shader.version_create();
+
+ for (int i = 0; i < COPY_MODE_MAX; i++) {
+ copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+ }
+ }
+ {
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+ copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
+ copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
+
+ copy_to_fb.shader.initialize(copy_modes);
+
+ copy_to_fb.shader_version = copy_to_fb.shader.version_create();
+
+ //use additive
+
+ for (int i = 0; i < COPY_TO_FB_MAX; i++) {
+ copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ }
+
+ {
+ // Initialize roughness
+ Vector<String> cubemap_roughness_modes;
+ cubemap_roughness_modes.push_back("");
+ roughness.shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.shader.version_create();
+
+ roughness.pipeline = RD::get_singleton()->compute_pipeline_create(roughness.shader.version_get_shader(roughness.shader_version, 0));
+ }
+
+ {
+ // Initialize tonemapper
+ Vector<String> tonemap_modes;
+ tonemap_modes.push_back("\n");
+ tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
+ tonemap_modes.push_back("\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+
+ tonemap.shader.initialize(tonemap_modes);
+
+ tonemap.shader_version = tonemap.shader.version_create();
+
+ for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
+ tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ }
+
+ {
+ // 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));
+ }
+ }
+
+ {
+ // Initialize copier
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+
+ cube_to_dp.shader.initialize(copy_modes);
+
+ cube_to_dp.shader_version = cube_to_dp.shader.version_create();
+
+ cube_to_dp.pipeline = RD::get_singleton()->compute_pipeline_create(cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0));
+ }
+
+ {
+ // Initialize bokeh
+ Vector<String> bokeh_modes;
+ bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n");
+ bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+
+ bokeh.shader.initialize(bokeh_modes);
+
+ bokeh.shader_version = bokeh.shader.version_create();
+
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i));
+ }
+ }
+
+ {
+ // Initialize ssao
+ uint32_t pipeline = 0;
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MINIFY_START\n");
+ ssao_modes.push_back("\n");
+
+ ssao.minify_shader.initialize(ssao_modes);
+
+ ssao.minify_shader_version = ssao.minify_shader.version_create();
+
+ for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i));
+ pipeline++;
+ }
+ }
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n");
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n");
+
+ ssao.gather_shader.initialize(ssao_modes);
+
+ ssao.gather_shader_version = ssao.gather_shader.version_create();
+
+ for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW));
+ pipeline++;
+ }
+ }
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_FULL_SIZE\n");
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define MODE_UPSCALE\n");
+
+ ssao.blur_shader.initialize(ssao_modes);
+
+ ssao.blur_shader_version = ssao.blur_shader.version_create();
+
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
+
+ pipeline++;
+ }
+ }
+
+ ERR_FAIL_COND(pipeline != SSAO_MAX);
+ }
+
+ {
+ // Initialize roughness limiter
+ Vector<String> shader_modes;
+ shader_modes.push_back("");
+
+ roughness_limiter.shader.initialize(shader_modes);
+
+ roughness_limiter.shader_version = roughness_limiter.shader.version_create();
+
+ roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0));
+ }
+
+ {
+ //Initialize cubemap downsampler
+ Vector<String> cubemap_downsampler_modes;
+ cubemap_downsampler_modes.push_back("");
+ cubemap_downsampler.shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.shader.version_create();
+
+ cubemap_downsampler.pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.shader.version_get_shader(cubemap_downsampler.shader_version, 0));
+ }
+
+ {
+ // Initialize cubemap filter
+ filter.use_high_quality = GLOBAL_GET("rendering/quality/reflections/fast_filter_high_quality");
+
+ Vector<String> cubemap_filter_modes;
+ cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n");
+ cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n");
+ cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n");
+ cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n");
+ filter.shader.initialize(cubemap_filter_modes);
+ filter.shader_version = filter.shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.shader.version_get_shader(filter.shader_version, i));
+ }
+
+ if (filter.use_high_quality) {
+ filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0], false);
+ } else {
+ filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0], false);
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
+ }
+
+ {
+ Vector<String> specular_modes;
+ specular_modes.push_back("\n#define MODE_MERGE\n");
+ specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
+ specular_modes.push_back("\n");
+ specular_modes.push_back("\n#define MODE_SSR\n");
+
+ specular_merge.shader.initialize(specular_modes);
+
+ specular_merge.shader_version = specular_merge.shader.version_create();
+
+ //use additive
+
+ RD::PipelineColorBlendState::Attachment ba;
+ ba.enable_blend = true;
+ ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.color_blend_op = RD::BLEND_OP_ADD;
+ ba.alpha_blend_op = RD::BLEND_OP_ADD;
+
+ RD::PipelineColorBlendState blend_additive;
+ blend_additive.attachments.push_back(ba);
+
+ for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
+ RD::PipelineColorBlendState blend_state;
+ if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) {
+ blend_state = blend_additive;
+ } else {
+ blend_state = RD::PipelineColorBlendState::create_disabled();
+ }
+ specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ }
+
+ {
+ Vector<String> ssr_modes;
+ ssr_modes.push_back("\n");
+ ssr_modes.push_back("\n#define MODE_ROUGH\n");
+
+ ssr.shader.initialize(ssr_modes);
+
+ ssr.shader_version = ssr.shader.version_create();
+
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
+ ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> ssr_filter_modes;
+ ssr_filter_modes.push_back("\n");
+ ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
+
+ ssr_filter.shader.initialize(ssr_filter_modes);
+
+ ssr_filter.shader_version = ssr_filter.shader.version_create();
+
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
+ ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> ssr_scale_modes;
+ ssr_scale_modes.push_back("\n");
+
+ ssr_scale.shader.initialize(ssr_scale_modes);
+
+ ssr_scale.shader_version = ssr_scale.shader.version_create();
+
+ ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
+ }
+
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+
+ sss.shader.initialize(sss_modes);
+
+ sss.shader_version = sss.shader.version_create();
+
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> resolve_modes;
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define GIPROBE_RESOLVE\n");
+
+ resolve.shader.initialize(resolve_modes);
+
+ resolve.shader_version = resolve.shader.version_create();
+
+ for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
+ resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> shadow_reduce_modes;
+ shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
+ shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
+
+ shadow_reduce.shader.initialize(shadow_reduce_modes);
+
+ shadow_reduce.shader_version = shadow_reduce.shader.version_create();
+
+ for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
+ shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> sort_modes;
+ sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
+ sort_modes.push_back("\n#define MODE_SORT_STEP\n");
+ sort_modes.push_back("\n#define MODE_SORT_INNER\n");
+
+ sort.shader.initialize(sort_modes);
+
+ sort.shader_version = sort.shader.version_create();
+
+ for (int i = 0; i < SORT_MODE_MAX; i++) {
+ sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
+ }
+ }
+
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.max_lod = 0;
+
+ default_sampler = RD::get_singleton()->sampler_create(sampler);
+
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.max_lod = 1e20;
+
+ default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
+
+ { //create index array for copy shaders
+ Vector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ uint8_t *w = pv.ptrw();
+ int *p32 = (int *)w;
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
+ }
+}
+
+EffectsRD::~EffectsRD() {
+ if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
+ RD::get_singleton()->free(filter.image_uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) {
+ RD::get_singleton()->free(filter.uniform_set);
+ }
+
+ RD::get_singleton()->free(default_sampler);
+ RD::get_singleton()->free(default_mipmap_sampler);
+ RD::get_singleton()->free(index_buffer); //array gets freed as dependency
+ RD::get_singleton()->free(filter.coefficient_buffer);
+
+ bokeh.shader.version_free(bokeh.shader_version);
+ copy.shader.version_free(copy.shader_version);
+ copy_to_fb.shader.version_free(copy_to_fb.shader_version);
+ cube_to_dp.shader.version_free(cube_to_dp.shader_version);
+ cubemap_downsampler.shader.version_free(cubemap_downsampler.shader_version);
+ filter.shader.version_free(filter.shader_version);
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ resolve.shader.version_free(resolve.shader_version);
+ roughness.shader.version_free(roughness.shader_version);
+ roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ sort.shader.version_free(sort.shader_version);
+ specular_merge.shader.version_free(specular_merge.shader_version);
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.minify_shader.version_free(ssao.minify_shader_version);
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+ sss.shader.version_free(sss.shader_version);
+ tonemap.shader.version_free(tonemap.shader_version);
+ shadow_reduce.shader.version_free(shadow_reduce.shader_version);
+}