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-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h199
1 files changed, 31 insertions, 168 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 70109b29da..396faf8108 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -37,18 +37,21 @@
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
+#include "servers/rendering/renderer_rd/effects/fsr.h"
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
#include "servers/rendering/renderer_rd/effects/vrs.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/environment/gi.h"
#include "servers/rendering/renderer_rd/environment/sky.h"
+#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
+#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
struct RenderDataRD {
- RID render_buffers;
+ Ref<RenderSceneBuffersRD> render_buffers;
Transform3D cam_transform;
Projection cam_projection;
@@ -104,15 +107,12 @@ protected:
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
+ RendererRD::FSR *fsr = nullptr;
RendererRD::VRS *vrs = nullptr;
double time = 0.0;
double time_step = 0.0;
- struct RenderBufferData {
- 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 p_vrs_texture) = 0;
- virtual ~RenderBufferData() {}
- };
- virtual RenderBufferData *_create_render_buffer_data() = 0;
+ virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
void _setup_lights(RenderDataRD *p_render_data, const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows);
void _setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
@@ -127,31 +127,28 @@ protected:
virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
+ virtual void _render_sdfgi(Ref<RenderSceneBuffersRD> p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<RenderGeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture, float p_exposure_normalization) = 0;
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const PagedArray<RenderGeometryInstance *> &p_instances) = 0;
- void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
- void _debug_draw_cluster(RID p_render_buffers);
-
- RenderBufferData *render_buffers_get_data(RID p_render_buffers);
+ void _debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const Projection *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
+ void _debug_draw_cluster(Ref<RenderSceneBuffersRD> p_render_buffers);
virtual void _base_uniforms_changed() = 0;
- virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_velocity_texture(RID p_render_buffers) = 0;
+ virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
+ virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
- void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
- void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
- void _process_sss(RID p_render_buffers, const Projection &p_camera);
- void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
+ void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection);
+ void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, const Color &p_metallic_mask, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive);
+ void _process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera);
+ void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform);
- void _copy_framebuffer_to_ssil(RID p_render_buffers);
- void _process_taa(RID p_render_buffers, RID p_velocity_buffer, float p_z_near, float p_z_far);
+ void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers);
bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
- void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer, const RID *p_vrs_slices);
+ void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer);
void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
@@ -424,131 +421,22 @@ private:
bool use_physical_light_units = false;
- /* RENDER BUFFERS */
+ /* Cluster builder */
ClusterBuilderSharedDataRD cluster_builder_shared;
ClusterBuilderRD *current_cluster_builder = nullptr;
- struct RenderBuffers {
- RenderBufferData *data = nullptr;
- int internal_width = 0;
- int internal_height = 0;
- int width = 0;
- int height = 0;
- float fsr_sharpness = 0.2f;
- RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
- RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
- bool use_taa = false;
- bool use_debanding = false;
- uint32_t view_count = 1;
-
- RID render_target;
-
- uint64_t auto_exposure_version = 1;
-
- RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0]
- RID internal_texture; //main texture for rendering to, must be filled after done rendering
- RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
- RID depth_texture; //main depth texture
- RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
- RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
- RID vrs_texture; // texture for vrs.
- RID vrs_fb; // framebuffer to write to our vrs texture
-
- // Access to the layers for each of our views (specifically needed for applying post effects on stereoscopic images)
- struct View {
- RID view_texture; // texture slice for this view/layer
- RID view_depth; // depth slice for this view/layer
- RID view_fb; // framebuffer for this view/layer, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
- };
- Vector<View> views;
-
- RendererRD::GI::SDFGI *sdfgi = nullptr;
- RendererRD::GI::RenderBuffersGI rbgi;
- RendererRD::Fog::VolumetricFog *volumetric_fog = nullptr;
-
- ClusterBuilderRD *cluster_builder = nullptr;
-
- //built-in textures used for ping pong image processing and blurring
- struct Blur {
- RID texture;
-
- struct Mipmap {
- RID texture;
- int width;
- int height;
-
- // only used on mobile renderer
- RID fb;
- RID half_texture;
- RID half_fb;
- };
-
- struct Layer {
- Vector<Mipmap> mipmaps;
- };
-
- Vector<Layer> layers;
- };
-
- Blur blur[2]; //the second one starts from the first mipmap
-
- struct WeightBuffers {
- RID weight;
- RID fb; // FB with both texture and weight writing into one level lower
- };
-
- // 2 full size, 2 half size
- WeightBuffers weight_buffers[4]; // Only used in raster
-
- RID depth_back_texture;
- RID depth_back_fb; // only used on mobile
-
- struct Luminance {
- Vector<RID> reduce;
- RID current;
-
- // used only on mobile renderer
- Vector<RID> fb;
- RID current_fb;
- } luminance;
-
- struct SSEffects {
- RID linear_depth;
- Vector<RID> linear_depth_slices;
-
- RID downsample_uniform_set;
-
- Projection last_frame_projection;
- Transform3D last_frame_transform;
-
- RendererRD::SSEffects::SSAORenderBuffers ssao;
- RendererRD::SSEffects::SSILRenderBuffers ssil;
- } ss_effects;
+ /* RENDER BUFFERS */
- RendererRD::SSEffects::SSRRenderBuffers ssr;
+ void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb);
- struct TAA {
- RID history;
- RID temp;
- RID prev_velocity; // Last frame velocity buffer
- } taa;
- };
+ void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
/* GI */
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
- mutable RID_Owner<RenderBuffers> render_buffers_owner;
-
- void _free_render_buffer_data(RenderBuffers *rb);
- void _allocate_blur_textures(RenderBuffers *rb);
- void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
- void _allocate_luminance_textures(RenderBuffers *rb);
-
- void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
-
/* Cluster */
struct Cluster {
@@ -727,11 +615,14 @@ private:
uint32_t volumetric_fog_depth = 128;
bool volumetric_fog_filter_active = true;
- void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
+ void _update_volumetric_fog(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const Projection &p_cam_projection, const Transform3D &p_cam_transform, const Transform3D &p_prev_cam_inv_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes);
public:
static RendererSceneRenderRD *get_singleton() { return singleton; }
+ /* Cluster builder */
+ ClusterBuilderSharedDataRD *get_cluster_builder_shared() { return &cluster_builder_shared; }
+
/* GI */
RendererRD::GI *get_gi() { return &gi; }
@@ -774,10 +665,10 @@ public:
/* SDFGI UPDATE */
- virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
- virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
- virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
- virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
+ virtual void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
+ virtual int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override;
+ virtual AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
+ virtual uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override;
RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
/* SKY API */
@@ -1071,42 +962,14 @@ public:
virtual float _render_buffers_get_luminance_multiplier();
virtual RD::DataFormat _render_buffers_get_color_format();
virtual bool _render_buffers_can_be_storage();
- virtual RID render_buffers_create() override;
- virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
+ virtual Ref<RenderSceneBuffers> render_buffers_create() override;
virtual void gi_set_use_half_resolution(bool p_enable) override;
- RID render_buffers_get_depth_texture(RID p_render_buffers);
- RID render_buffers_get_ao_texture(RID p_render_buffers);
- RID render_buffers_get_ssil_texture(RID p_render_buffers);
- RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
- RID render_buffers_get_back_depth_texture(RID p_render_buffers);
- RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
RID render_buffers_get_default_voxel_gi_buffer();
- RID render_buffers_get_gi_ambient_texture(RID p_render_buffers);
- RID render_buffers_get_gi_reflection_texture(RID p_render_buffers);
-
- uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
- Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
- Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
- float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
-
- bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
- RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
- RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
virtual void update_uniform_sets(){};
- virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
+ virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
virtual void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;