diff options
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.h')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.h | 199 |
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; 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