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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp183
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h21
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp29
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h6
4 files changed, 166 insertions, 73 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 181d7819da..939ae6c324 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -82,6 +82,27 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
}
}
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_velocity() {
+ if (!velocity_buffer.is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16_SFLOAT;
+ tf.width = width;
+ tf.height = height;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::TextureFormat tf_aa = tf;
+ tf_aa.samples = texture_samples;
+ tf_aa.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ velocity_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
+
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ }
+
+ velocity_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+}
+
void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() {
if (!voxelgi_buffer.is_valid()) {
RD::TextureFormat tf;
@@ -169,12 +190,23 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
RD::get_singleton()->free(render_sdfgi_uniform_set);
}
+
+ if (velocity_buffer != RID()) {
+ RD::get_singleton()->free(velocity_buffer);
+ velocity_buffer = RID();
+ }
+
+ if (velocity_buffer_msaa != RID()) {
+ RD::get_singleton()->free(velocity_buffer_msaa);
+ velocity_buffer_msaa = RID();
+ }
}
-void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count) {
clear();
msaa = p_msaa;
+ use_taa = p_use_taa;
width = p_width;
height = p_height;
@@ -260,6 +292,13 @@ RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(
fb.push_back(RID());
}
+ if (p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) {
+ ensure_velocity();
+ fb.push_back(use_msaa ? velocity_buffer_msaa : velocity_buffer);
+ } else {
+ fb.push_back(RID());
+ }
+
fb.push_back(use_msaa ? depth_msaa : depth);
int v_count = (p_color_pass_flags & COLOR_PASS_FLAG_MULTIVIEW) ? view_count : 1;
@@ -445,6 +484,10 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR;
}
+ if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_MOTION_VECTORS) != 0) {
+ pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS;
+ }
+
if constexpr ((p_color_pass_flags & COLOR_PASS_FLAG_TRANSPARENT) != 0) {
pipeline_color_pass_flags |= SceneShaderForwardClustered::PIPELINE_COLOR_PASS_FLAG_TRANSPARENT;
}
@@ -567,9 +610,14 @@ void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_lis
switch (p_params->color_pass_flags) {
VALID_FLAG_COMBINATION(0);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT);
+ VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MULTIVIEW);
+ VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MOTION_VECTORS);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
+ VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR | COLOR_PASS_FLAG_MULTIVIEW);
+ VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_SEPARATE_SPECULAR | COLOR_PASS_FLAG_MOTION_VECTORS);
VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW);
- VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_TRANSPARENT | COLOR_PASS_FLAG_MULTIVIEW);
+ VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MULTIVIEW | COLOR_PASS_FLAG_MOTION_VECTORS);
+ VALID_FLAG_COMBINATION(COLOR_PASS_FLAG_MOTION_VECTORS);
default: {
ERR_FAIL_MSG("Invalid color pass flag combination " + itos(p_params->color_pass_flags));
}
@@ -631,6 +679,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
CameraMatrix correction;
correction.set_depth_correction(p_flip_y);
+ correction.add_jitter_offset(p_render_data->taa_jitter);
CameraMatrix projection = correction * p_render_data->cam_projection;
//store camera into ubo
@@ -645,6 +694,9 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
}
+ scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x;
+ scene_state.ubo.taa_jitter[1] = p_render_data->taa_jitter.y;
+
scene_state.ubo.z_far = p_render_data->z_far;
scene_state.ubo.z_near = p_render_data->z_near;
@@ -708,61 +760,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
}
}
}
-#if 0
- if (p_render_data->render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
- scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_data->render_buffers);
- scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_data->render_buffers);
- scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
- scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
- scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
-
- float csize = render_buffers_get_sdfgi_cascade_size(p_render_data->render_buffers);
- scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
- float occ_bias = 0.0;
- scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
- scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_data->render_buffers);
- scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_data->render_buffers);
-
- float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
- float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
- scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
- scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
- scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
- scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_data->render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
-
- //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
- //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
-
- uint32_t oct_size = gi.sdfgi_get_lightprobe_octahedron_size();
-
- scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
- scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
- scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
-
- scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
- scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
- scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
-
- scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
- scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
- scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
-
- for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
- SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
- Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_data->render_buffers, i);
- pos -= p_render_data->cam_transform.origin; //make pos local to camera, to reduce numerical error
- c.position[0] = pos.x;
- c.position[1] = pos.y;
- c.position[2] = pos.z;
- c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_data->render_buffers, i);
-
- Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_data->render_buffers, i);
- c.probe_world_offset[0] = probe_ofs.x;
- c.probe_world_offset[1] = probe_ofs.y;
- c.probe_world_offset[2] = probe_ofs.z;
- }
- }
-#endif
+
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.ambient_light_color_energy[0] = 1;
@@ -862,14 +860,41 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
+ if (p_render_data->render_buffers.is_valid()) {
+ RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
+ if (render_buffers->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
+ memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO));
+
+ CameraMatrix prev_correction;
+ prev_correction.set_depth_correction(true);
+ prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter);
+ CameraMatrix prev_projection = prev_correction * p_render_data->prev_cam_projection;
+
+ //store camera into ubo
+ RendererStorageRD::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix);
+ RendererStorageRD::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix);
+ RendererStorageRD::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix);
+ RendererStorageRD::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix);
+
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ prev_projection = prev_correction * p_render_data->view_projection[v];
+ RendererStorageRD::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]);
+ RendererStorageRD::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]);
+ }
+ scene_state.prev_ubo.taa_jitter[0] = p_render_data->prev_taa_jitter.x;
+ scene_state.prev_ubo.taa_jitter[1] = p_render_data->prev_taa_jitter.y;
+ scene_state.prev_ubo.time -= time_step;
+ }
+ }
+
if (p_index >= (int)scene_state.uniform_buffers.size()) {
uint32_t from = scene_state.uniform_buffers.size();
scene_state.uniform_buffers.resize(p_index + 1);
for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
- scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
+ scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO) * 2);
}
}
- RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO) * 2, &scene_state.ubo_data, RD::BARRIER_MASK_RASTER);
}
void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) {
@@ -895,6 +920,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
if (p_render_info) {
p_render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += element_total;
}
+ uint64_t frame = RSG::rasterizer->get_frame_number();
uint32_t repeats = 0;
GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
for (uint32_t i = 0; i < element_total; i++) {
@@ -903,10 +929,17 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset];
+ if (inst->prev_transform_dirty && frame > inst->prev_transform_change_frame + 1 && inst->prev_transform_change_frame) {
+ inst->prev_transform = inst->transform;
+ inst->prev_transform_dirty = false;
+ }
+
if (inst->store_transform_cache) {
RendererStorageRD::store_transform(inst->transform, instance_data.transform);
+ RendererStorageRD::store_transform(inst->prev_transform, instance_data.prev_transform);
} else {
RendererStorageRD::store_transform(Transform3D(), instance_data.transform);
+ RendererStorageRD::store_transform(Transform3D(), instance_data.prev_transform);
}
instance_data.flags = inst->flags_cache;
@@ -1281,6 +1314,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
+ if (render_buffer->use_taa || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) {
+ color_pass_flags |= COLOR_PASS_FLAG_MOTION_VECTORS;
+ }
+
if (p_render_data->voxel_gi_instances->size() > 0) {
using_voxelgi = true;
}
@@ -1529,7 +1566,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
c.push_back(cc);
if (render_buffer) {
- c.push_back(Color(0, 0, 0, 0));
+ c.push_back(Color(0, 0, 0, 0)); // Separate specular
+ c.push_back(Color(0, 0, 0, 0)); // Motion vectors
}
}
@@ -1642,7 +1680,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
_setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
{
- uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~COLOR_PASS_FLAG_SEPARATE_SPECULAR;
+ uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
RID alpha_framebuffer = render_buffer ? render_buffer->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer;
RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
@@ -1656,6 +1694,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ if (render_buffer->use_taa) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer);
+ }
storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
}
@@ -1668,6 +1709,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
RD::get_singleton()->draw_command_end_label();
+ if (render_buffer && render_buffer->use_taa) {
+ RENDER_TIMESTAMP("TAA")
+ _process_taa(p_render_data->render_buffers, render_buffer->velocity_buffer, p_render_data->z_near, p_render_data->z_far);
+ }
+
if (p_render_data->render_buffers.is_valid()) {
_debug_draw_cluster(p_render_data->render_buffers);
@@ -2594,7 +2640,13 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
- return rb->normal_roughness_buffer;
+ return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->normal_roughness_buffer : rb->normal_roughness_buffer_msaa;
+}
+
+RID RenderForwardClustered::_render_buffers_get_velocity_texture(RID p_render_buffers) {
+ RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
+
+ return rb->msaa == RS::VIEWPORT_MSAA_DISABLED ? rb->velocity_buffer : rb->velocity_buffer_msaa;
}
RenderForwardClustered *RenderForwardClustered::singleton = nullptr;
@@ -3014,6 +3066,13 @@ void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstanc
void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
+
+ uint64_t frame = RSG::rasterizer->get_frame_number();
+ if (frame != ginstance->prev_transform_change_frame) {
+ ginstance->prev_transform = ginstance->transform;
+ ginstance->prev_transform_change_frame = frame;
+ ginstance->prev_transform_dirty = true;
+ }
ginstance->transform = p_transform;
ginstance->mirror = p_transform.basis.determinant() < 0;
ginstance->data->aabb = p_aabb;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index bec10f7f0e..6ad42bf0ec 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -89,9 +89,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID specular;
RID normal_roughness_buffer;
RID voxelgi_buffer;
+ RID velocity_buffer;
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
+ bool use_taa;
RID color_msaa;
RID depth_msaa;
@@ -99,6 +101,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID normal_roughness_buffer_msaa;
RID roughness_buffer_msaa;
RID voxelgi_buffer_msaa;
+ RID velocity_buffer_msaa;
RID depth_fb;
RID depth_normal_roughness_fb;
@@ -112,8 +115,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID render_sdfgi_uniform_set;
void ensure_specular();
void ensure_voxelgi();
+ void ensure_velocity();
void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, bool p_use_taa, uint32_t p_view_count);
RID get_color_pass_fb(uint32_t p_color_pass_flags);
~RenderBufferDataForwardClustered();
@@ -128,6 +132,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
virtual void _base_uniforms_changed() override;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
+ virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) override;
bool base_uniform_set_updated = false;
void _update_render_base_uniform_set();
@@ -148,7 +153,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
enum ColorPassFlags {
COLOR_PASS_FLAG_TRANSPARENT = 1 << 0,
COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
- COLOR_PASS_FLAG_MULTIVIEW = 1 << 2
+ COLOR_PASS_FLAG_MULTIVIEW = 1 << 2,
+ COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
};
struct GeometryInstanceSurfaceDataCache;
@@ -300,6 +306,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float reflection_multiplier;
uint32_t pancake_shadows;
+
+ float taa_jitter[2];
+ uint32_t pad[2];
};
struct PushConstant {
@@ -310,6 +319,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct InstanceData {
float transform[16];
+ float prev_transform[16];
uint32_t flags;
uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
@@ -317,7 +327,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float lightmap_uv_scale[4];
};
- UBO ubo;
+ UBO ubo_data[2];
+ UBO &ubo = ubo_data[0];
+ UBO &prev_ubo = ubo_data[1];
LocalVector<RID> uniform_buffers;
@@ -492,7 +504,10 @@ class RenderForwardClustered : public RendererSceneRenderRD {
//used during setup
uint32_t base_flags = 0;
+ uint64_t prev_transform_change_frame = 0xFFFFFFFF;
+ bool prev_transform_dirty = true;
Transform3D transform;
+ Transform3D prev_transform;
RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
RID lightmap_instance;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index bd39dd9c70..0429687342 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -235,10 +235,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
}
- // Color pass -> attachment 0: Color/Diffuse, attachment 1: Separate Specular
+ // Color pass -> attachment 0: Color/Diffuse, attachment 1: Separate Specular, attachment 2: Motion Vectors
RD::PipelineColorBlendState blend_state_color_blend;
- blend_state_color_blend.attachments = { blend_attachment, RD::PipelineColorBlendState::Attachment() };
- RD::PipelineColorBlendState blend_state_color_opaque = RD::PipelineColorBlendState::create_disabled(2);
+ blend_state_color_blend.attachments = { blend_attachment, RD::PipelineColorBlendState::Attachment(), RD::PipelineColorBlendState::Attachment() };
+ RD::PipelineColorBlendState blend_state_color_opaque = RD::PipelineColorBlendState::create_disabled(3);
RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
@@ -326,6 +326,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
}
}
+ if (l & PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS) {
+ shader_flags |= SHADER_COLOR_PASS_FLAG_MOTION_VECTORS;
+ }
+
if (l & PIPELINE_COLOR_PASS_FLAG_LIGHTMAP) {
shader_flags |= SHADER_COLOR_PASS_FLAG_LIGHTMAP;
}
@@ -532,6 +536,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
"\n#define MODE_SEPARATE_SPECULAR\n", // SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR
"\n#define USE_LIGHTMAP\n", // SHADER_COLOR_PASS_FLAG_LIGHTMAP
"\n#define USE_MULTIVIEW\n", // SHADER_COLOR_PASS_FLAG_MULTIVIEW
+ "\n#define MOTION_VECTORS\n", // SHADER_COLOR_PASS_FLAG_MOTION_VECTORS
};
for (int i = 0; i < SHADER_COLOR_PASS_FLAG_COUNT; i++) {
@@ -557,17 +562,29 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
- valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_TRANSPARENT | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
- valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_LIGHTMAP | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW);
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MULTIVIEW | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
+
+ valid_color_pass_pipelines.insert(PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS);
material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_shader_funcs);
material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_3D, _create_material_funcs);
@@ -743,7 +760,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
actions.base_texture_binding_index = 1;
actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
- actions.base_varying_index = 10;
+ actions.base_varying_index = 11;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index a4eb0656b7..79ccf10090 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -60,7 +60,8 @@ public:
SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 0,
SHADER_COLOR_PASS_FLAG_LIGHTMAP = 1 << 1,
SHADER_COLOR_PASS_FLAG_MULTIVIEW = 1 << 2,
- SHADER_COLOR_PASS_FLAG_COUNT = 1 << 3
+ SHADER_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3,
+ SHADER_COLOR_PASS_FLAG_COUNT = 1 << 4
};
enum PipelineVersion {
@@ -80,7 +81,8 @@ public:
PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1,
PIPELINE_COLOR_PASS_FLAG_LIGHTMAP = 1 << 2,
PIPELINE_COLOR_PASS_FLAG_MULTIVIEW = 1 << 3,
- PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 4,
+ PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 4,
+ PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 5,
};
enum ShaderSpecializations {