diff options
Diffstat (limited to 'servers/rendering/renderer_rd/effects_rd.h')
| -rw-r--r-- | servers/rendering/renderer_rd/effects_rd.h | 212 |
1 files changed, 163 insertions, 49 deletions
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index cd106e6630..0db0919dbc 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -33,14 +33,20 @@ #include "core/math/camera_matrix.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h" @@ -60,6 +66,50 @@ #include "servers/rendering_server.h" class EffectsRD { +private: + bool prefer_raster_effects; + + enum BlurRasterMode { + BLUR_MIPMAP, + + BLUR_MODE_GAUSSIAN_BLUR, + BLUR_MODE_GAUSSIAN_GLOW, + BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, + BLUR_MODE_COPY, + + BLUR_MODE_MAX + }; + + enum { + BLUR_FLAG_HORIZONTAL = (1 << 0), + BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1), + BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2), + }; + + struct BlurRasterPushConstant { + float pixel_size[2]; + uint32_t flags; + uint32_t pad; + + //glow + float glow_strength; + float glow_bloom; + float glow_hdr_threshold; + float glow_hdr_scale; + + float glow_exposure; + float glow_white; + float glow_luminance_cap; + float glow_auto_exposure_grey; + }; + + struct BlurRaster { + BlurRasterPushConstant push_constant; + BlurRasterShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[BLUR_MODE_MAX]; + } blur_raster; + enum CopyMode { COPY_MODE_GAUSSIAN_COPY, COPY_MODE_GAUSSIAN_COPY_8BIT, @@ -161,9 +211,11 @@ class EffectsRD { struct CubemapRoughness { CubemapRoughnessPushConstant push_constant; - CubemapRoughnessShaderRD shader; + CubemapRoughnessShaderRD compute_shader; + CubemapRoughnessRasterShaderRD raster_shader; RID shader_version; - RID pipeline; + RID compute_pipeline; + PipelineCacheRD raster_pipeline; } roughness; enum TonemapMode { @@ -171,39 +223,43 @@ class EffectsRD { TONEMAP_MODE_BICUBIC_GLOW_FILTER, TONEMAP_MODE_1D_LUT, TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT, + TONEMAP_MODE_SUBPASS, + TONEMAP_MODE_SUBPASS_1D_LUT, TONEMAP_MODE_NORMAL_MULTIVIEW, TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, TONEMAP_MODE_1D_LUT_MULTIVIEW, TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, + TONEMAP_MODE_SUBPASS_MULTIVIEW, + TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, TONEMAP_MODE_MAX }; struct TonemapPushConstant { - float bcs[3]; - uint32_t use_bcs; + float bcs[3]; // 12 - 12 + uint32_t use_bcs; // 4 - 16 - uint32_t use_glow; - uint32_t use_auto_exposure; - uint32_t use_color_correction; - uint32_t tonemapper; + uint32_t use_glow; // 4 - 20 + uint32_t use_auto_exposure; // 4 - 24 + uint32_t use_color_correction; // 4 - 28 + uint32_t tonemapper; // 4 - 32 - uint32_t glow_texture_size[2]; - float glow_intensity; - uint32_t pad3; + uint32_t glow_texture_size[2]; // 8 - 40 + float glow_intensity; // 4 - 44 + uint32_t pad3; // 4 - 48 - uint32_t glow_mode; - float glow_levels[7]; + uint32_t glow_mode; // 4 - 52 + float glow_levels[7]; // 28 - 80 - float exposure; - float white; - float auto_exposure_grey; - uint32_t pad2; + float exposure; // 4 - 84 + float white; // 4 - 88 + float auto_exposure_grey; // 4 - 92 + float luminance_multiplier; // 4 - 96 - float pixel_size[2]; - uint32_t use_fxaa; - uint32_t use_debanding; + float pixel_size[2]; // 8 - 104 + uint32_t use_fxaa; // 4 - 108 + uint32_t use_debanding; // 4 - 112 }; /* tonemap actually writes to a framebuffer, which is @@ -239,11 +295,33 @@ class EffectsRD { 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 { + LuminanceReduceRasterPushConstant push_constant; + LuminanceReduceRasterShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; + } luminance_reduce_raster; + struct CopyToDPPushConstant { float z_far; float z_near; - uint32_t z_flip; - uint32_t pad; + float texel_size[2]; float screen_rect[4]; }; @@ -281,7 +359,9 @@ class EffectsRD { enum BokehMode { BOKEH_GEN_BLUR_SIZE, BOKEH_GEN_BOKEH_BOX, + BOKEH_GEN_BOKEH_BOX_NOWEIGHT, BOKEH_GEN_BOKEH_HEXAGONAL, + BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, BOKEH_GEN_BOKEH_CIRCULAR, BOKEH_COMPOSITE, BOKEH_MAX @@ -289,9 +369,11 @@ class EffectsRD { struct Bokeh { BokehPushConstant push_constant; - BokehDofShaderRD shader; + BokehDofShaderRD compute_shader; + BokehDofRasterShaderRD raster_shader; RID shader_version; - RID pipelines[BOKEH_MAX]; + RID compute_pipelines[BOKEH_MAX]; + PipelineCacheRD raster_pipelines[BOKEH_MAX]; } bokeh; enum SSAOMode { @@ -385,12 +467,10 @@ class EffectsRD { SSAODownsamplePushConstant downsample_push_constant; SsaoDownsampleShaderRD downsample_shader; RID downsample_shader_version; - RID downsample_uniform_set; SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; - RID gather_uniform_set; RID gather_constants_buffer; bool gather_initialized = false; @@ -398,7 +478,6 @@ class EffectsRD { SsaoImportanceMapShaderRD importance_map_shader; RID importance_map_shader_version; RID importance_map_load_counter; - RID importance_map_uniform_set; RID counter_uniform_set; SSAOBlurPushConstant blur_push_constant; @@ -429,15 +508,17 @@ class EffectsRD { struct CubemapDownsamplerPushConstant { uint32_t face_size; - float pad[3]; + uint32_t face_id; + float pad[2]; }; struct CubemapDownsampler { CubemapDownsamplerPushConstant push_constant; - CubemapDownsamplerShaderRD shader; + CubemapDownsamplerShaderRD compute_shader; + CubemapDownsamplerRasterShaderRD raster_shader; RID shader_version; - RID pipeline; - + RID compute_pipeline; + PipelineCacheRD raster_pipeline; } cubemap_downsampler; enum CubemapFilterMode { @@ -448,10 +529,19 @@ class EffectsRD { FILTER_MODE_MAX, }; + struct CubemapFilterRasterPushConstant { + uint32_t mip_level; + uint32_t face_id; + float pad[2]; + }; + struct CubemapFilter { - CubemapFilterShaderRD shader; + CubemapFilterShaderRD compute_shader; + CubemapFilterRasterShaderRD raster_shader; RID shader_version; - RID pipelines[FILTER_MODE_MAX]; + RID compute_pipelines[FILTER_MODE_MAX]; + PipelineCacheRD raster_pipelines[FILTER_MODE_MAX]; + RID uniform_set; RID image_uniform_set; RID coefficient_buffer; @@ -459,15 +549,6 @@ class EffectsRD { } filter; - struct SkyPushConstant { - float orientation[12]; // 48 - 48 - float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 64, if we ever need more then 3 we should consider adding this to a set. - float position[3]; // 12 - 92 - float multiplier; // 4 - 96 - float time; // 4 - 100 - float pad[3]; // 12 - 112 - }; - enum SpecularMergeMode { SPECULAR_MERGE_ADD, SPECULAR_MERGE_SSR, @@ -593,6 +674,7 @@ class EffectsRD { enum ResolveMode { RESOLVE_MODE_GI, RESOLVE_MODE_GI_VOXEL_GI, + RESOLVE_MODE_DEPTH, RESOLVE_MODE_MAX }; @@ -628,6 +710,7 @@ class EffectsRD { RID index_array; Map<RID, RID> texture_to_uniform_set_cache; + Map<RID, RID> input_to_uniform_set_cache; Map<RID, RID> image_to_uniform_set_cache; @@ -661,6 +744,7 @@ class EffectsRD { Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache; RID _get_uniform_set_from_image(RID p_texture); + RID _get_uniform_set_for_input(RID p_texture); RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler); @@ -668,6 +752,8 @@ class EffectsRD { RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2); public: + bool get_prefer_raster_effects(); + 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()); void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); @@ -677,12 +763,36 @@ public: void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false); void set_color(RID p_dest_texture, const Color &p_color, 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_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_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_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); - void 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); + void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); + void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); - void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip); + void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size); + 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 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 = false); - void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_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, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); + void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); + + struct BokehBuffers { + // bokeh buffers + + // textures + Size2i base_texture_size; + RID base_texture; + RID depth_texture; + RID secondary_texture; + RID half_texture[2]; + + // raster only + RID base_fb; + RID secondary_fb; // with weights + RID half_fb[2]; // with weights + RID base_weight_fb; + RID weight_texture[4]; + }; + + void bokeh_dof(const BokehBuffers &p_buffers, 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, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); + void bokeh_dof_raster(const BokehBuffers &p_buffers, 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_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal); struct TonemapSettings { bool use_glow = false; @@ -708,6 +818,7 @@ public: bool use_auto_exposure = false; float auto_exposure_grey = 0.5; RID exposure_texture; + float luminance_multiplier = 1.0; bool use_bcs = false; float brightness = 1.0; @@ -745,24 +856,27 @@ public: }; void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); + void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings); - void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass); - void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets); + 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 generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); + void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size); void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array); - void 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, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position); + void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level); void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::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); void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection); void 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, RS::SubSurfaceScatteringQuality p_quality); 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 sort_buffer(RID p_uniform_set, int p_size); - EffectsRD(); + EffectsRD(bool p_prefer_raster_effects); ~EffectsRD(); }; |