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path: root/servers/rendering/renderer_rd/environment/gi.cpp
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Diffstat (limited to 'servers/rendering/renderer_rd/environment/gi.cpp')
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp361
1 files changed, 194 insertions, 167 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index a749e7d5bc..feafcc42c9 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -109,6 +109,7 @@ void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xfo
Vector<Vector<uint8_t>> s;
s.push_back(p_distance_field);
voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
+ RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture");
}
#if 0
{
@@ -122,6 +123,7 @@ void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xfo
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM);
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT);
voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(voxel_gi->sdf_texture, "VoxelGI SDF Texture");
}
RID shared_tex;
{
@@ -372,15 +374,15 @@ RID GI::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
////////////////////////////////////////////////////////////////////////////////
// SDFGI
-void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) {
+void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
gi = p_gi;
- num_cascades = p_env->sdfgi_cascades;
- min_cell_size = p_env->sdfgi_min_cell_size;
- uses_occlusion = p_env->sdfgi_use_occlusion;
- y_scale_mode = p_env->sdfgi_y_scale;
+ num_cascades = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_cascades(p_env);
+ min_cell_size = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_min_cell_size(p_env);
+ uses_occlusion = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_use_occlusion(p_env);
+ y_scale_mode = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_y_scale(p_env);
static const float y_scale[3] = { 2.0, 1.5, 1.0 };
y_mult = y_scale[y_scale_mode];
cascades.resize(num_cascades);
@@ -402,29 +404,38 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
RD::TextureFormat tf_render = tf_sdf;
tf_render.format = RD::DATA_FORMAT_R16_UINT;
render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_albedo, "VoxelGI Render Albedo");
tf_render.format = RD::DATA_FORMAT_R32_UINT;
render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_emission, "VoxelGI Render Emission");
render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_emission_aniso, "VoxelGI Render Emission Aniso");
tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
for (int i = 0; i < 8; i++) {
render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_occlusion[i], String("VoxelGI Render Occlusion ") + itos(i));
}
tf_render.format = RD::DATA_FORMAT_R32_UINT;
render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_geom_facing, "VoxelGI Render Geometry Facing");
tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf[0], "VoxelGI Render SDF 0");
render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf[1], "VoxelGI Render SDF 1");
tf_render.width /= 2;
tf_render.height /= 2;
tf_render.depth /= 2;
render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf_half[0], "VoxelGI Render SDF Half 0");
render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ RD::get_singleton()->set_resource_name(render_sdf_half[1], "VoxelGI Render SDF Half 1");
}
RD::TextureFormat tf_occlusion = tf_sdf;
@@ -465,7 +476,9 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ RD::get_singleton()->set_resource_name(lightprobe_history_scroll, "VoxelGI LightProbe History Scroll");
lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+ RD::get_singleton()->set_resource_name(lightprobe_average_scroll, "VoxelGI LightProbe Average Scroll");
{
//octahedral lightprobes
@@ -479,6 +492,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
//lightprobe texture is an octahedral texture
lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
+ RD::get_singleton()->set_resource_name(lightprobe_data, "VoxelGI LightProbe Data");
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
@@ -492,11 +506,13 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
//lightprobe texture is an octahedral texture
ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
+ RD::get_singleton()->set_resource_name(ambient_texture, "VoxelGI Ambient Texture");
}
cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
+ RD::get_singleton()->set_resource_name(occlusion_data, "VoxelGI Occlusion Data");
{
RD::TextureView tv;
tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
@@ -509,11 +525,15 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
/* 3D Textures */
cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.sdf_tex, "VoxelGI Cascade SDF Texture");
cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.light_data, "VoxelGI Cascade Light Data");
cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.light_aniso_0_tex, "VoxelGI Cascade Light Aniso 0 Texture");
cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.light_aniso_1_tex, "VoxelGI Cascade Light Aniso 1 Texture");
{
RD::TextureView tv;
@@ -540,9 +560,11 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
/* Probe History */
cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.lightprobe_history_tex, "VoxelGI Cascade LightProbe History Texture");
RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+ RD::get_singleton()->set_resource_name(cascade.lightprobe_average_tex, "VoxelGI Cascade LightProbe Average Texture");
RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
/* Buffers */
@@ -712,7 +734,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
if (j < cascades.size()) {
u.append_id(cascades[j].sdf_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -788,7 +810,8 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
uniforms.push_back(u);
}
- cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
+ cascade.sdf_direct_light_static_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_STATIC), 0);
+ cascade.sdf_direct_light_dynamic_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC), 0);
}
//preprocess initialize uniform set
@@ -955,7 +978,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
if (j < cascades.size()) {
u.append_id(cascades[j].sdf_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -968,7 +991,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
if (j < cascades.size()) {
u.append_id(cascades[j].light_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -981,7 +1004,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
if (j < cascades.size()) {
u.append_id(cascades[j].light_aniso_0_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -994,7 +1017,7 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
if (j < cascades.size()) {
u.append_id(cascades[j].light_aniso_1_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -1078,11 +1101,11 @@ void GI::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world
cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0);
}
- bounce_feedback = p_env->sdfgi_bounce_feedback;
- energy = p_env->sdfgi_energy;
- normal_bias = p_env->sdfgi_normal_bias;
- probe_bias = p_env->sdfgi_probe_bias;
- reads_sky = p_env->sdfgi_read_sky_light;
+ bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env);
+ energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env);
+ normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env);
+ probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env);
+ reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env);
}
void GI::SDFGI::erase() {
@@ -1140,12 +1163,12 @@ void GI::SDFGI::erase() {
}
}
-void GI::SDFGI::update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position) {
- bounce_feedback = p_env->sdfgi_bounce_feedback;
- energy = p_env->sdfgi_energy;
- normal_bias = p_env->sdfgi_normal_bias;
- probe_bias = p_env->sdfgi_probe_bias;
- reads_sky = p_env->sdfgi_read_sky_light;
+void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
+ bounce_feedback = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_bounce_feedback(p_env);
+ energy = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_energy(p_env);
+ normal_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_normal_bias(p_env);
+ probe_bias = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_probe_bias(p_env);
+ reads_sky = RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_read_sky_light(p_env);
int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
@@ -1237,7 +1260,7 @@ void GI::SDFGI::update_light() {
}
cascades[i].all_dynamic_lights_dirty = false;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_dynamic_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
}
@@ -1245,7 +1268,7 @@ void GI::SDFGI::update_light() {
RD::get_singleton()->draw_command_end_label();
}
-void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) {
+void GI::SDFGI::update_probes(RID p_env, SkyRD::Sky *p_sky) {
RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
SDFGIShader::IntegratePushConstant push_constant;
@@ -1261,29 +1284,29 @@ void GI::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSk
push_constant.ray_bias = probe_bias;
push_constant.image_size[0] = probe_axis_count * probe_axis_count;
push_constant.image_size[1] = probe_axis_count;
- push_constant.store_ambient_texture = p_env->volumetric_fog_enabled;
+ push_constant.store_ambient_texture = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_enabled(p_env);
RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set;
push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
push_constant.y_mult = y_mult;
- if (reads_sky && p_env) {
- push_constant.sky_energy = p_env->bg_energy;
+ if (reads_sky && p_env.is_valid()) {
+ push_constant.sky_energy = RendererSceneRenderRD::get_singleton()->environment_get_bg_energy(p_env);
- if (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
+ if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_CLEAR_COLOR) {
push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
Color c = RSG::texture_storage->get_default_clear_color().srgb_to_linear();
push_constant.sky_color[0] = c.r;
push_constant.sky_color[1] = c.g;
push_constant.sky_color[2] = c.b;
- } else if (p_env->background == RS::ENV_BG_COLOR) {
+ } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_COLOR) {
push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
- Color c = p_env->bg_color;
+ Color c = RendererSceneRenderRD::get_singleton()->environment_get_bg_color(p_env);
push_constant.sky_color[0] = c.r;
push_constant.sky_color[1] = c.g;
push_constant.sky_color[2] = c.b;
- } else if (p_env->background == RS::ENV_BG_SKY) {
+ } else if (RendererSceneRenderRD::get_singleton()->environment_get_background(p_env) == RS::ENV_BG_SKY) {
if (p_sky && p_sky->radiance.is_valid()) {
if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) {
Vector<RD::Uniform> uniforms;
@@ -1459,7 +1482,7 @@ void GI::SDFGI::update_cascades() {
RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
}
-void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
+void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RendererRD::CopyEffects *copy_effects = RendererRD::CopyEffects::get_singleton();
@@ -1475,7 +1498,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
if (i < cascades.size()) {
u.append_id(cascades[i].sdf_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -1488,7 +1511,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
if (i < cascades.size()) {
u.append_id(cascades[i].light_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -1501,7 +1524,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
if (i < cascades.size()) {
u.append_id(cascades[i].light_aniso_0_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -1514,7 +1537,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
if (i < cascades.size()) {
u.append_id(cascades[i].light_aniso_1_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -1568,34 +1591,24 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
push_constant.max_cascades = cascades.size();
push_constant.screen_size[0] = p_width;
push_constant.screen_size[1] = p_height;
- push_constant.probe_axis_size = probe_axis_count;
- push_constant.use_occlusion = uses_occlusion;
push_constant.y_mult = y_mult;
push_constant.z_near = -p_projections[v].get_z_near();
- push_constant.cam_transform[0] = p_transform.basis.rows[0][0];
- push_constant.cam_transform[1] = p_transform.basis.rows[1][0];
- push_constant.cam_transform[2] = p_transform.basis.rows[2][0];
- push_constant.cam_transform[3] = 0;
- push_constant.cam_transform[4] = p_transform.basis.rows[0][1];
- push_constant.cam_transform[5] = p_transform.basis.rows[1][1];
- push_constant.cam_transform[6] = p_transform.basis.rows[2][1];
- push_constant.cam_transform[7] = 0;
- push_constant.cam_transform[8] = p_transform.basis.rows[0][2];
- push_constant.cam_transform[9] = p_transform.basis.rows[1][2];
- push_constant.cam_transform[10] = p_transform.basis.rows[2][2];
- push_constant.cam_transform[11] = 0;
- push_constant.cam_transform[12] = p_transform.origin.x;
- push_constant.cam_transform[13] = p_transform.origin.y;
- push_constant.cam_transform[14] = p_transform.origin.z;
- push_constant.cam_transform[15] = 1;
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++) {
+ push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i];
+ }
+ }
+ push_constant.cam_origin[0] = p_transform.origin[0];
+ push_constant.cam_origin[1] = p_transform.origin[1];
+ push_constant.cam_origin[2] = p_transform.origin[2];
// need to properly unproject for asymmetric projection matrices in stereo..
- CameraMatrix inv_projection = p_projections[v].inverse();
+ Projection inv_projection = p_projections[v].inverse();
for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- push_constant.inv_projection[i * 4 + j] = inv_projection.matrix[i][j];
+ for (int j = 0; j < 3; j++) {
+ push_constant.inv_projection[j][i] = inv_projection.matrix[i][j];
}
}
@@ -1609,7 +1622,7 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const CameraMatrix *p_projecti
copy_effects->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true, false, false, false, RID(), p_view_count > 1);
}
-void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
+void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
// setup scene data
@@ -1924,7 +1937,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
}
}
-void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RenderGeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
//print_line("rendering region " + itos(p_region));
RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
@@ -2391,7 +2404,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
dl_push_constant.cascade = p_cascade_indices[i];
if (dl_push_constant.light_count > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_static_uniform_set, 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
}
@@ -2405,7 +2418,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
////////////////////////////////////////////////////////////////////////////////
// VoxelGIInstance
-void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
uint32_t data_version = gi->voxel_gi_get_data_version(probe);
@@ -2444,6 +2457,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(texture, "VoxelGI Instance Texture");
RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
@@ -2573,6 +2587,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
}
dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.texture, "VoxelGI Instance DMap Texture");
if (dynamic_maps.size() == 0) {
// Render depth for first one.
@@ -2580,6 +2595,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.fb_depth, "VoxelGI Instance DMap FB Depth");
}
//just use depth as-is
@@ -2587,13 +2603,17 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.depth, "VoxelGI Instance DMap Depth");
if (dynamic_maps.size() == 0) {
dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.albedo, "VoxelGI Instance DMap Albedo");
dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.normal, "VoxelGI Instance DMap Normal");
dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(dmap.orm, "VoxelGI Instance DMap ORM");
Vector<RID> fb;
fb.push_back(dmap.albedo);
@@ -2921,10 +2941,10 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
//this could probably be better parallelized in compute..
for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
- RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i];
+ RenderGeometryInstance *instance = p_dynamic_objects[i];
//transform aabb to voxel_gi
- AABB aabb = (to_probe_xform * p_scene_render->geometry_instance_get_transform(instance)).xform(p_scene_render->geometry_instance_get_aabb(instance));
+ AABB aabb = (to_probe_xform * instance->get_transform()).xform(instance->get_aabb());
//this needs to wrap to grid resolution to avoid jitter
//also extend margin a bit just in case
@@ -2985,7 +3005,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(1)) < 0);
bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_column(2)) > 0);
- CameraMatrix cm;
+ Projection cm;
cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
if (p_scene_render->cull_argument.size() == 0) {
@@ -3110,14 +3130,14 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
last_probe_version = gi->voxel_gi_get_version(probe);
}
-void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+void GI::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (mipmaps.size() == 0) {
return;
}
- CameraMatrix cam_transform = (p_camera_with_transform * CameraMatrix(transform)) * CameraMatrix(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
+ Projection cam_transform = (p_camera_with_transform * Projection(transform)) * Projection(gi->voxel_gi_get_to_cell_xform(probe).affine_inverse());
int level = 0;
Vector3i octree_size = gi->voxel_gi_get_octree_size(probe);
@@ -3203,7 +3223,7 @@ GI::~GI() {
singleton = nullptr;
}
-void GI::init(RendererSceneSkyRD *p_sky) {
+void GI::init(SkyRD *p_sky) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3322,7 +3342,11 @@ void GI::init(RendererSceneSkyRD *p_sky) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ if (p_sky->sky_use_cubemap_array) {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_WHITE));
+ } else {
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ }
uniforms.push_back(u);
}
{
@@ -3342,37 +3366,40 @@ void GI::init(RendererSceneSkyRD *p_sky) {
//calculate tables
String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
Vector<String> gi_modes;
+
gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_VOXEL_GI
gi_modes.push_back("\n#define USE_SDFGI\n"); // MODE_SDFGI
gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_COMBINED
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_HALF_RES_VOXEL_GI
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n"); // MODE_HALF_RES_SDFGI
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n"); // MODE_HALF_RES_COMBINED
-
- gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_VOXEL_GI_MULTIVIEW
- gi_modes.push_back("\n#define USE_SDFGI\n#define USE_MULTIVIEW\n"); // MODE_SDFGI_MULTIVIEW
- gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_COMBINED_MULTIVIEW
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_HALF_RES_VOXEL_GI_MULTIVIEW
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n#define USE_MULTIVIEW\n"); // MODE_HALF_RES_SDFGI_MULTIVIEW
- gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n#define USE_MULTIVIEW\n"); // MODE_HALF_RES_COMBINED_MULTIVIEW
shader.initialize(gi_modes, defines);
+ shader_version = shader.version_create();
+
+ Vector<RD::PipelineSpecializationConstant> specialization_constants;
+
+ {
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 0; // SHADER_SPECIALIZATION_HALF_RES
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 1; // SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
- if (!RendererCompositorRD::singleton->is_xr_enabled()) {
- shader.set_variant_enabled(MODE_VOXEL_GI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_SDFGI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_COMBINED_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_HALF_RES_VOXEL_GI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_HALF_RES_SDFGI_MULTIVIEW, false);
- shader.set_variant_enabled(MODE_HALF_RES_COMBINED_MULTIVIEW, false);
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = 2; // SHADER_SPECIALIZATION_USE_VRS
+ sc.bool_value = false;
+ specialization_constants.push_back(sc);
}
- shader_version = shader.version_create();
- for (int i = 0; i < MODE_MAX; i++) {
- if (shader.is_variant_enabled(i)) {
- pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i));
- } else {
- pipelines[i] = RID();
+ for (int v = 0; v < SHADER_SPECIALIZATION_VARIATIONS; v++) {
+ specialization_constants.ptrw()[0].bool_value = (v & SHADER_SPECIALIZATION_HALF_RES) ? true : false;
+ specialization_constants.ptrw()[1].bool_value = (v & SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX) ? true : false;
+ specialization_constants.ptrw()[2].bool_value = (v & SHADER_SPECIALIZATION_USE_VRS) ? true : false;
+ for (int i = 0; i < MODE_MAX; i++) {
+ pipelines[v][i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i), specialization_constants);
}
}
@@ -3440,7 +3467,7 @@ void GI::free() {
}
}
-GI::SDFGI *GI::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
+GI::SDFGI *GI::create_sdfgi(RID p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
SDFGI *sdfgi = memnew(SDFGI);
sdfgi->create(p_env, p_world_position, p_requested_history_size, this);
@@ -3513,7 +3540,7 @@ void GI::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_tra
}
if (texture == RID()) {
- texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
}
if (texture != rb->rbgi.voxel_gi_textures[i]) {
@@ -3564,25 +3591,17 @@ void GI::RenderBuffersGI::free() {
}
if (ambient_buffer.is_valid()) {
- if (view_count == 1) {
- // Only one view? then these are copies of our main buffers.
- ambient_view[0] = RID();
- reflection_view[0] = RID();
- } else {
- // Multiple views? free our slices.
- for (uint32_t v = 0; v < view_count; v++) {
- RD::get_singleton()->free(ambient_view[v]);
- RD::get_singleton()->free(reflection_view[v]);
- ambient_view[v] = RID();
- reflection_view[v] = RID();
- }
- }
-
- // Now we can free our buffers.
RD::get_singleton()->free(ambient_buffer);
RD::get_singleton()->free(reflection_buffer);
ambient_buffer = RID();
reflection_buffer = RID();
+
+ // these are automatically freed when we free the textures, so just reset..
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ ambient_slice[v] = RID();
+ reflection_slice[v] = RID();
+ }
+
view_count = 0;
}
@@ -3592,7 +3611,7 @@ void GI::RenderBuffersGI::free() {
}
}
-void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
+void GI::process_gi(RID p_render_buffers, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices, RID p_environment, uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
@@ -3606,14 +3625,13 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->rbgi.ambient_buffer.is_null() || rb->rbgi.using_half_size_gi != half_resolution || rb->rbgi.view_count != p_view_count) {
// Free our old buffer if applicable
if (rb->rbgi.ambient_buffer.is_valid()) {
- if (rb->rbgi.view_count > 1) {
- for (uint32_t v = 0; v < rb->rbgi.view_count; v++) {
- RD::get_singleton()->free(rb->rbgi.ambient_view[v]);
- RD::get_singleton()->free(rb->rbgi.reflection_view[v]);
- }
- }
RD::get_singleton()->free(rb->rbgi.ambient_buffer);
RD::get_singleton()->free(rb->rbgi.reflection_buffer);
+
+ for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) {
+ rb->rbgi.ambient_slice[v] = RID();
+ rb->rbgi.reflection_slice[v] = RID();
+ }
}
// Remember the view count we're using
@@ -3637,18 +3655,19 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
}
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->rbgi.ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->rbgi.ambient_buffer, "GI Ambient Buffer");
rb->rbgi.reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->rbgi.reflection_buffer, "GI Reflection Buffer");
rb->rbgi.using_half_size_gi = half_resolution;
if (p_view_count == 1) {
- // Just one view? Copy our buffers
- rb->rbgi.ambient_view[0] = rb->rbgi.ambient_buffer;
- rb->rbgi.reflection_view[0] = rb->rbgi.reflection_buffer;
+ // Just copy, we don't need to create slices
+ rb->rbgi.ambient_slice[0] = rb->rbgi.ambient_buffer;
+ rb->rbgi.reflection_slice[0] = rb->rbgi.reflection_buffer;
} else {
- // More then one view? Create slices for each view
for (uint32_t v = 0; v < p_view_count; v++) {
- rb->rbgi.ambient_view[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0);
- rb->rbgi.reflection_view[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0);
+ rb->rbgi.ambient_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.ambient_buffer, v, 0);
+ rb->rbgi.reflection_slice[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->rbgi.reflection_buffer, v, 0);
}
}
}
@@ -3681,29 +3700,45 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
// Now compute the contents of our buffers.
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
- for (uint32_t v = 0; v < p_view_count; v++) {
- // Render each eye seperately.
- // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
+ // Render each eye separately.
+ // We need to look into whether we can make our compute shader use Multiview but not sure that works or makes a difference..
- // setup our push constant
+ // setup our push constant
- PushConstant push_constant;
+ PushConstant push_constant;
- push_constant.view_index = v;
- push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
- push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
+ push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
+ push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
+
+ // these should be the same for all views
+ push_constant.orthogonal = p_projections[0].is_orthogonal();
+ push_constant.z_near = p_projections[0].get_z_near();
+ push_constant.z_far = p_projections[0].get_z_far();
- push_constant.z_near = p_projections[v].get_z_near();
- push_constant.z_far = p_projections[v].get_z_far();
+ // these are only used if we have 1 view, else we use the projections in our scene data
+ push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[0].matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[0].matrix[1][1]);
+ push_constant.proj_info[2] = (1.0f - p_projections[0].matrix[0][2]) / p_projections[0].matrix[0][0];
+ push_constant.proj_info[3] = (1.0f + p_projections[0].matrix[1][2]) / p_projections[0].matrix[1][1];
- push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projections[v].matrix[0][0]);
- push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projections[v].matrix[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
- push_constant.proj_info[3] = (1.0f + p_projections[v].matrix[1][2]) / p_projections[v].matrix[1][1];
+ bool use_sdfgi = rb->sdfgi != nullptr;
+ bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
- bool use_sdfgi = rb->sdfgi != nullptr;
- bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
+ uint32_t pipeline_specialization = 0;
+ if (rb->rbgi.using_half_size_gi) {
+ pipeline_specialization |= SHADER_SPECIALIZATION_HALF_RES;
+ }
+ if (p_view_count > 1) {
+ pipeline_specialization |= SHADER_SPECIALIZATION_USE_FULL_PROJECTION_MATRIX;
+ }
+ if (p_vrs_slices[0].is_valid()) {
+ pipeline_specialization |= SHADER_SPECIALIZATION_USE_VRS;
+ }
+
+ Mode mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ push_constant.view_index = v;
// setup our uniform set
if (rb->rbgi.uniform_set[v].is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->rbgi.uniform_set[v])) {
@@ -3716,7 +3751,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].sdf_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -3729,7 +3764,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -3742,7 +3777,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_aniso_0_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -3755,7 +3790,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
u.append_id(rb->sdfgi->cascades[j].light_aniso_1_tex);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
}
uniforms.push_back(u);
@@ -3767,7 +3802,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->sdfgi) {
u.append_id(rb->sdfgi->occlusion_texture);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE));
}
uniforms.push_back(u);
}
@@ -3790,7 +3825,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 9;
- u.append_id(rb->rbgi.ambient_view[v]);
+ u.append_id(rb->rbgi.ambient_slice[v]);
uniforms.push_back(u);
}
@@ -3798,7 +3833,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 10;
- u.append_id(rb->rbgi.reflection_view[v]);
+ u.append_id(rb->rbgi.reflection_slice[v]);
uniforms.push_back(u);
}
@@ -3809,7 +3844,7 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
if (rb->sdfgi) {
u.append_id(rb->sdfgi->lightprobe_texture);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
}
uniforms.push_back(u);
}
@@ -3824,14 +3859,14 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 13;
- u.append_id(p_normal_roughness_views[v]);
+ u.append_id(p_normal_roughness_slices[v]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 14;
- RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
+ RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
u.append_id(buffer);
uniforms.push_back(u);
}
@@ -3865,27 +3900,19 @@ void GI::process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_v
u.append_id(rb->rbgi.scene_data_ubo);
uniforms.push_back(u);
}
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 19;
+ RID buffer = p_vrs_slices[v].is_valid() ? p_vrs_slices[v] : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_VRS);
+ u.append_id(buffer);
+ uniforms.push_back(u);
+ }
rb->rbgi.uniform_set[v] = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
}
- Mode mode;
-
- if (p_view_count > 1) {
- if (rb->rbgi.using_half_size_gi) {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED_MULTIVIEW : (use_sdfgi ? MODE_HALF_RES_SDFGI_MULTIVIEW : MODE_HALF_RES_VOXEL_GI_MULTIVIEW);
- } else {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED_MULTIVIEW : (use_sdfgi ? MODE_SDFGI_MULTIVIEW : MODE_VOXEL_GI_MULTIVIEW);
- }
- } else {
- if (rb->rbgi.using_half_size_gi) {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_VOXEL_GI);
- } else {
- mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
- }
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[pipeline_specialization][mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->rbgi.uniform_set[v], 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
@@ -3923,14 +3950,14 @@ bool GI::voxel_gi_needs_update(RID p_probe) const {
return voxel_gi->last_probe_version != voxel_gi_get_version(voxel_gi->probe);
}
-void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+void GI::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
ERR_FAIL_COND(!voxel_gi);
voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
}
-void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+void GI::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const Projection &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi);
ERR_FAIL_COND(!voxel_gi);